#RELEASED# Unofficial SWBFIIv1.2 Patch
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Lord Bardar
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{501st}Commander_Appo
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
What are you talking about,I like the new HUD.Much better than the old 1 
- Teancum
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Lord Bardar
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
is it possible to have multiple HUDs?
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{501st}Commander_Appo
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
I don't think so,it might be impossible to have 2,depends if sharpy can do it or not
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Ace_Azzameen_5
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
I don't know about during one mission, but for different levels, yes.
YOu might be able to make 2 huds by all of some units "no reticule" (and then make the display trigger for the reticule character spawn or something) then other units have a reticule, and all their hud stuff is cued by the reticule cue.
YOu might be able to make 2 huds by all of some units "no reticule" (and then make the display trigger for the reticule character spawn or something) then other units have a reticule, and all their hud stuff is cued by the reticule cue.
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Alpha-17
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
Rep, you could try to add two pistols to the commander
and then take the shots from the droideka
- Teancum
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
two huds don't work unfortunately. I was working on a SWBF1 HUD for Classic Conquest, but ingame.lvl needs to be run from the root folder, which means you'd have to manually copy/paste a new HUD over the old one in Windows Explorer.
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RepSharpshooter
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
Can you move files with LUA scripts? That'd be great. Then you could just have the script swap ingames depending on the mode. Otherwise, yeah, it doesn't work.
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Ace_Azzameen_5
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
You mean you couldn't just munge a .hud file as a side by appropriately modifying the sidemunge.bat?
Didn't I make a tutorial for that? Well, maybe later.
Also, note that each mode calls ingame.lvl, So you could make it call something else.
ReadDataFile("ingame.lvl") --> ReadDataFile("Alternateingame.lvl")
I think Zerted said that SWBF2 doesn't include all of LUAs read/write abilities, so it can't copy/ move. IT would be awesome though, Besaid could have save games.
Didn't I make a tutorial for that? Well, maybe later.
Also, note that each mode calls ingame.lvl, So you could make it call something else.
ReadDataFile("ingame.lvl") --> ReadDataFile("Alternateingame.lvl")
I think Zerted said that SWBF2 doesn't include all of LUAs read/write abilities, so it can't copy/ move. IT would be awesome though, Besaid could have save games.
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RepSharpshooter
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
That may work.
Also for the imperials, I'm going to switch the engineer with the officer model, then switch the officer modl with a re-skinned fleet officer model, that will look a little more apt for combat instead of desk work.
Also for the imperials, I'm going to switch the engineer with the officer model, then switch the officer modl with a re-skinned fleet officer model, that will look a little more apt for combat instead of desk work.
- Teancum
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
Hey Rep, I'd really like to work with you to make certain that the Unofficial 1.2 Patch and the SWBF Conversion Pack (1.9.1 and up) don't conflict. Right now we're only looking at one issue, and that's shell.lvl. Once I get my shell 'side' updated I'd like to integrate your new game modes in, as well as add support for _bfx (Battlefront Extreme) and _123a, _123b (+123) game modes so that they can be compatible. We can package shell.lvl with both mods, just to make sure no matter what it's installed.
Man, with both those mods installed together + support for other mods as gametypes the universe will be ours! :emp:
Man, with both those mods installed together + support for other mods as gametypes the universe will be ours! :emp:
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woner11
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
Hey rep, This looks totally awsome! I was wondering if it was possible to replace the republic hoverfighters with wookie catamarans or just make them seperatly on the map. I have tried to do this, but with no success.
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Aman/Pinguin
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
No he wants to keep it online compatibel
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ARC_Commander
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
BFX game mode? I'll get to work on that once you've released the new shell.lvl as part of this.
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RepSharpshooter
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
Hmm, I won't modify the shell for this. I was modifying it for Rhen Var. I have zerted's shell now, and I'll probably use that. a BFX mode o.O that'd be awesome. Don't you have to go in and write all new luas though? I've been working on MeshEx lately, either that or modeling. I'll try and think up some more fun modes to add, if feasible.Teancum wrote:Hey Rep, I'd really like to work with you to make certain that the Unofficial 1.2 Patch and the SWBF Conversion Pack (1.9.1 and up) don't conflict. Right now we're only looking at one issue, and that's shell.lvl. Once I get my shell 'side' updated I'd like to integrate your new game modes in, as well as add support for _bfx (Battlefront Extreme) and _123a, _123b (+123) game modes so that they can be compatible. We can package shell.lvl with both mods, just to make sure no matter what it's installed.
Man, with both those mods installed together + support for other mods as gametypes the universe will be ours! :emp:
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Ace_Azzameen_5
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
Actually, several
abc_bfx_con
abc_bfx_ctf etc or
abc_con
abc_con_bf1
abc_con_bfx
Choose a naming scheme and role with it!
To save time, I recommend exporting the side loads to their own lua, and munging that as its own lvl. You'll need to add a couple lines to munge_side.bat to do it.
Here is a sampling of my system:
In Script Init:
The side plugin LUA:
I did it so I could have 10 kb patches that would switch it from bfx compatibility mode to vanilla compatible mode and back, but its also good for saving work and a small amount of filespace. Note that it contains a couple of 'custom modes', my campaign differs a bit depending on whether bfx is installed.
This system allows users to replace the file and therefore modify the sides loaded without changing anything else or the source.
For the community patch, I dreamed up a system of asset sharing and more 'modular' lvl usage (pandemics use of different lvls was pretty arbitrary) anyway, thats another story and I REALLY digress
Here is my modified munge_side. It wil munge luas and .hud files. Reqs may be required.
abc_bfx_con
abc_bfx_ctf etc or
abc_con
abc_con_bf1
abc_con_bfx
Choose a naming scheme and role with it!
To save time, I recommend exporting the side loads to their own lua, and munging that as its own lvl. You'll need to add a couple lines to munge_side.bat to do it.
Here is a sampling of my system:
In Script Init:
Code: Select all
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
-- SetMemoryPoolSize("ParticleTransformer::SizeTransformer", 1980)
-- SetMemoryPoolSize("ParticleTransformer::ColorTransformer", 1980)
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:PlugIns\\SidePlugin.lvl")
ScriptCB_DoFile("SideLoad")
SideLoad("CloneWarsAceCampaign")
Code: Select all
function SideLoad(EraDefins)
if EraDefins == "CloneWarsAceNormal" then
--/////////////////////////////////////////////////////
--//////////////////////////Normal CW//////////////////
--/////////////////////////////////////////////////////
RandomLegion()
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_fly_droidfighter_sc",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\Civilians.lvl",
"ace_inf_civilianFemaleBlue")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
ReadDataFile("dc:SIDE\\GroundDroidFighter.lvl",
"cis_fly_droidfighter")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "ace_inf_civilianFemaleBlue",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
elseif EraDefins == "CloneWarsAceCampaign" then
--/////////////////////////////////////////////////////
--//////////////////////////Campaign CW////////////////
--/////////////////////////////////////////////////////
RandomLegion()
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_fly_droidfighter_sc",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
},
atm = {
team = ATM,
units = 50,
reinforcements = 200,
soldier = { "cis_inf_rifleman", 15, 15},
assault = { "cis_inf_rocketeer",10, 10},
engineer = { "cis_inf_engineer", 5, 5},
sniper = { "cis_inf_sniper",10, 10},
officer = {"cis_inf_officer", 5, 5},
special = { "cis_inf_droideka",5, 5},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
ReadDataFile("dc:SIDE\\FieldCommander.lvl",
"rep_inf_fieldcommander")
--ReadDataFile("dc:ACE\\ACE.lvl", "ACE_campaigncw")
-- ReadDataFile("SIDE\\vehicles.lvl",
-- "cis_fly_fanblade")
--AddUnitClass (1, "rep_inf_fieldcommander",1,1)
SetTeamName (3, "arctroops")
AddUnitClass (3, "rep_inf_ep2_rocketeer",2,4)
AddUnitClass (3, "rep_inf_ep2_rocketeer_chaingun", 1,3)
SetUnitCount (3, 7)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamName(ATM, CIS)
SetTeamAsFriend(ATM, CIS)
SetTeamAsFriend(CIS, ATM)
SetTeamAsEnemy(ATM, REP)
SetTeamAsEnemy(REP, ATM)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Conquest", 100)
elseif EraDefins == "GalacticCivilWarAceNormal" then
--/////////////////////////////////////////////////////
--//////////////////////////Normal GCW/////////////////
--/////////////////////////////////////////////////////
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
}
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
elseif EraDefins == "CloneWarsRace" then
--Loading Rep Classes, their textures and mshs are used
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep2_pilot",
"rep_inf_ep3_engineer",
"rep_hover_barcspeeder")
--Loading Allinace Engineer, its textures and mshs are used
ReadDataFile("SIDE\\all.lvl",
"all_inf_engineer")
--Modded side, odf changes only to above loaded units.
ReadDataFile("dc:SIDE\\Racer.lvl",
"ace_inf_racerRepEng",
"ace_inf_racerRepEp3Eng",
"ace_inf_racerRepPilot",
"ace_inf_racerAllEng")
ReadDataFile("dc:SIDE\\racespeeder.lvl",
"ace_hover_racespeeder")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
ReadDataFile("DC:\SIDE\\AcesWing.lvl",
"ace_hover_Wing")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = {"ace_inf_racerRepEng",9, 25},
assault = {"ace_inf_racerRepEp3Eng",1, 4},
engineer = {"ace_inf_racerRepPilot",1, 4},
officer = {"ace_inf_racerAllEng",1,4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = {"rep_inf_ep3_engineer",9, 25},
assault = { "rep_inf_ep2_pilot",1, 4},
engineer = {"rep_inf_ep3_pilot",1, 4},
}
}
else
print("Era or mode set:"..EraDefins.." not found!")
end
end--end of entire function
I did it so I could have 10 kb patches that would switch it from bfx compatibility mode to vanilla compatible mode and back, but its also good for saving work and a small amount of filespace. Note that it contains a couple of 'custom modes', my campaign differs a bit depending on whether bfx is installed.
This system allows users to replace the file and therefore modify the sides loaded without changing anything else or the source.
For the community patch, I dreamed up a system of asset sharing and more 'modular' lvl usage (pandemics use of different lvls was pretty arbitrary) anyway, thats another story and I REALLY digress
Here is my modified munge_side. It wil munge luas and .hud files. Reqs may be required.
Code: Select all
ucft
{
REQN
{
"script"
"SideLoad"
}
}
-
ARC_Commander
- High General

- Posts: 838
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Re: Unofficial Star Wars Battlefront II 1.2 Patch
I'll probably just make one game mode, it'll be like enhanced conquest. If I can use that game mode for space, but with a assault LUA format, that'd be perfect. Check out my last post on the BFX thread for more information about what I'm planning to do with BFX and compatibility with Patch and Convo Pack.
-
Food_Eater
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Somewhere in the mod tools there's a couple unused rebel skins laying around. What I'm talking about are the desert/urban colors for the Rebel Sharpshooter and the jungle/urban colors for the Rebel Vanguard. Could you possibly change it so they have the right colors for the right maps, such as how the Rebel Soldier has 3 different colors? I believe the extra sides are already created (all_inf_sharpshooter_jungle, etc.) and inside the scripts of all the maps, but their .reqs call for the same .msh as the others, or their .mshs call for for the wrong skins. Either of which could be fixed with copying and hex editing.
I did this once before in a personal mod, but I haven't modded anything in a long time. It should be simple though: just create a new map and copy the "all" folder to the sides, then make the changes, munge it, and you should be able to copy the munged "all file" (whatever it was called) and use it to replace the one in the Battlefront II folder, but I'm sure you already know.
I think there's also different sides created for the Rebel Engineer. No other skins can be found for them in the mod files, but some simple recoloring can solve that. It would be nice if you could give the snow engineer the Rebel Pilot mesh, as the snow engineer only appears in hoth's scripts, and it would make sense to have pilots there with the snowspeeders.
Sorry if I wasn't specific enough, as I said I haven't modded anything for almost a year, but I'm sure you can figure this out.
(Oh, and can you make it so the characters appear in the cockpits of the flyable vehcles?)
I did this once before in a personal mod, but I haven't modded anything in a long time. It should be simple though: just create a new map and copy the "all" folder to the sides, then make the changes, munge it, and you should be able to copy the munged "all file" (whatever it was called) and use it to replace the one in the Battlefront II folder, but I'm sure you already know.
I think there's also different sides created for the Rebel Engineer. No other skins can be found for them in the mod files, but some simple recoloring can solve that. It would be nice if you could give the snow engineer the Rebel Pilot mesh, as the snow engineer only appears in hoth's scripts, and it would make sense to have pilots there with the snowspeeders.
Sorry if I wasn't specific enough, as I said I haven't modded anything for almost a year, but I'm sure you can figure this out.
(Oh, and can you make it so the characters appear in the cockpits of the flyable vehcles?)
-
RepSharpshooter
- Gametoast Staff

- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: Unofficial Star Wars Battlefront II 1.2 Patch
What if the conversion pack, this, bfx, tbfp (if syth wants), and other things work together to have compatibility with one another. That way, it'd be like one big community project. We can use Ace Azz's side loading system to put all the battlefront extreme and other project's side loading set up's in one place. This way, once added in the main LUA's of the maps, all that would need to be updated would be that one side loading script.
It'd be like one big battlefront mega-mod, which would turn out greater than the sum of it's parts.
It'd be like one big battlefront mega-mod, which would turn out greater than the sum of it's parts.
