Recent posts
#21
SWBF2 Modding / Re: BF1 maps crashing on certa...
Last post by drbob76 - September 21, 2025, 10:42:59 AMWell, 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?
#22
SWBF2 Modding / Re: BF1 maps crashing on certa...
Last post by Bugmenot2017 - September 21, 2025, 09:59:45 AMRegarding Rhen Var, I took a quick look and saw you're missing a comma:
ReadDataFile (REP)
"rep_inf_ep2_jettrooper") -- YOU'RE MISSING A COMMA.
"rep_hero_kiadimundi")
Also, you put a lot of sharpshooters in the Republic, and the special unit is an engineer. Then, the CIS has almost all engineers. I don't know if that's how you want it or you were wrong.
And regarding the fact that it doesn't work with some scripts, even without editing, it makes me think you haven't configured the .REQ files correctly. I don't know.
ReadDataFile (REP)
"rep_inf_ep2_jettrooper") -- YOU'RE MISSING A COMMA.
"rep_hero_kiadimundi")
Also, you put a lot of sharpshooters in the Republic, and the special unit is an engineer. Then, the CIS has almost all engineers. I don't know if that's how you want it or you were wrong.
And regarding the fact that it doesn't work with some scripts, even without editing, it makes me think you haven't configured the .REQ files correctly. I don't know.
#23
SWBF2 Modding / Re: BF1 maps crashing on certa...
Last post by drbob76 - September 21, 2025, 09:40:23 AMFor 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.
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.
#24
SWBF2 Modding / Re: BF1 maps crashing on certa...
Last post by Bugmenot2017 - September 21, 2025, 09:13:51 AMYou may have made a mistake while editing, could you show me exactly what you edited?
#25
SWBF2 Modding / BF1 maps crashing on certain m...
Last post by drbob76 - September 21, 2025, 09:05:46 AMAfter 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.
- 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.
#26
SWBF2 Modding / Re: Hex BF1 maps for BF2
Last post by Led - September 19, 2025, 05:35:06 PMall good, we are not exclusive

#27
SWBF2 Modding / Re: Hex BF1 maps for BF2
Last post by Bugmenot2017 - September 18, 2025, 07:11:56 PMI didn't know that, sorry. 

#28
SWBF2 Modding / Re: Hex BF1 maps for BF2
Last post by Led - September 18, 2025, 04:20:06 PMAlso have a tutorial forum here
#29
SWBF2 Modding / Re: Hex BF1 maps for BF2
Last post by Bugmenot2017 - September 18, 2025, 09:50:22 AMTo do this, you must create the map's mission.lvl file, located in the map's data folder.
To do this, you need BF2_ModTools. After creating it, replace it with your own.
Edit: Here's the link to Anyder's tutorial: https://www.swbfgamers.com/index.php?topic=8516.0

To do this, you need BF2_ModTools. After creating it, replace it with your own.
Edit: Here's the link to Anyder's tutorial: https://www.swbfgamers.com/index.php?topic=8516.0
Quote from: Led on September 18, 2025, 04:20:06 PMAlso have a tutorial forum hereP.S.: Sorry Led, I didn't post this before.

#30
SWBF2 Modding / Re: Hex BF1 maps for BF2
Last post by drbob76 - September 18, 2025, 04:07:45 AMThanks 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?