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Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 6:42 am
by rameyuk
Weew, that wasn't really helpful... Thanks though.
I did considered using BFX 1.0 but the models in 1.0 wasn't as good as the 2.2 version. There's no name for the newly added classes, and also no name for the newly added weapons.
Can someone think of an alternative to overwrite original game files with BFX 2.2 ??
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 10:53 am
by Fluffy_the_ic
ARC_Commander wrote:No, more along the lines of starfighter missile lock-on and map-specific balancing issues.
Awwwwww... Lol, jk. I wasn't actually serious about the Kit and Assajj thing (heck, I could care less) So it sounds good.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 1:17 pm
by Benndak Starhunter
Used alongside the convo pack, this is a great mod. I do love the new effects and skins. Plus, it finally doesn't just break my compatability for the whole game.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 3:23 pm
by ARC_Commander
The original files can't be overwritten with BFX 2.2, the ODF names don't correspond.
@DarthDUCK: No, I'm done with BFX. No more releases, only assets. In regards to how I improved the AI - it was mostly by accident. I increased the ranges of most weapons, and this ended up causing the AI to target enemies sooner. However, I did modify the "AITarget____" values on many weapons so that the AI would actually use them. (eg. force powers) I also set up the timebombs and seismic charges as grenades, so that the AI would use them properly, and not just drop them like mines.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 3:45 pm
by Super_Clone
So no BFX modes on Conversion Pack maps fix once they (Mav & Tean) release the scripts?
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 7:09 pm
by ARC_Commander
Oh, perhaps I should have mentioned this earlier. I've had a copy of the Conversion Pack scripts for a few months now. It didn't work out, as it wasn't possible to add new modes onto addon maps, without having to create duplicate map list entries.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 7:18 pm
by Fluffy_the_ic
Ya know, I just realized summin. You can't do campaign. I always thought playing campaign with BFX is extremely fun. Does the inability to play it have summin to do with the convo pack scripts?
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 7:21 pm
by Maveritchell
You can't play campaign with it because campaign uses the stock sides. When BFX was a sides mod, you could play campaign because it replaced the stock sides.
Additionally, campaign could have been added if he'd made it a separate gamemode, but he chose not to.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 7:23 pm
by Darth Revan
he, that would of been fun
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 7:28 pm
by Fluffy_the_ic
Maveritchell wrote:You can't play campaign with it because campaign uses the stock sides. When BFX was a sides mod, you could play campaign because it replaced the stock sides.
Additionally, campaign could have been added if he'd made it a separate gamemode, but he chose not to.
Ahh... I see.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 9:00 pm
by rameyuk
What about BFX 2.1 ??
Does it overwrite original game files as opposed to 2.2's separate era configuration ??
My idea is to install BFX 2.1 by overwriting the original game files, then install 2.2 as separate era.. That should enable us to play using BFX on story mode and galactic conquest, while also playing the final BFX on campaign mode, whether it is the original era or the separate era...
What do you guys think? Is it possible ??
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 9:15 pm
by AQT
What BFX 2.1 did was it added Uber mode (BFX Conquest and BFX Assault for space maps) to both CW and GCW eras on all the shipped maps.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Jan 10, 2009 9:23 pm
by rameyuk
AQT wrote:What BFX 2.1 did was it added Uber mode (BFX Conquest and BFX Assault for space maps) to both CW and GCW eras on all the shipped maps.
So, I suppose I won't be able to use BFX 2.1 on story mode, huh??
Does anyone know the latest version that BFX overwrites the original game files ??
I hope it's not 1.0 coz the newly added classes has names like '0X0001' or something as oppose to 'Clone Commander'..
Re: Battlefront Extreme 2.2 Final
Posted: Sun Jan 11, 2009 10:59 am
by ARC_Commander
What you're attempting is pretty much impossible, end of story. BFX 2.1 did not overwrite files, either.
Re: Battlefront Extreme 2.2 Final
Posted: Sun Jan 11, 2009 11:35 am
by rameyuk

Well, I guess the only way is to use BFX 1.0 huh ??

Re: Battlefront Extreme 2.2 Final
Posted: Sun Jan 11, 2009 11:56 am
by Aman/Pinguin
Yes. If ARC_Commander is going to release the assets someone might create a side mod with them though.
Re: Battlefront Extreme 2.2 Final
Posted: Sun Jan 11, 2009 3:47 pm
by destructo_bot
AWESOME!!! finally out...

i love this mod. i reinstalled swbft2 as it had gone all wierd, and just for the fun of it played a normal map on the unmoded game. it was rubbish compared to what has been done by convo pack/bfx...
also don't know if anyone else has got this but on mos eisley hero assualt jangos pistols had no sounds.

Re: Battlefront Extreme 2.2 Final
Posted: Sun Jan 11, 2009 5:13 pm
by H_BOMB
Yeah, Jango's pistols have no sounds on all the maps except for Kamino. Its overlookable though.
Re: Battlefront Extreme 2.2 Final
Posted: Wed Jan 14, 2009 2:19 pm
by lesovikk1
errrr this has appeared on swbf files:
http://starwarsbattlefront.filefront.co ... ange;97127
have u consented that he can do that?
Re: Battlefront Extreme 2.2 Final
Posted: Wed Jan 14, 2009 4:12 pm
by DarthD.U.C.K.
i dont think so