Recent posts

#31
SWBF1 Modding / Third Era
Last post by TimoCruz - February 06, 2026, 05:05:54 PM
Hi, i've successfully managed to add a third era (KOTOR) to Battlefront 2004 using a shell.lvl builder and everything is running fine. However, I only want the third era to be playable on certain maps. Is there a way for specific maps to display 2 eras when i click on them in the menu and then others display 3 instead of every map displaying 3?
#32
Hi everyone,
I hope you're doing well.

I'm reaching out to ask for a small bit of help with Star Wars Battlefront II (2005) modding. I've been trying to do this myself, but I ran into tool limitations and figured it would be better to ask someone more experienced.

All I'm looking for is a very simple change:
replace the secondary weapon (pistol) of the Jet Troopers for both the Empire and the Republic with the standard automatic infantry rifle of each faction.

The rifle should be identical in every way to the one used by the regular infantry class, including limited ammunition and normal reload behavior (no infinite ammo).

No balance changes, no stat tweaks, no jetpack changes, just a straight weapon swap.

If someone could provide the edited ODF files or a small ready-to-use mod, I'd really appreciate it. I can test everything locally if needed.

Thanks a lot for your time!
#33
SWBF1 Modding / Re: Battle of Hoth (Formerly H...
Last post by Giftheck - February 04, 2026, 10:50:12 AM
It's been over five years since I made this map, and I have decided to return to it and give it a few new touches, including some new modular corridor pieces, additional trenches, balancing and planning tweaks, and a couple of nice new surprises too. I'm also including a 'classic sides' version for those who want to experience this map with the stock sides instead of my own. I have no ETA on this upgrade, but it's coming along nicely so far.

#34
Other Games / Re: Optimizing SWBF Gameplay w...
Last post by Led - February 03, 2026, 07:12:44 PM
yeah, all gobbledygook
#35
Other Games / Re: Optimizing SWBF Gameplay w...
Last post by Giftheck - February 03, 2026, 12:45:10 AM
Also that last post is very much an AI-generated response made by dumping this thread into ChatGPT, looking at it. The botscammers think they're being crafty.
#36
Other Games / Re: Optimizing SWBF Gameplay w...
Last post by Led - February 02, 2026, 04:08:15 AM
insertion of casino URL earns a ban for the spam bot
#37
Other Games / Re: Optimizing SWBF Gameplay w...
Last post by AliaWaite - January 31, 2026, 11:04:16 PM
Quote from: wowah48397 on May 22, 2025, 05:24:43 AMHey SWBF Gamers,

I've been considering using an Opteron Hexa-Core 2.60GHz processor[/url] for my gaming setup and was wondering how well it might handle Star Wars Battlefront and similar games. Since Opteron CPUs are typically server-grade, I'm curious if their multi-threaded capabilities offer any performance advantages in multiplayer matches, modding, or hosting dedicated servers.

Has anyone tested SWBF on an Opteron CPU? Would the server-class efficiency help with smoother gameplay, or would a more consumer-focused gaming CPU be better? I'd love to hear your thoughts and experiences!

Let's discuss—any insights would be appreciated!




edit by Led:  removed URL; the poster can discuss this edit if they feel this is not reasonable
Short answer. It will work, but it's not ideal.
SWBF is an old game and mostly single-thread focused. It cares far more about per-core performance than core count. An Opteron hexa-core looks nice on paper, but the low IPC and clock speed compared to consumer CPUs will hold it back. You won't see real gains in multiplayer matches just because it has more cores.

Where it can help is hosting a dedicated server while playing, or running mods and background tasks at the same time. For pure gameplay, a mainstream desktop CPU from the same era usually feels smoother. Server chips shine at stability, not frame rates.


update by LED remove reinserted URL
#38
Released Maps and Mods / Re: AKIVA: VILLAGE
Last post by {AR}MetalKiller - January 26, 2026, 10:22:54 AM
One final update: I added the download link for the SWBF2 Version.
#39
Released Maps and Mods / Re: AKIVA: VILLAGE
Last post by wsa30h - January 22, 2026, 09:18:47 AM
glad to help if you ever have any other maps you would like to see ported to the classic collection let me know.
#40
Released Maps and Mods / Re: AKIVA: VILLAGE
Last post by {AR}MetalKiller - January 22, 2026, 08:03:09 AM
I just released version 1.0 and updated the download links in the original post.

Thanks to Dave (wsa30h) for porting it to the classic collection!