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Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 12:34 am
by SquireJames
Okeedoke, thanks for the quick reply. Seems I chose the right day to reinstall SWBF2 eh? Right when a major mod is released.
Am I right to deduce that Battlefront Extreme 2.1 however, will still crash on the campaign at Kashyyyk? If so, I might have to add a new install so I can have BFX on one and a campaign compatible game on the other.
Oh, and sorry if this is a hijack (respond by PM or email ideally) but are there any mods out that alter the campaign? New maps are optional but I would definately like a mod like the Conversion pack that also edits the original campaign (so, adds the new classes and ships and so forth to the campaign).
Thanks again
Squire James
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 1:09 am
by AQT
SquireJames wrote:Am I right to deduce that Battlefront Extreme 2.1 however, will still crash on the campaign at Kashyyyk? If so, I might have to add a new install so I can have BFX on one and a campaign compatible game on the other.
Battlefront Extreme Version 2.1 does not modify campaign in any way. This version only adds BFX (Uber) mode to the stock maps. BFX Uber mode uses BFX sides by the way (of course).

Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 1:52 am
by SquireJames
Well, regardless of that, it altered the Clone Commanders cannon into a modified blaster rifle, and it crashes on Kashyyyk in the campaign (a commonly reported bug apparently)
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 11:49 am
by Skipper 24
I would delete the CTF because I don't really play that. But you should do what you think is best.
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 11:54 am
by woner11
I play it. Should conquest be deleted if I don't play that? The point is to appeal to a wider spectrum, not one person!

Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 12:02 pm
by [RDH]Zerted
ARC_Commander wrote:...I have two possible solutions for this...
3) In an injected (as I will call it) AddDownloadableContent() function, just not forward any calls past 500 to the real AddDownloadableContent() function. (Lua allows you replace functions. They are just like variables.) I believe this will have the effect of truncating the user's playable modes to the first 500.
4) Just stop using AddDownloadableContent(). You never really have to use
dc:, but I don't know if this will cause any memory problems for the map.
5) Use
setting files, like the v1.3 patch does, to allow users to remove game modes they don't want to play.
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 1:44 pm
by Skipper 24
If any one wants to know how to install this with the new convo pack I have written about it in the convo pack discussion thread.
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 2:34 pm
by Teancum
Maveritchell wrote:ARC_Commander wrote:2. Include a "patched" Conversion Pack 2.0 addme.script with BFX 2.2 that removes a few (TDM, TDF, DM, BF1, Hero CTF, Holocron) of Conversion Pack's game modes, thereby freeing up space for BFX. Don't think that Maveritchell and Teancum will appreciate this very much, though.
That would, frankly, be unacceptable. I can't technically stop you from doing that, but I would be rather displeased, as not only would it remove a lot of content from the Pack, but whatever was left might end up losing its compatibility with others who have the full version.
I did give your problem a bit of thought over the past couple days, though, and I have one potential solution (although I still prefer your first solution): You might be able to write a .bat file that simply moves the Conversion Pack's addme.script to a dummy folder where it wouldn't be read by the game (and of course you would need a .bat to do the reverse). That would enable a sort've "switcher" between the two mods.
Yeah, I'm with Mav on this. Don't yank modes from the Convo Pack. I think for now running just BFX CW/GCW Conquest would be best, and even then it doesn't have to be on every map. I'd rather have it not be on every map and have BFX Hero Assault/CTF on 1-3 maps. That changes up modes, plus if you only did BFX CW for Hero Assault/CTF you're only looking at 1-3 scripts.
I (we) sortof built the Convo Pack as an expansion to the game, not really a mod to compete with, so don't feel like you need to compete with it. I always thought of the Convo Pack (and everything that goes along with it, including the awesome 1.3 patch) as
"What SWBF2 should have been" rather than a gameplay-changing mod. Less is more, my friend. Perfect your sides, do less modes and maps. Really your awesome sides are why people play your mod, not the sheer number of maps you can play it on.
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 5:22 pm
by ARC_Commander
@RSL: A trailer would be nice, thanks, but it won't be happening until a release.
@SquireJames: BFX 2.1 does not affect Campaign mode. It probably crashed because you have both 1.0 and 2.1 installed.
@Zerted: I'm pretty sure that AddDownloadableContent works fine. It's the mission scripts that get booted out of memory after you have 500 of them loaded. What does AddDownloadableContent do, exactly? I thought it was necessary in order for new maps to be loaded. I do use dc: a couple of times, though, for CW Hoth and the like.
@woner11: Conquest is the main feature of SWBF2, and of combat, for that matter - which is why I'd axe CTF. Hero CTF would make a lot more sense, and it's something I could confine to one era and a select few maps.
@Teancum: Yeah, I see what you mean. I've never seen Conversion Pack as competition, either; I view it as more of a patch to the game, and therefore something that I should work around, and not vice versa. As I said, I'll axe CTF and put Hero CTF on a few maps. Makes more sense for heroes to be doing CTF than normal troops, anyway. I may even add Hunt on a few maps if I've got space.
Although, I'm still wondering why SWBF2 won't let me add the BFX era to Conversion Pack maps.
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 5:32 pm
by Maveritchell
ARC, are you using AddNewGameModes (for the Conversion Pack maps) in the addme, or are you adding them like you would an addon map?
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 6:23 pm
by woner11
ARC_Commander wrote:@woner11: Conquest is the main feature of SWBF2, and of combat, for that matter - which is why I'd axe CTF. Hero CTF would make a lot more sense, and it's something I could confine to one era and a select few maps.
I know it was an example. I love conquest.

Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 6:28 pm
by [RDH]Zerted
I assumed AddDownloadableContent setups up that dc: thing, but I don't know what its memory parameter does (and I've never tested that theory). The mission script table can be filtered and messed around with from an addme too. Though, simply cutting maps is easiest. However if I had made it, I wouldn't have wanted to feel like my time on those modes was a waste and instead do that options file thing. But I didn't make it so...
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 6:42 pm
by ARC_Commander
@Mav: I'm using AddNewGameModes. BFX Conversion Pack works when I add it like a normal map, but I end up with duplicate entries in the map list.
Zerted wrote:The mission script table can be filtered and messed around with from an addme too.
Sounds promising... how, exactly?
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 6:53 pm
by [RDH]Zerted
The map entries are stored in a Lua table (like an array in other programming languages). You can do whatever you want with it. As an example, if you do sp_missionselect_listbox_contents = {} then you'd wipe out all the maps before yours in the Instant Action map selection screen.
Re: Battlefront Extreme 2.1
Posted: Mon Sep 22, 2008 9:47 pm
by ARC_Commander
So would I be able to somehow add the new BFX era to Conversion Pack maps through the sp_missionselect_listbox_contents function?
Or, would it be possible to remove Conversion Pack's map entries from memory, and load duplicate versions of the maps (plus BFX eras) from my addme.script?
Re: Battlefront Extreme 2.1
Posted: Tue Sep 23, 2008 12:30 am
by SquireJames
I did not have 1.0 installed, just 1.2. However, at that time I did not have the Phoenix 1.8.4 patch as apparently it was removed. As my post said, I did a totally fresh install, and installed in the order you said and hit that problem with not being able to find the Phoenix pack.
I have not yet tried it using the Conversion Pack 2 (apparently this conversion pack removes the need for the phoenix pack)
Re: Battlefront Extreme 2.1
Posted: Tue Sep 23, 2008 1:15 am
by tylerman29
just wait a few days when arc gets the new version up then get it with convo 2!! btw convo 2.0 is amazing! its hard to imagine bfx combined... its like a impossible dream good luck arc!
Re: Battlefront Extreme 2.1
Posted: Tue Sep 23, 2008 2:36 pm
by Skipper 24
I would suggest to put the BFX conquest on every map and the Hero assault on just a few maps. About other game modes I am not sure.
Re: Battlefront Extreme 2.1
Posted: Tue Sep 23, 2008 9:23 pm
by H_BOMB
I think hero assault works better on smaller maps, in terms of fun. Nobody wants to run around the map for five minutes looking for someone.
Re: Battlefront Extreme 2.1
Posted: Wed Sep 24, 2008 12:17 pm
by [RDH]Zerted
@ARC_Commander: Yes and yes, buts it is a table not a function.