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Messages - Dark_Phantom

#1
Released Maps and Mods / Re: PS2 SWBF1.1 Server Update
October 01, 2026, 05:14:33 AM
This is for server hosts who intend on using SWBF1 PS2 1.1 online.  The original has some issues which this update fixes to work with the current iteration of the 1.1 server that is active on SWBFSpy.

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=689 --> This is the original server, which you will need before replacing the EXE.

For those of you who wish to play online using this patch (PS2 ONLY):
1.) Go to Multiplayer
2.) Select SG-17's DNS server (or another DNS server which has pointed correctly at SWBFSpy's patch directory).
3.) You should be prompted with a patch notification.  Download it.  I have updated the date so those that were testing can grab a fresh version and should not need to remove the old one.
4.) After it has completed, reset your game.
5.) Go back into Multiplayer.  Some new things you will see (new server list, updated optimatch, and planet name on the load screens.

You may be asking, "Why did we do this?"

This patch is much more stable online.  I'm hoping it practically eliminates the bug where people get locked out on map switches, as it doesn't go back to the server list at all unless you exit.  On a small scale, the netcode has seemed a lot more stable.  On the server side, the server is much more configurable for server hosts like SG-17 and SWBFgamers.  I'm able to do per-map reinforcement counts like on PC, and also the boot/ban mechanics actually work.  Spawn Invincibility is also a thing for PS2 now.

How did this happen?

SG-17 was able to provide a dump of the SWBF1 patch from their PS2.  However, it's not usable as is - I ripped out the rest of the screen updates pretty quickly but the ELF (the executable file) is already in use and base values mutated.  The patch itself was not able to be pulled without a dump - it's doubly encrypted from Sony and one of the layers is a signature layer by the receiving PS2.  I tried to fix it myself by hand but didn't get very far, and ended up using AI which analyzed this and compared it to my limited Ghidra disassembly of SWBF1.  Most of the changes it made were small but there were quite a few of them to get back to a launchable ELF file.  There was a ton of iterating but the only difference visibly I noted is there seems to be a small hitch on the load screen that doesn't affect functionality.
#3
SWBF1 Modding / Re: Localization guidance
March 03, 2026, 06:24:50 AM
Correct, Battlebelk's tool will make a new replacement core.lvl for the entire game.

The correct place to put it is at the very top of the file, before ScriptInit, in a new function called "ScriptPreInit".  ScriptPreInit is a special function that was known about in BF2 but after some digging through the binary, it was determined that ScriptPreInit is also a valid function that is designed to be loaded before the main game files.  So what happens is ScriptPreInit is in your mission, it loads, and that coreaddition.lvl is loaded first.  The game then goes and loads all the normal stuff it uses (core/common/etc).  The base game behavior is that if an exact localization entry is found, just skip over it.  So normally you would not be able to overwrite the main game's core.lvl since it loads first.  PreInit can get you in before that and allow you to make "Rebel Soldier" into "Rebel Scum" using a much smaller addon file than replacing the main core.lvl.

Back to the question, yes, the way I have it structured is that it would go in the "NEW" folder in _LVL_PC, that is correct.

Finally, yep, you can just use BFBuilder's localization tools and the core.lvl generated from that to put in this "NEW" folder.

Let me know if you have any more questions
#4
SWBF1 Modding / Re: Localization guidance
February 26, 2026, 02:19:07 PM
So BFBuilder only contains localization for addons, not the main game - these are contained the main game's core.lvl.  Mod maps you can add new scopes to be able to correctly localize using BFBuilder with no real changes.  If you want to overwrite the main game's core.lvl, you'll need something like this:
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=307 (Battlebelk Core.lvl Tool)

There is an alternative method which is kinda cool that was just discovered recently where you can create an addon core.lvl like you would for a mod, and then in your mission file you can insert something like this above your function ScriptInit call:
function ScriptPreInit()
    ReadDataFile("NEW\\coreaddition.lvl")
end

This would be most appropriate if:
  • You're trying to overwrite data in the stock core.lvl but want to keep most of it
  • You're not doing a traditional mod map
#5
SWBF1 Modding / Re: Switching Infantry Death Animations
February 24, 2026, 09:30:57 AM
I am not the best person to ask about this since I'm still not amazing with animation hierarchy, but you should be able to look in the mod tools for the animation files and get familiar with them.

The only portion I'm sure of is that the animation banks are stored in the common.lvl and are named based on action like "human_rifle_die". The game stores the names of these animations to determine how it should react.  Human - has a rifle - and dies - use this animation.  However, they're all compiled in zaabin/zafbin files.  We have all the source for those in the mod tools, but they're a pain in the butt without a lot of documentation other than what the mod tools say.

As far as only doing a text change, you're out of luck.  I think the game does something silly like AnimationName = "all_inf_snowtrooper" which just makes it default to the human banks for any animations it needs.
#6
Welcome Center / Re: Anyone playing?
February 24, 2026, 09:21:29 AM
I'm not 100% certain about BF2 but I know BF1 (Steam) had a server with 25 players on it at like 2pm eastern time (US)
#7
Welcome Center / Re: Anyone playing?
February 19, 2026, 02:45:40 PM
Howdy! Generally the servers are more populated on Saturdays/Sundays.  We haven't had too many people on the PC side organizing during the week, but the PS2 servers (BF2 usually) are pretty well populated during the week.  BF1 has a PS2 event tonight.

I probably should make an event soon to check.  Drop in-drop out is better suited for Steam but I always have performance issues there in BF1.
#8
SWBF1 Modding / Re: Sidemod crashing once NPC units spawn
February 19, 2026, 02:42:41 PM
Glad that fixed it.  It's possible there was something with saving the file the way it was, which seems silly, but I just relayed a situation where a file was saving incorrectly due to the formatting of it that wasn't 100% visible.  It's possible something similar happened here.

Let us know if you need anymore help!
#9
SWBF1 Modding / Re: Sidemod crashing once NPC units spawn
February 18, 2026, 08:59:48 AM
Let me make sure you've got your reqs set up correctly, I actually don't think this is the problem because AddUnitClass does NOT crash on load but it's good to check.
  • In All.req you added all_inf_flanker correctly
  • In the REQs folder, you created the file "all_inf_flanker.req"
  • In that file, you formatted it somewhat like this:
ucft
{
REQN
{
"class"
"all_inf_flanker"
}
}

Then:
  • You have an odf of all_inf_flanker.odf
  • All of your weapons on all_inf_flanker have valid odfs.
  • All of your meshs on all_inf_flanker are working.

Crashing when NPCs spawn or you attempt to select it (Can't tell if you tested this) means that something with that class is messed up specifically.  Either the weapons or the class itself could be the culprit.

Let me know what you find next.
#10
SWBF1 Modding / Re: Sidemod crashing once NPC units spawn
February 16, 2026, 04:26:07 PM
Go ahead and share your mission.lvl lua changes here, and we'll see what we can figure out with them.
#11
Requests / Re: SWBF1 .lvl extractor
January 20, 2026, 05:54:17 AM
I sent you this on Github but figured I could document here as well:
https://www.moddb.com/games/star-wars-battlefront/downloads/swbf1-swbf2-soundenv-for-modders

This has all the sounds in the game in it, in an environment that would resemble what the devs have.
#12
Yeah it might be useful to expand this to create your own SFX to completely avoid the goofiness that overwriting causes.  A lot works, but a lot has issues.

I'll poke around and see if I can streamline any of this.  Sound tutorials are here but for this scenario there might be an alternate method considering we can now extract or use the global sound env, which did not exist when this post was made.
#14
If the original modder is around, they could reply and replace with the original units.

However, if that wasn't their intent, and there's no source files, then it's likely harder than the effort it's worth.

Think of it this way, that was a design decision by the modder and they wanted the map to be played with their custom classes.  :shrug: