Recent posts
#31
Other Games / Star Wars First Assault XBox36...
Last post by Giftheck - March 11, 2026, 10:25:52 AMHuge props to Shaymin and Surestsafe for getting matchmaking working, now we know how Star Wars: First Assault would have played. It's very Call of Duty-inspired, which would have marked a stark change in direction had the original plan for this to be the 'first step' to Star Wars Battlefront III come to pass.
Star Wars: First Assault was an internally-developed online multiplayer FPS in the same vein as Call of Duty. It was restricted to Galactic Civil War and featured 8v8 infantry combat that encouraged players to form squads rather than going it alone. LucasArts was to release this via the XBox Live Arcade in Spring 2013, with the game planned to be announced in late 2012. The tech demo is all that has leaked out, and it consists of a single map and incomplete weapons (no E-11 at this stage), however the final game would have had more weapons, as well as maps across Tatooine, Bespin, a Star Destroyer interior, and Kashyyyk. It was content-complete and practically ready to go. It was the first step in LucasArts' three-step plan to Battlefront III - the next game would have included vehicles and Jedi Heroes, and Battlefront III would have added space battles and a campaign. However, First Assault's announcement was cancelled after Disney bought Lucasfilm in 2012. It was be cancelled altogehter when Disney closed down LucasArts.
EDIT PC Gamer has an article too: https://www.pcgamer.com/games/fps/modder-behind-cancelled-star-wars-games-unofficial-revival-has-no-concern-at-all-about-disney-reprisal-we-pose-little-to-no-threat-to-any-upcoming-or-ongoing-titles/
Star Wars: First Assault was an internally-developed online multiplayer FPS in the same vein as Call of Duty. It was restricted to Galactic Civil War and featured 8v8 infantry combat that encouraged players to form squads rather than going it alone. LucasArts was to release this via the XBox Live Arcade in Spring 2013, with the game planned to be announced in late 2012. The tech demo is all that has leaked out, and it consists of a single map and incomplete weapons (no E-11 at this stage), however the final game would have had more weapons, as well as maps across Tatooine, Bespin, a Star Destroyer interior, and Kashyyyk. It was content-complete and practically ready to go. It was the first step in LucasArts' three-step plan to Battlefront III - the next game would have included vehicles and Jedi Heroes, and Battlefront III would have added space battles and a campaign. However, First Assault's announcement was cancelled after Disney bought Lucasfilm in 2012. It was be cancelled altogehter when Disney closed down LucasArts.
EDIT PC Gamer has an article too: https://www.pcgamer.com/games/fps/modder-behind-cancelled-star-wars-games-unofficial-revival-has-no-concern-at-all-about-disney-reprisal-we-pose-little-to-no-threat-to-any-upcoming-or-ongoing-titles/
#32
Released Maps and Mods / Re: SWBF1 Museum
Last post by (GGR)Ldr.Phoenix{MES} - March 09, 2026, 11:18:43 PMHey snake! Wanted to take a trip down memory lane and check out the map (Might use it for a game night for GGR's 20th anniversary). Is the 2025 version the most recent one still?
#33
Star Wars Battlefront (2004 Original) / new horizons pack 5 poll
Last post by wsa30h - March 08, 2026, 12:41:15 PMAs a bonus should it be made available for the classic collection just like the previous packs ?
#34
General / Re: SWBF Gamers – Sharing Stra...
Last post by Giftheck - March 04, 2026, 01:41:57 AMAlmost certainly generated by ChatGPT.
#35
General / Re: SWBF Gamers – Sharing Stra...
Last post by Led - March 03, 2026, 08:24:57 PMQuote from: Marcus_Clate on March 03, 2026, 11:06:05 AMI believe mastering movement and positioning is key to dominating in SWBF. Are we really pushing ourselves to learn every map's secret spots and shortcuts, or are we just sticking to familiar routines? How much could our gameplay improve if we embraced the challenge of exploring every corner and experimenting with new tactics?
looks spammy
#37
General / SWBF Gamers – Sharing Strategi...
Last post by Marcus_Clate - March 03, 2026, 11:06:05 AMI believe mastering movement and positioning is key to dominating in SWBF. Are we really pushing ourselves to learn every map's secret spots and shortcuts, or are we just sticking to familiar routines? How much could our gameplay improve if we embraced the challenge of exploring every corner and experimenting with new tactics?
#38
SWBF1 Modding / Re: Localization guidance
Last post by SPS-barbarossa - March 03, 2026, 10:45:12 AMAlright, then I am going to start tinkering with that. I will report back if there are more questions, until then, thanks for the support!
#39
SWBF1 Modding / Re: Localization guidance
Last post by Dark_Phantom - March 03, 2026, 06:24:50 AMCorrect, 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
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