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#2
SWBF1 Modding / Battlefront team colors change
July 12, 2025, 04:04:33 PM
I. How to fix multiplayer minimap bug for all teams whose value is greater than 3.
There is a problem when you in multiplayer decide to add more than 3 teams. In singleplayer, each new one will just be yellow (or green/red if they have the right name). However, in multiplayer they will become white or other colors, which is very inconvenient. Plus, the white ones will be visible even to enemies.
The thing is that the developers for some reason instead of 3 bits read only 2 bits of information about the team number to display on the minimap. In addition, they constantly overwrite the correct value with the wrong one. This happens only in multiplayer (in single player there is no overwriting and the values remain correct). I solved the problem by removing overwriting in multiplayer.
The solution:
1. Using HexEditor, find the next code: "57 89 96 DC 00 00 00 E8"
2. Сhange the code from "57 89 96 DC 00 00 00 E8" to "57 90 90 90 90 90 90 E8"
II. How to change the main colors used in the game.
The game has the basic colors sewn in, which are used for a variety of things during game (colors of arrows on the mini-map, health bars, player names and even the message "Leaving the battlefield"). By changing them you can change all the basic colors. However, keep in mind that you cannot change the color for nickname or arrows separately in this way.
You cannot view this attachment.
The solution:
1. Using HexEditor, find the next code: "FF FF FF FF C0 C0 C0 FF 80 80 80 FF"
2. First "FF" is the beginning, change can be started from there. The colors go one by one, no indentation
As you understand, all colors are written as hex numbers (0 to FF). The order of colors is as follows: blue, green, red, alpha.
For example, you can change the red color of enemies to cyan. Just change "20 20 DF FF" to "DF DF 20 FF"
III. I changed the color of the yellow team that is in alliance with the enemy and made them blue.
And similar to the green-red arrows, these ones will change to yellow and blue depending on their relationship to your team.
Essentially, allies will look green or yellow, and enemies will look red or blue (green and red = primary team, blue and yellow = secondary team)
You cannot view this attachment.
The solution:
1. Using HexEditor, find the next code: "08 8B 0D 00 7A 72 00 EB"
2. Сhange the code from "08 8B 0D 00 7A 72 00 EB" to "08 E9 F9 A0 17 00 90 EB"
3. Navigate to address "3048F0"
4. Change the code from zeros to "8A 8C 32 8C 00 00 00 84 C9 7E 0B 8B 0D 00 7A 72 00 E9 15 5F E8 FF 8B 0D F4 79 72 00 0F 8C 09 5F E8 FF 8B 0D DC 79 72 00 E9 FE 5E E8 FF"
There is a problem when you in multiplayer decide to add more than 3 teams. In singleplayer, each new one will just be yellow (or green/red if they have the right name). However, in multiplayer they will become white or other colors, which is very inconvenient. Plus, the white ones will be visible even to enemies.
The thing is that the developers for some reason instead of 3 bits read only 2 bits of information about the team number to display on the minimap. In addition, they constantly overwrite the correct value with the wrong one. This happens only in multiplayer (in single player there is no overwriting and the values remain correct). I solved the problem by removing overwriting in multiplayer.
The solution:
1. Using HexEditor, find the next code: "57 89 96 DC 00 00 00 E8"
2. Сhange the code from "57 89 96 DC 00 00 00 E8" to "57 90 90 90 90 90 90 E8"
II. How to change the main colors used in the game.
The game has the basic colors sewn in, which are used for a variety of things during game (colors of arrows on the mini-map, health bars, player names and even the message "Leaving the battlefield"). By changing them you can change all the basic colors. However, keep in mind that you cannot change the color for nickname or arrows separately in this way.
You cannot view this attachment.
The solution:
1. Using HexEditor, find the next code: "FF FF FF FF C0 C0 C0 FF 80 80 80 FF"
2. First "FF" is the beginning, change can be started from there. The colors go one by one, no indentation
As you understand, all colors are written as hex numbers (0 to FF). The order of colors is as follows: blue, green, red, alpha.
For example, you can change the red color of enemies to cyan. Just change "20 20 DF FF" to "DF DF 20 FF"
III. I changed the color of the yellow team that is in alliance with the enemy and made them blue.
And similar to the green-red arrows, these ones will change to yellow and blue depending on their relationship to your team.
Essentially, allies will look green or yellow, and enemies will look red or blue (green and red = primary team, blue and yellow = secondary team)
You cannot view this attachment.
The solution:
1. Using HexEditor, find the next code: "08 8B 0D 00 7A 72 00 EB"
2. Сhange the code from "08 8B 0D 00 7A 72 00 EB" to "08 E9 F9 A0 17 00 90 EB"
3. Navigate to address "3048F0"
4. Change the code from zeros to "8A 8C 32 8C 00 00 00 84 C9 7E 0B 8B 0D 00 7A 72 00 E9 15 5F E8 FF 8B 0D F4 79 72 00 0F 8C 09 5F E8 FF 8B 0D DC 79 72 00 E9 FE 5E E8 FF"
#3
SWBF1 Modding Tutorials / Re: BF1 Bonuses Research: Elite Training
December 25, 2024, 11:16:43 AM
Thank you, that's a very good discovery.
I know that the complexity of AI not only determines their accuracy, but also their behavior, dodging skills and delay between actions. All of these should, in theory, be boosted by the bonus.
The final thing I'm interested in: what's the spread within the team?
Let's say the difficulty of the team is set to 10. Then how strong and weak bots will spawn? How big is the spread between the weakest AI on the team and the strongest? Is there an answer to this question?
Because I've noticed that the same team can have bots that are clearly stronger and clearly weaker than others.
It gets to the point that in the first part of the game, sometimes there are extremely strong bots that destroy everything in their path.
I know that the complexity of AI not only determines their accuracy, but also their behavior, dodging skills and delay between actions. All of these should, in theory, be boosted by the bonus.
The final thing I'm interested in: what's the spread within the team?
Let's say the difficulty of the team is set to 10. Then how strong and weak bots will spawn? How big is the spread between the weakest AI on the team and the strongest? Is there an answer to this question?
Because I've noticed that the same team can have bots that are clearly stronger and clearly weaker than others.
It gets to the point that in the first part of the game, sometimes there are extremely strong bots that destroy everything in their path.
#4
SWBF1 Modding Tutorials / Re: BF1 Bonuses Research: Elite Training
December 19, 2024, 03:37:17 PM
Do I understand correctly that by default the game has AI difficulties ranging from 0 to 20, and the elite training bonus adds +4 points to the team with the bonus?
Furthermore, have you found a variable that allows you to increase the maximum AI difficulty limit? I.e. make the maximum limit not 20, but 30?
Furthermore, have you found a variable that allows you to increase the maximum AI difficulty limit? I.e. make the maximum limit not 20, but 30?
#5
SWBF1 Modding Tutorials / Re: BF1 Bonuses Research: Elite Training
December 10, 2024, 01:54:28 PM
Hm, very interesting
Do you know what the highest and lowest levels of teamDifficulty (or it's standart 0-20)? I mean, how good this bonus is compared to the default values?
Do you know what the highest and lowest levels of teamDifficulty (or it's standart 0-20)? I mean, how good this bonus is compared to the default values?
#6
SWBF1 Modding / Re: Changing sound memory from 32MB to 256MB
October 13, 2024, 12:38:05 PM
Please, check if it works (or at least runs):
Instruction for Classic collection "Battlefront1.dll":
1. Using HexEditor, navigate to address "314937"
2. Сhange the code from "00 02 FF" to "00 16 FF"
3. Navigate to address "314AA0"
4. Сhange the code from "B9 80 00 00 00 48 89 44 24 20 41 B8 00 00 00 02 48" to "B9 00 08 00 00 48 89 44 24 20 41 B8 00 00 00 16 48"
Instruction for Classic collection "Battlefront1.dll":
1. Using HexEditor, navigate to address "314937"
2. Сhange the code from "00 02 FF" to "00 16 FF"
3. Navigate to address "314AA0"
4. Сhange the code from "B9 80 00 00 00 48 89 44 24 20 41 B8 00 00 00 02 48" to "B9 00 08 00 00 48 89 44 24 20 41 B8 00 00 00 16 48"
#7
SWBF1 Modding / Re: Changing sound memory from 32MB to 256MB
October 11, 2024, 11:13:16 AM
Updated for SpTest, Steam and Gog last versions.
Let me know if there will be any trouble with this
Let me know if there will be any trouble with this
#8
SWBF1 Modding / Re: Changing sound memory from 32MB to 256MB
October 04, 2024, 03:14:37 PM
I'll check official steam version
Perhaps there was some changes with patches
Perhaps there was some changes with patches
#9
SWBF1 Modding / Changing sound memory from 32MB to 256MB
September 22, 2024, 01:02:22 PM
I increased the maximum possible memory pool allocated by the game for sounds from 32 megabytes to 256 (
Current Instruction:
1. Using HexEditor, navigate to address "95AD"
2. Сhange the code from "00 02 E8" to "00 16 E8"
3. Navigate to address "9755"
4. Сhange the code from "00 02 C7 05 38 52 CD 01 80 00 00" to "00 16 C7 05 38 52 CD 01 00 04 00"
5. Now you can use as many sounds as you need for every map
Instruction for SPTest:
1. Using HexEditor, navigate to address "1C96D7"
2. Сhange the code from "00 02 E8" to "00 16 E8"
3. Navigate to address "1C9852"
4. Сhange the code from "68 80 00 00 00 68 00 00 00 02 FF" to "68 00 08 00 00 68 00 00 00 16 FF"
SPTest will show more than 300 megabytes because of one problem (which I'm too lazy to look up how to solve), but it should actually be 256.
Instruction for Steam version:
1. Using HexEditor, navigate to address "30D527"
2. Сhange the code from "00 02 E8" to "00 16 E8"
3. Navigate to address "30D6C4"
4. Сhange the code from "68 80 00 00 00 68 00 00 00 02 FF" to "68 00 08 00 00 68 00 00 00 16 FF"
Instruction for Gog version:
1. Using HexEditor, navigate to address "306D87"
2. Сhange the code from "00 02 E8" to "00 16 E8"
3. Navigate to address "306F24"
4. Сhange the code from "68 80 00 00 00 68 00 00 00 02 FF" to "68 00 08 00 00 68 00 00 00 16 FF"
Instruction for Classic collection "Battlefront1.dll":
1. Using HexEditor, navigate to address "314937"
2. Сhange the code from "00 02 FF" to "00 16 FF"
3. Navigate to address "314AA0"
4. Сhange the code from "B9 80 00 00 00 48 89 44 24 20 41 B8 00 00 00 02 48" to "B9 00 08 00 00 48 89 44 24 20 41 B8 00 00 00 16 48"
Current Instruction:
1. Using HexEditor, navigate to address "95AD"
2. Сhange the code from "00 02 E8" to "00 16 E8"
3. Navigate to address "9755"
4. Сhange the code from "00 02 C7 05 38 52 CD 01 80 00 00" to "00 16 C7 05 38 52 CD 01 00 04 00"
5. Now you can use as many sounds as you need for every map
Instruction for SPTest:
1. Using HexEditor, navigate to address "1C96D7"
2. Сhange the code from "00 02 E8" to "00 16 E8"
3. Navigate to address "1C9852"
4. Сhange the code from "68 80 00 00 00 68 00 00 00 02 FF" to "68 00 08 00 00 68 00 00 00 16 FF"
SPTest will show more than 300 megabytes because of one problem (which I'm too lazy to look up how to solve), but it should actually be 256.
Instruction for Steam version:
1. Using HexEditor, navigate to address "30D527"
2. Сhange the code from "00 02 E8" to "00 16 E8"
3. Navigate to address "30D6C4"
4. Сhange the code from "68 80 00 00 00 68 00 00 00 02 FF" to "68 00 08 00 00 68 00 00 00 16 FF"
Instruction for Gog version:
1. Using HexEditor, navigate to address "306D87"
2. Сhange the code from "00 02 E8" to "00 16 E8"
3. Navigate to address "306F24"
4. Сhange the code from "68 80 00 00 00 68 00 00 00 02 FF" to "68 00 08 00 00 68 00 00 00 16 FF"
Instruction for Classic collection "Battlefront1.dll":
1. Using HexEditor, navigate to address "314937"
2. Сhange the code from "00 02 FF" to "00 16 FF"
3. Navigate to address "314AA0"
4. Сhange the code from "B9 80 00 00 00 48 89 44 24 20 41 B8 00 00 00 02 48" to "B9 00 08 00 00 48 89 44 24 20 41 B8 00 00 00 16 48"
#10
SWBF1 Modding / Re: Sniper range
April 22, 2024, 01:51:25 PM
All right, I have done it.
It was really hard. The specific number (59) is nowhere to be found, it uses very strange formulas (that don't make sense, I checked).
All bots can now calmly fire at the maximum weapon firing distance. Eventually I'll create a topic where I'll collect my findings on the executable, so that everyone can choose what they need.
Current Instruction:
1. Using HexEditor, navigate to address "141D80"
2. Сhange the code from "D9 44 24 1C" to "D9 E8 90 90"
3. Enjoy snipers killing you through the entire map
It was really hard. The specific number (59) is nowhere to be found, it uses very strange formulas (that don't make sense, I checked).
All bots can now calmly fire at the maximum weapon firing distance. Eventually I'll create a topic where I'll collect my findings on the executable, so that everyone can choose what they need.
Current Instruction:
1. Using HexEditor, navigate to address "141D80"
2. Сhange the code from "D9 44 24 1C" to "D9 E8 90 90"
3. Enjoy snipers killing you through the entire map
#11
SWBF1 Modding / Re: Finally colored command posts in bf1
April 18, 2024, 11:29:56 AM
Cool result!
#12
SWBF1 Modding / Re: Sniper range
April 16, 2024, 11:06:57 AM
Just in case, I'll post my findings in the executable here (maybe someone could use it someday)
001548eA - I changed the value from 60 to any other and players cannot reload on his own anymore on the R key
I think it is related to the area of memory that stores a weapon's current ammo value
0002990 - Number (60), which has something to do with map processing, because changing this number leads to crashing at the map loading stage
000A2174 and 000A2190 - Numbers (59) related to sounds. Changing them made all the game's sound disappear
001548eA - I changed the value from 60 to any other and players cannot reload on his own anymore on the R key
I think it is related to the area of memory that stores a weapon's current ammo value
0002990 - Number (60), which has something to do with map processing, because changing this number leads to crashing at the map loading stage
000A2174 and 000A2190 - Numbers (59) related to sounds. Changing them made all the game's sound disappear
#13
SWBF1 Modding / Re: Sniper range
April 15, 2024, 08:07:02 AMQuote from: Giftheck on April 15, 2024, 06:33:06 AMBefore I respond, I need to ask: is this question specifically for SWBF1, or was this for SWBF2 and you've put it in the wrong board?
Yes, it's about Battlefront 1
I like the first game more
Quote from: AnthonyBF2 on April 14, 2024, 11:53:12 PMPlay around with these:
AISnipeSuitabilityDist(number) -found in the Jabba's Palace scripts with value 30
SetAIViewMultiplier(number) - found in Dagobah scripts with value 0.35
SetTeamAggressiveness(team, value) examples: rep, cis, imp, rep, or 1 and 2 to represent team 1 and team 2
Okay, thank you. Let's check:
AISnipeSuitabilityDist(number) - I have not found this command in the specified location (in the first game). Also, when added to my script, everything stopped working, indicating that this command is missing in the first Battlefront.
SetAIViewMultiplier(number) - The same result
SetTeamAggressiveness(team, value) - As far as I've noticed, the command doesn't affect the shooting range.
Moreover, commands
SetDefenderSnipeRange(1)
SetAttackerSnipeRange(1)
didn't give any results (what is rly weird).
I do my tests on the Bespin2 map
And one last important thing:
I think there must be something like INTEGER < 61 because bots shoot a little farther than 60.
Is there anyone here who has worked with the executable before? I would like to get your experience, if you don't mind.
I have some experience with executables, but I don't want to waste time learning what is already known.
I am interested in what areas have already been explored to shorten my search.
#14
SWBF1 Modding / Re: Sniper range
April 14, 2024, 01:29:46 PM
So, I found out that the limit is very close to the value of 60.
Also, there is no limit if AI shoots at vehicles
Also, there is no limit if AI shoots at vehicles
#15
SWBF1 Modding / Sniper range
April 11, 2024, 05:41:23 PM
Hey!
I decided to increase the range of the snipers, however I was unsuccessful.
The thing is that a standard sniper rifle can shoot at 300 meters. However, AI snipers use a maximum of 60-70 range and this is clearly exaggerated figures.
I wanted to fix this and did the following:
Lua:
SetMemoryPoolSize("Aimer", 999)
SetDefenderSnipeRange(200)
SetAttackerSnipeRange(200)
Weapon:
MinRange = "32"
OptimalRange = "100"
MaxRange = "200"
LockOnRange = "0.0"
LockTime = "0.0"
LockOnAngle = "1.0"
Ordnance:
LifeSpan = "0.10"
Velocity = "2000.0"
But really it doesn't work. Snipers don't even try to shoot from long range.
I think the AI has a limitation written in the executable file.
Probably it can be around 50 meters (maybe 48), but I don't rly know.
Is there someone who can help me with this question? Maybe I've made a mistake somewhere?
I decided to increase the range of the snipers, however I was unsuccessful.
The thing is that a standard sniper rifle can shoot at 300 meters. However, AI snipers use a maximum of 60-70 range and this is clearly exaggerated figures.
I wanted to fix this and did the following:
Lua:
SetMemoryPoolSize("Aimer", 999)
SetDefenderSnipeRange(200)
SetAttackerSnipeRange(200)
Weapon:
MinRange = "32"
OptimalRange = "100"
MaxRange = "200"
LockOnRange = "0.0"
LockTime = "0.0"
LockOnAngle = "1.0"
Ordnance:
LifeSpan = "0.10"
Velocity = "2000.0"
But really it doesn't work. Snipers don't even try to shoot from long range.
I think the AI has a limitation written in the executable file.
Probably it can be around 50 meters (maybe 48), but I don't rly know.
Is there someone who can help me with this question? Maybe I've made a mistake somewhere?
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