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Xbox Mods
Posted: Tue Jun 19, 2007 7:34 pm
by Hoho5000
Would anybody be opposed to making Xbox versions of maps and mods for those of us that have Battlefront 2 for the Xbox? It's really simple to do.
As well, since we can't create downloadable content, in order to add the maps, you'll have to munge a new mission.lvl file. I'd like to be able to play these maps and mods on an Xbox, but I don't have any of the source files.
So there are 3 options here. First, create a new mission.lvl with the map added, which is severely limiting if you want more than one extra map. The second option is the send a line of code which could be inserted into the missionlist file. The third one is that you could send me the source files, I could compile them, simply for personal use, unless anyone else wants them. If that was the case, then all credit would be given the original authors, and permission would be asked if I were to host or give away any of the files.
To build the xbox version of a map, all you have to do is go into the _BUILD folder, copy pc_munge.bat, rename it xbox_munge.bat. Then, you open it with a text editor and change PC to xbox. The next step might be a bit harder, but all the folders in your mod directory that are called PC will also have to be copied and renamed to XBOX. Then, just run xbox_munge.bat, and it will munge everything, and make a new folder called _lvl_xbox, containing all the Xbox files.
If there's enough interest, I was thinking of making an xbox map pack. What would people think of doing something like this?
RE: Xbox Mods
Posted: Tue Jun 19, 2007 8:41 pm
by Taivyx
Let me check the EULA.....
(Just to be on the safe side)
EDIT:
The only questionable thing in the license is that it must be used with the retail version of the game.
I guess since the XBOX version is a retail version, the that might not apply.
Better to ask Teancum or one of the other staff.
However, there was once a mod for the PSP version made, and that was considered illegal by the staff.
Re: Xbox Mods
Posted: Tue Jun 19, 2007 9:30 pm
by Darth_Z13
Hoho5000 wrote:To build the xbox version of a map, all you have to do is go into the _BUILD folder, copy pc_munge.bat, rename it xbox_munge.bat. Then, you open it with a text editor and change PC to xbox. The next step might be a bit harder, but all the folders in your mod directory that are called PC will also have to be copied and renamed to XBOX. Then, just run xbox_munge.bat, and it will munge everything, and make a new folder called _lvl_xbox, containing all the Xbox files.
Does that work? Have you tested it?

RE: Re: Xbox Mods
Posted: Tue Jun 19, 2007 9:41 pm
by Taivyx
Oh yeah, and how would you get it into the Xbox game?
Posted: Tue Jun 19, 2007 10:06 pm
by Hoho5000
Yes, the method does work, and you ftp it to a modded xbox, but let's refrain from talking about that.
Posted: Tue Jun 19, 2007 10:15 pm
by Caleb1117
Hoho5000 wrote:Yes, the method does work, and you ftp it to a modded xbox, but let's refrain from talking about that.
Oh yea, that sounds legal.
Posted: Tue Jun 19, 2007 10:30 pm
by Teancum
Technically modding isn't a problem. I have a modded Xbox and mod lots of games for it. I happen to own the originals too. He didn't mention anything about having it illegally. So I see no problems here. When I distribute Xbox-based mods I only provide what you need to play the mod, not the entire game. It's no different than only providing a map for a PC.
Posted: Tue Jun 19, 2007 11:14 pm
by authraw
So how does one ftp mods to an Xbox? Is there a tutorial site somewhere (I'm sure the process is much longer than anyone wants to describe from scratch.) Where would one get a modded Xbox?
Sounds like a really cool idea: I've always wanted to play mod maps on a console.
Posted: Tue Jun 19, 2007 11:26 pm
by Hoho5000
Really people, let's stay on topic, and not talk about xbox modding as that will most likely get this topic locked if it hasn't already.
On another note, I just made an interesting discovery. I was enabling some "hidden" game modes, and I enabled the script called cor1c_eli which is apparently just the regular campaign map. Anyways, I noticed it spawned 32 units a team, instead of the supposed limit of 16 on the xbox. I'm still trying to replicate this in "normal" multiplayer maps.
Edit: I figured it out. You just add the line:
"ScriptCB_SetGameRules("campaign")"
After this one:
"function ScriptPostLoad()"
It does seem to have an unfortunate side effect though. If you do this, you won't be able to select the team you're on.
Posted: Wed Jun 20, 2007 12:24 am
by authraw
Well, if I knew a little more
about Xbox modding I might be able to contribute a little more to the topic. I'm all for the idea--but I haven't the slightest clue how it's done. If an Xbox mappack were made, could just anybody download and use it? If so, I'm all for the idea. I'd gladly help in whatever capacity I could.

Posted: Wed Jun 20, 2007 7:29 am
by Teancum
Modding your Xbox itself isn't to be discussed here due to the fact that users
could use it to pirate games. Go google it. We're only discussing how to mod the Xbox
game which is acceptable.
Heh... I should port the SWBF Conversion Pack

Posted: Wed Jun 20, 2007 8:50 am
by Penguin
authraw wrote:So how does one ftp mods to an Xbox? Is there a tutorial site somewhere (I'm sure the process is much longer than anyone wants to describe from scratch.) Where would one get a modded Xbox?
Sounds like a really cool idea: I've always wanted to play mod maps on a console.
Modding your xbox is ilegal, and if you are caught with a modded xbox on XBL say good bye to XBL forever.
Posted: Wed Jun 20, 2007 9:08 am
by Teancum
Actually, modding the Xbox itself is not illegal at all. It's no different than opening up a TV and doing some crazy upgrade. What's wrong is that it violates Xbox Live rules (due to the ease of cheating) and it usually leads to piracy. However, I've got my Xbox modded. It's much easier to play my games that way rather than switching discs all of the time.
So to summarize, modding a console/tv/computer/whatever isn't illegal. But you do void any warranty, and in the case of Xbox Live may get banned due to that being against the rules. It's what you intend to do with the mod that's the problem.
Posted: Wed Jun 20, 2007 11:19 am
by Ace_Azzameen_5
How can you cheat using mods in SWBF 2? There is the data mismatch auto crash. The only thing that doesn't crash it is free cam. Unless you have admin access, so then you can do whatever the heck you want.
Posted: Wed Jun 20, 2007 10:19 pm
by Penguin
Other games you could cheat on, put trainers on, etc.
Posted: Wed Jun 20, 2007 10:44 pm
by Teancum
Yeah, therein lies the problem. There's cheating "trainers" (half of them are just ways to hack in MP). Battlefront's got em as well as tons of other Xbox games.
Posted: Thu Jun 21, 2007 2:55 am
by [RDH]Zerted
Does Battlefront have these trainers for PC MP? I assumed they where all SP, so I never looked into anything. Ever since I made the FakeConsole mod, people keep asking me about online PC hacking (for and against).
A note of warning, or at least to save you some time testing: For all the .lvl mods I've made, I've taken out the non-PC code I've come accross. It speeds up the game slightly and makes less code for me to sift through. None of my mods will work on the Xbox.
Posted: Fri Jun 22, 2007 1:16 am
by Hoho5000
I've been doing some experimenting just with various things. I got some first person cockpits working, a custom map, edited maps and weapons etc. It's pretty cool to play around with those on the Xbox.
The maximum bot limit seems to be 40 per team when you set it to "campaign" mode. There really doesn't seem to be much of a reduction in performance, and the AI don't seem to be any more stupid than they normally are. I'm wondering why they didn't set the limit at 32 for multiplayer games instead of 16.
What I'd like to see now, are some Xbox versions of maps. I realize that there aren't really that many people that would be able to make use of them, but I would appreciate it.
As for Battlefront 2 trainers, there are no Xbox one's that I know of. It's not exactly as popular as other games such as Halo 2. It's Xbox modding community is virtually non-existent.
@ Zerted
What kind of non-PC code did you cut? Interface? Graphics? I don't recall seeing that much of it. The only system specific code I can think of is the in the interface.
Actually, it just occurred to me that the Xbox Live code could be removed from the interface, ie, take out the Xbox Live button. That way, with any mods released, you couldn't get on Live with them, so there should be nothing to worry about.
Posted: Fri Jun 22, 2007 7:23 am
by Teancum
I submitted Xbox 'downloadable content' to projectmimesis.com but they never got back to me. I'd much rather do it that way so that anyone with or w/o a modded Xbox can download maps.