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Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Thu Apr 14, 2016 7:59 pm
by RogueAssassin2488
i mean the animation

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Thu Apr 14, 2016 8:08 pm
by AnthonyBF2
I never noticed any differences related to jetpack and droideka animations. And if they were changed it was probably to run more smoothly on the PSP engine.

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Thu Apr 14, 2016 8:58 pm
by RogueAssassin2488
On multiplayer if you use the drodikas shield it won't show the White sheld around it and the jet Pack makes you charachter look like there floating i show you one of my videos on the PSP Multiplayer

EDIT
https://m.youtube.com/watch?v=F80bQjXFYJI

Double posting is against the RULES; please EDIT your post instead -Staff

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Fri Apr 15, 2016 2:35 pm
by AnthonyBF2
RogueAssassin2488 wrote:On multiplayer if you use the drodikas shield it won't show the White sheld around it and the jet Pack makes you charachter look like there floating i show you one of my videos on the PSP Multiplayer

EDIT
https://m.youtube.com/watch?v=F80bQjXFYJI

Double posting is against the RULES; please EDIT your post instead -Staff
I have to think those issue are just related to multiplayer lag. It happened to me often when I played the PS2 version online. There is no fix for it, sorry. :oops:

EDIT: Current stuff - Converting both SWBF Naboo maps today, then all SWBF maps will be finished. (Not doing Endor/Hoth)
This week I've been adding more texture skin changers, optimizing and re-organizing the Fake Console.

If anyone wants to help me, I have a long task I don't feel like doing. I need someone who has SWBF1 (any version, console or PC) to play every map and take note of the nickname for every command post and make a chart for me so I can easily localize them in SWBF2.

For example, in Bespin, you'll see something like "The empire lost the Carbon Freezing Chamber" - What I need is to make a chart of all CPs in all SWBF maps of all the CP nicknames and which CP each name belongs to. I really really don't feel like doing this, but if it doesn't get done, all the SWBF maps in SWBF2 will say "The empire lost the command post"

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Fri Apr 15, 2016 10:03 pm
by LordStarkiller
First of all I just want to say I look forward to playing your mod, I remember years ago downloading a .cso of SWBF2 that had the Rise Of The Empire missions and some of the removed maps like Utapau and modes like Order 66. It was confusing though since you had to select a certain map and era that had been overwritten with the new ones. I wish your mod was around during my eariler years cause the PSP version of Battlefront 2 gave me many hours of on the go enjoyment. I remember my folks getting it for me when I was going on a 3 day trip and wanted something to play and that was my game.

Now I want to ask if it's possible to give the heroes the running and fading away animation from the demo? I always felt that fit better with the theme of battle than just having them kneel and instead of saying like Obi-Wan has been defeated" it says "Obi-Wan has fled".

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Fri Apr 15, 2016 10:07 pm
by RogueAssassin2488
Dude i got swbf1 can i do it

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Fri Apr 15, 2016 10:12 pm
by Marth8880
@anthonybf2: Here you go: https://docs.google.com/spreadsheets/d/ ... sp=sharing :)

Lemme know if there's any problems.

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Sat Apr 16, 2016 12:01 am
by AnthonyBF2
Marth8880 wrote:@anthonybf2: Here you go: https://docs.google.com/spreadsheets/d/ ... sp=sharing :)

Lemme know if there's any problems.
That's perfect Marth! But I need it done for all maps. :wink:
NVM I see the whole thing. Thanks! Saves me a good chunk of time.

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Sun Apr 17, 2016 9:42 am
by suLac
It would be cool, if you could disable Reward Effects globally like it was done with the unofficial patch on PC. They're pretty distracting on the small screen of the PSP and it's a little annoying to disable them every single round again through Fake Console :)

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Mon Apr 18, 2016 12:43 pm
by AnthonyBF2
I think I can do that but I am unsure, if I can, I will. No promises.

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Mon Apr 18, 2016 2:26 pm
by suLac
If you figured it out, maybe you could add it as an alternate file, which everyone who wants to can replace manually with umdgen :)
That would be great, so everybody could decide on his own, if he'd like to play with or without the REs
... would be fantastic, thanks in advance mate ;)

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Mon Apr 18, 2016 2:40 pm
by AnthonyBF2
suLac wrote:If you figured it out, maybe you could add it as an alternate file, which everyone who wants to can replace manually with umdgen :)
That would be great, so everybody could decide on his own, if he'd like to play with or without the REs
... would be fantastic, thanks in advance mate ;)
I am planning to get user script support going soon. Users will be enable to inject their own scripts in the game then. Refer to the documentation with 1.3 r129 patch available for PC for what that is and how to make one.

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Mon Apr 18, 2016 9:56 pm
by RogueAssassin2488
would LAAT be n geonsis spire?

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Tue Apr 19, 2016 2:41 pm
by AnthonyBF2
RogueAssassin2488 wrote:would LAAT be n geonsis spire?
Did that yesterday. But, beware that I am making the total vehicle count pretty low. This is because the PSP game limits 10 bots per side max. If there's too many vehicles there will just be vehicle battles and no actual troops fighting each other. I am mainly lowering vehicle limits on Goenosis Spire and Bespin Platforms.

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Wed Apr 20, 2016 7:19 am
by suLac
anthonybf2 wrote:
suLac wrote:If you figured it out, maybe you could add it as an alternate file, which everyone who wants to can replace manually with umdgen :)
That would be great, so everybody could decide on his own, if he'd like to play with or without the REs
... would be fantastic, thanks in advance mate ;)
I am planning to get user script support going soon. Users will be enable to inject their own scripts in the game then. Refer to the documentation with 1.3 r129 patch available for PC for what that is and how to make one.
Are you saying that, if I want to have the Reward Effects disabled, I have to write a script on my own and add it to the game? :?
I don't know how to do that, because I haven't any a clue of scripting and modding in general :roll:

It would be great if you could arrange it globally, because it's something, which is annoying for most of players (for this reason they disabled the REs even on PC with v1.3) :)
I really love this(your) project and I'd be thrilled, if the PSP version would become an equivalent version to the one on PS2 and even PC :bowdown:
... but you ate the master and I am the apprentice: it's to you to decide :mrgreen:

EDIT: *but you are the master
('ate' is so funny, that I decided to leave it as it is :P)

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Wed Apr 20, 2016 3:02 pm
by AnthonyBF2
suLac wrote:
anthonybf2 wrote:
suLac wrote:If you figured it out, maybe you could add it as an alternate file, which everyone who wants to can replace manually with umdgen :)
That would be great, so everybody could decide on his own, if he'd like to play with or without the REs
... would be fantastic, thanks in advance mate ;)
I am planning to get user script support going soon. Users will be enable to inject their own scripts in the game then. Refer to the documentation with 1.3 r129 patch available for PC for what that is and how to make one.
Are you saying that, if I want to have the Reward Effects disabled, I have to write a script on my own and add it to the game? :?
I don't know how to do that, because I haven't any a clue of scripting and modding in general :roll:

It would be great if you could arrange it globally, because it's something, which is annoying for most of players (for this reason they disabled the REs even on PC with v1.3) :)
I really love this(your) project and I'd be thrilled, if the PSP version would become an equivalent version to the one on PS2 and even PC :bowdown:
... but you ate the master and I am the apprentice: it's to you to decide :mrgreen:

EDIT: *but you are the master
('ate' is so funny, that I decided to leave it as it is :P)
If I can get user script support working then I will make a pre-made user script that toggles the award effects. The point of user script support is that the people who do understand the game's coding can inject their own code.

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Thu Apr 21, 2016 12:04 am
by RogueAssassin2488
yeah i wish the PSP could have more AI but it is portable sooo

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Thu Apr 21, 2016 3:56 am
by ARC117
Wait, just because it's portable doesnt mean its impossible!

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Thu Apr 21, 2016 3:29 pm
by AnthonyBF2
ARC117 wrote:Wait, just because it's portable doesnt mean its impossible!
RogueAssassin2488 wrote:yeah i wish the PSP could have more AI but it is portable sooo
It's possible to have more bots but it has to be a function ran through Fake Console function (I already added) that is ran for every map. The thing is, too many bots lags the game really bad. I am still finding the right amount that can be considered a big battle but not lag. Thinking about 15 per side. But again, you'd have to press a Fake Console command every time you want to boost the bots.

I also got a good XL setup going. For maps that run well I am adding XL to them, it runs about 30+ bots per side at once.

Re: Battlefront 2 (PSP) Upgrades + 4th Release

Posted: Thu Apr 21, 2016 6:12 pm
by giftheck
The squadron games allow 16 per side, so I think that might be the absolute max adviseable.