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Messages - drbob76

#1
General / Forums for other games
October 06, 2025, 02:00:31 PM
Unrelated to SWBF, I was wondering if anyone here knows of any good places to ask questions on how to edit and modify the campaigns of Call of Duty 4 and Call of Duty World at War.
#2
SWBF2 Modding / Re: BF1 maps crashing on certain modes
September 21, 2025, 11:51:43 AM
I actually think I fixed it. I went into a created world folder (ex: data_BCC), then went into the common folder, then mission folder and saw there were only a BCCc_con.req and BCCg_con.req files. I simply created additional req files (ex: BCCc_ctf, BCCg_ctf and BCCg_eli) by copying and renaming them, as well as changing what is written in the new file to match the new title. I also went to the mission.req file in the common folder and added:
   "ifs_awardstats"
   "ifs_careerstats"
   "ifs_opt_controller_common"
   "ifs_opt_general"
   "ifs_opt_mp"
   "ifs_opt_mp_listtags"
   "ifs_personalstats"
   "ifs_teamstats"
   "pctabs_options"
   "test1a"
   "test1c"
   "test1g"
   "test1r"
Honestly, I don't think that last part actually did anything, but I did so just to be safe. I then munged a new mission.lvl, and now all modes work fine.
#3
SWBF2 Modding / Re: BF1 maps crashing on certain modes
September 21, 2025, 10:42:59 AM
Well, fixing the comma issue did it. It works fine now. Still not sure how to fix the issues with the other modes, though.  Anyone know how the req file should be configured?
#4
SWBF2 Modding / Re: BF1 maps crashing on certain modes
September 21, 2025, 09:40:23 AM
For Rhen Var Citadel - Clone Wars - Conquest:

I changed

    ReadDataFile("dc:sound\\RVC.lvl;RVCcw")
    ReadDataFile("sound\\geo.lvl;geo1cw")
    ReadDataFile("sound\\hot.lvl;hot1gcw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper")
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul")

      ReadDataFile("dc:SIDE\\kit.lvl",
                "rep_hero_fisto")
                             
                             
    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser")         
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 20,
         reinforcements = 150,
         soldier  = { "rep_inf_ep3_rifleman",9, 25},
         assault  = { "rep_inf_ep3_rocketeer",1, 4},
         engineer = { "rep_inf_ep3_engineer",1, 4},
         sniper   = { "rep_inf_ep3_sniper",1, 4},
         officer = {"rep_inf_ep3_officer",1, 4},
         special = { "rep_inf_ep3_jettrooper",1, 4},
          
      },
      cis = {
         team = CIS,
         units = 20,
         reinforcements = 150,
         soldier  = { "cis_inf_rifleman",9, 25},
         assault  = { "cis_inf_rocketeer",1, 4},
         engineer = { "cis_inf_engineer",1, 4},
         sniper   = { "cis_inf_sniper",1, 4},
         officer = {"cis_inf_officer",1, 4},
         special = { "cis_inf_droideka",1, 4},
      }
   }
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "rep_hero_fisto")
   

    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 32)
   SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityHover", 32)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 128)
   SetMemoryPoolSize("UnitController", 128)
   SetMemoryPoolSize("Weapon", weaponCnt)

to

    ReadDataFile("dc:sound\\RVC.lvl;RVCcw")
    ReadDataFile("sound\\geo.lvl;geo1cw")
    ReadDataFile("sound\\hot.lvl;hot1gcw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_engineer",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep2_jettrooper")
                             "rep_hero_kiadimundi")
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_jangofett")
       
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 20,
         reinforcements = 150,
         soldier  = { "rep_inf_ep2_rifleman",9, 25},
         assault  = { "rep_inf_ep2_sniper",1, 4},
         engineer = { "rep_inf_ep2_sniper",1, 4},
         sniper   = { "rep_inf_ep2_sniper",1, 4},
         officer = {"rep_inf_ep2_sniper",1, 4},
         special = { "rep_inf_ep2_engineer",1, 4},
          
      },
      cis = {
         team = CIS,
         units = 20,
         reinforcements = 150,
         soldier  = { "cis_inf_rifleman",9, 25},
         assault  = { "cis_inf_engineer",1, 4},
         engineer = { "cis_inf_engineer",1, 4},
         sniper   = { "cis_inf_engineer",1, 4},
         officer = {"cis_inf_engineer",1, 4},
         special = { "cis_inf_droideka",1, 4},
      }
   }
     
    SetHeroClass(CIS, "cis_hero_jangofett")
    SetHeroClass(REP, "rep_hero_kiadimundi")
   

    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas

    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 32)
   SetMemoryPoolSize("EntityFlyer", 0)
    SetMemoryPoolSize("EntityHover", 0)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 0)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 128)
   SetMemoryPoolSize("UnitController", 128)
   SetMemoryPoolSize("Weapon", weaponCnt)

However, I don't think that that's the problem, because crashing to desktop still happens when I try to play a match with a LUA script that I did not edit (example: playing ctf even though I left the ctf LUA file alone). In fact, I even replaced the edited RVCc_con file with the original RVCc_con file to test it out and it still crashes.
#5
SWBF2 Modding / BF1 maps crashing on certain modes
September 21, 2025, 09:05:46 AM
After having gotten the scripts for Marvel4's BF1 maps and editing them, I created a new world with VisualMunge, then in the new world (for example, BCC, which I created for Cloud City), I placed the edited scripts in the world's common/script folder, then I edited the mission.req file, I placed the code
 - example:   "lvl"
                "bccc_con"
                "bccc_ctf"
                "bccg_con"
                "bccg_ctf"
                "bccg_eli"
Then I munged the new world, then placed the new mission.lvl file in the downloaded BCC level in gameddata/addon folder of SWBF2. After doing this for all downloaded BF1 levels, I find that, while the conquest mode works fine, when trying to play another mode, like ctf, hunt or xl, the game immediately crashes to the desktop right after launching the map. This also happens when I launch Rhen Var Citadel in conquest mode for Clone Wars, though Rhen Var Citadel in conquest mode for Galactic Civil War works fine.
#6
SWBF2 Modding / Re: Hex BF1 maps for BF2
September 18, 2025, 04:07:45 AM
Thanks for the response and the link. This seems to be exactly what I'm looking for. My only other question is, once I have edited the scripts, how would I apply them, or munge them, or etc. in order to play them?
#7
SWBF2 Modding / Hex BF1 maps for BF2
September 16, 2025, 06:56:06 PM
After now having a bit of experience with hex editing for another game, I was wondering if anyone had more knowledge on hex editing for SWBF2 that I could do for the Marvel4 BF1 maps. Specifically, I am looking to A) remove all vehicles and turrets, and B) have only some classes for each faction specifically; Rebels: rifleman, sniper and engineer, Empire: rifleman, sniper and engineer, Clones: ep2 rifleman, ep2 sniper, ep2 engineer, Droids: rifleman (which I changed to a B1 battle droid), engineer and droideka. I would also like to be able to change the heroes.

Here is how I have it arranged in the Lua files for SWBF2's base maps, using the ones from the Coruscant map as an example:

        imp = {
            team = IMP,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",      --change this to imp_bldg_defensegridturret once the odf has been set up
            soldier  = { "imp_inf_rifleman",7, 25},
            assault  = { "imp_inf_sniper",1, 4},
            engineer = { "imp_inf_sniper",1, 4},
            sniper   = { "imp_inf_sniper",1, 4},
            officer = {"imp_inf_sniper",1, 4},
            special = { "imp_inf_engineer",1, 4},
           
        },
        all = {
            team = ALL,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",
            soldier  = { "all_inf_rifleman",7, 25},
            assault  = { "all_inf_sniper",1, 4},
            engineer = { "all_inf_sniper",1, 4},
            sniper   = { "all_inf_sniper",1, 4},
            officer = {"all_inf_sniper",1, 4},
            special = { "all_inf_engineer",1, 4},

        rep = {
            team = REP,
            units = 32,
            reinforcements = 150,
            soldier  = { "rep_inf_ep2_rifleman",7, 25},
            assault  = { "rep_inf_ep2_sniper",1, 4},
            engineer = { "rep_inf_ep2_sniper",1, 4},
            sniper   = { "rep_inf_ep2_sniper",1, 4},
            officer = {"rep_inf_ep2_sniper",1, 4},
            special = { "rep_inf_ep2_engineer",1, 4},
           
        },
        cis = {
            team = CIS,
            units = 32,
            reinforcements = 150,
            soldier  = { "cis_inf_rifleman",7, 25},
            assault  = { "cis_inf_engineer",1, 4},
            engineer = { "cis_inf_engineer",1, 4},
            sniper   = { "cis_inf_engineer",1, 4},
            officer = {"cis_inf_engineer",1, 4},
            special = { "cis_inf_droideka",1, 4},

Would also like to know how to switch command posts to other team, like set team assigned to attacking to defending and vice versa.
#8
Is it possible to use scripts, files, etc. from the SWBF1 mod tools in order to edit the Marvel4's downloadable BF1 maps, like for which factions and which classes to have? If it is possible, how do I do this, what steps do I take?
#9
SWBF2 Modding / Spaces Maps Crashing
April 05, 2024, 04:52:00 PM
Whenever I try to load a space map, or the Knightfall mission in campaign, the game stops and cuts to desktop. How do I fix this?
#10
SWBF2 Modding / BF1 maps assets
April 01, 2024, 06:38:29 PM
Does anyone know if there were assets released for Marvel4's BF1 converted maps (or for any converted BF1 maps), and if so, where can I find them? Apparently, I need them in order to edit things like which faction classes to have.
#11
SWBF1 Modding / Re: BF1 cheats
April 01, 2024, 06:16:26 PM
Switch?
#12
SWBF1 Modding / BF1 cheats
March 31, 2024, 06:49:23 PM
Are there cheats (or any method) to enable invincibility and unlimited ammo for Battlefront 1 classic, specifically on steam? Also, is there a way to add a sprint feature?
#13
SWBF2 Modding / Downloadable Maps
October 22, 2023, 11:57:35 AM
Is there a way to edit downloadable maps, like the SWBF1 maps made by Marvel4, like editing scripts and munging, or can you only do that with the default maps?
#14
SWBF2 Modding / Re: Command Posts
May 20, 2023, 04:11:00 PM
Thanks for the info.

To Led: Do you know where I can find the tutorial to hex edit the map lvl file?

To Giftheck: Do you mean all of those options are the same for SWBF2, or just one of them?
#15
SWBF2 Modding / Command Posts
May 17, 2023, 06:21:54 AM
How do you edit command posts to determine which team controls them at the beginning of a match? For example, on Endor, starting with the rebels controlling the bunker instead of the Empire?

Likewise, can you also do this for Battlefront 1, and if so, how?