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Messages - Dark_Phantom

#1
https://www.swbfii.com/holonet/guide-getting-your-playstation-2-online

Have you attempted these settings?  There are people that play coordinated events on the PS2 that use these settings.
#2
DylanRocket's channel is really good for that: https://www.youtube.com/playlist?list=PLLgnHhItWZCsKi41G_tyxFKVI8Yha7f38 (I think they have other playlists as well)
I also have a playlist dedicated to this exact topic: https://www.youtube.com/playlist?list=PLl30b7cfBY7FwwkDlbp_penzRhG3usQxy
#3
Alright, so we need to break this down a little bit.  The sound munge process is fragile but does work as designed - I've used it in my mod maps successfully.

The way batch files work is a chained process. You can't run the bat files by themselves or they will fail because they lose context that gets passed from the original munge.bat file.  You could theoretically build a separate environment and cut out the BFBuilder/chained munge but the environment was built in a way to try to make it seamless.  The bad part is that if something fails, it usually does not give a detailed error.

I'm not 100% sure what you're trying to accomplish though. Some common pitfalls while we're at a high level:
1.) Files marked read-only (shouldn't really matter but the munge can choke)
2.) Files being empty (some of the builders are fragile)

The title implies that we're trying to use shipped audio streams.  The final games audio streams and sfx are not included with the mod tools for legal reasons, and thus only referencing them will cause errors.

I recommend this for some experimentation material:
https://www.moddb.com/games/star-wars-battlefront-ii/downloads/swbf1-swbf2-soundenv-for-modders
This is a recreation of both games entire sound environments and you can see how it is handled in there.  Every audio stream in both games is included and can be moved into your folder if desired.
#4
Thanks, glad you are getting some use out of it!
#5
Also here's a couple threads:
https://www.swbfgamers.com/index.php?topic=13839.0
https://www.swbfgamers.com/index.php?topic=6176.0

Both methods are fine, I think that mine may have an issue where you could run out of sound memory, but I haven't personally tried Dave's method.
#6
SWBF1 Modding / Re: Battlefront team colors change
July 14, 2025, 07:21:06 PM
Quote from: Ty294 on July 14, 2025, 03:24:07 PMSo, this can be done on a map-to-map basis without the need to hack the game EXE, or is this being done to the game EXE? Sorry if I missed something, but I am wondering what file is being hex-edited to get this effect.

Very nice work regardless though!

It requires updating your Battlefront.exe or saving the values in Cheat Engine.
#7
Hello and welcome.

You have to download the Mod Tools either located here or on ModDB (just search up SWBF2 mod tools, or whichever game you're using). You would have to modify the tga texture for the ones you want to replace, and odds are you'll just munge (compile) a brand new side .lvl file or if you do want to use the replacement, then you would have to go into the _BUILD_PC folder and find the appropriate .texture file, which you can then insert using his tool.

Is it simple? Yeah, but does require some legwork to get from start to finish.  Feel free to take a look at some of the other side editing tutorials on the website to get a better feel for it.
#8
Hello SWBFgamers community,

We are still looking into possible solutions for server sided handling of our downloads.  I know it can be annoying to click on something and nothing happens in the download section.
This is because our host for our download section is using HTTP.  I imagine it could be fairly straightforward to move to HTTPS but that would require updating all the links as well.

We've generally recommended just using Firefox but in Chrome you can enable it on THIS SITE ONLY by doing the following:
1.) Click the button to the left of the link in the address bar
2.) Click "Site Settings"
3.) Go down to "Insecure Content"
4.) Change to "Allow"

Our downloads section does get vetted by moderators and admins.  If you have any concerns over where a download leads, we can double check for you before downloading.

Thank you!
#9
You're not gonna get any performance boost from anything like that.  BF runs on a single thread and you're not gaining any advantages over any other setup.

Probably fine using it, but any oddities you find could probably be mitigated by using a consumer level CPU.  Server CPUs can be fine but are usually tailored towards... server-level jobs.
#10
SWBF1 Modding / Re: lua4dec - Lua 4.0 Decompiler
May 16, 2025, 07:24:02 AM
BAD_AL has a version in his toolkit that is a little bit easier to handle than working with luac -l
https://github.com/BAD-AL/SWBF2_Xbox_mod_effort/releases/tag/0.52

I have one that works for simple lua 4.0 scripts and works well for BF1 on my Github as well that was mentioned early in the thread.
#11
Also, are your vehicles sitting too close to barriers? The AI think if any part of a vehicle exists in a barrier that it's inaccessible.  This is a common problem even in the stock game that isn't well noted.
#12
Yeah I've set it up.  I also have the DB structure in an ER diagram (because you'd need to create the DB yourself).  It's no minor feat to get running but I've done it.

If it's something you really want to do, I can direct you to some documentation but with as small as the community is, I don't recommend it. If this is in reference to the problems with the servers, that's not the MS, that's the BF1 server software.

Our current setup is about as stable as it gets in terms of the master server.  If it's just for experimenting/learning, then have at it.
#13
SWBF1 Modding / SWBF1 Memory Extender/Patches
January 20, 2025, 05:27:54 PM
https://github.com/phantom567459/BF1MemExt/releases/tag/v1.0

Version 1.0
Only supports BF1 SWBFspy version (1.2), which can be obtained here: https://info.swbfgamers.com/
Support for SPTest should not take long to get live, some of the offsets are already there for DLC extension.

Active patches (despite what the GUI may say) are:
Support for 10 units
Changed Addon limit from 50 to (theoretically) 4096.  We'll see about that.

Included detailed readme for how to include in your own mods.  Check out what Giftheck is working on here: https://www.swbfgamers.com/index.php?topic=15020.0

There's also a cheat table included for BF1 (Cheat Engine) that has some cool stuff that I add to occasionally.

Let me know if there's any questions or concerns - the Github will be the current location for this.  All credits are included there.

#14
Correct, I made a few updates after I did some more research. 1-20 is the default range of values and ET adds 4 to that value.
https://ibb.co/p2rrpYG

I tried to attach a screenshot showing the difficulties and addresses that they are found at in the SWBFSpy exe.  At the bottom is the ET modifier and the MAX_DIFFICULTY which was capping the enemy and player skill levels. Let me know if you can't see the screenshot.  The address is 006f07cc.
#15
I did not see a limit when I did it.  I think there's a point of diminishing returns obviously but it didn't seem to break.  I think I only set it to 50 at max though. They were rolling through enemies on hard.

EDIT:
So the max constraint is 20 for skill level.  Hard is set to 17 by default for the enemy AI, and 4 for the user AI.
In the SWBFspy exe, at 0x2F07CC (or 6f07cc while running) is a variable that I had misnamed as MIN_DIFFICULTY.  It seems this is actually the MAX_DIFFICULTY.
Pushing this variable up allowed the skill level to exceed 20 when using Elite Training.