Battlefront Extreme 2.1 *** 2.2 OUT, PLZ LOCK ***

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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Re: Battlefront Extreme 2.1

Post by ARC_Commander »

You are using the DVD version of the game, right? Not the four-CD version?

@Alenoguerol: The Geonosis map you installed probably over-wrote the mission.lvl of the Conversion Pack map, causing it to load all these extra units. However, I'd imagine that the linked turrets probably wouldn't explode along with their ship, the turrets would be messed up, etc. Space LUAs do have a fair bit more coding in them than ordinary map LUAs.
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Re: Battlefront Extreme 2.1

Post by carfanaticphil »

yup, im using the dvd version, not the cd version
wat should i do :(
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Re: Battlefront Extreme 2.1

Post by ARC_Commander »

To be honest, I have no idea what the problem could be. Worst comes to worst, just reinstall. I've messed up my game badly enough a few times to require a reinstall.

I recommend that you take your problem to the SWBF2 Modding or General forum (don't know which this would apply to), because this has become something of a thread hijacking. You'll probably get more help in another forum anyway.
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Re: Battlefront Extreme 2.1

Post by alenoguerol »

ARC_Commander wrote:@Alenoguerol: The Geonosis map you installed probably over-wrote the mission.lvl of the Conversion Pack map, causing it to load all these extra units. However, I'd imagine that the linked turrets probably wouldn't explode along with their ship, the turrets would be messed up, etc. Space LUAs do have a fair bit more coding in them than ordinary map LUAs.
well i dont remember about the turrets. it was 8 months ago but okay... atleast could you just add hero units? just a suggestion if you get how to add units. im not sure but maybe hero units could be diferent.

btw another thing. there's a mod that makes the AI able to use heroes. could u implement that in your BFX mod? it would be nice if we can fight the AI using heroes limited by one. and not like the maps with modded heroes were there are like 20 obi-wans..
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Re: Battlefront Extreme 2.1

Post by ARC_Commander »

I wrote:And adding heroes doesn't seem to work on space maps that have parent LUAs. (eg. spa6_cmn + spa6g_uber.) Long story short, no heroes or their starfighters in space, sorry.
I also wrote:I had actually considered adding extra units to space battles before, but the resulting amount of LUA re-coding would be tremendous, not to mention well beyond my skill level. The reason for that is the same reason that space heroes don't work on all maps. Same goes for AI-controlled heroes, which I wanted to do a while back.
Gotta love the quote function. :P
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Re: Battlefront Extreme 2.1

Post by alenoguerol »

ohh too bad :(

btw there's a problem i dunno if its BFX or if its Conversion Pack

this is the way i just installed everything.

i uninstalled Battlefront II making sure that nothing remains. no folder nothing.

Reinstalled Battlefront II
Patch 1.1 Official
Patch 1.2 Unofficial
Conversion Pack 1.9
Phoenix 1.8.3
BFX 2.1


now i noticed that some maps doesnt work. so far i tryed Geonosis Spire, Dune Sea, Mos Eisley and all of this maps crashes to desktop on every gamemode. any suggestions?? :?

also darktrooper in Hoth atleaset got a floating gun icon

and a suggestion for the AT-AT. make the green main blasters in red and be able to shot 3 times then a long cooldown. its more realistic and its balanced. i tryed it in battlefront project.
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Re: Battlefront Extreme 2.1

Post by whitewolfmxc »

I had the same problem with those maps at first too , then i reinstalled everything (but not the game or 1.1 patch) from 1,2 patch onwards , then those maps worked lol dont know why though


Edit
ARC_Commander wrote:
@Alenoguerol: The Geonosis map you installed probably over-wrote the mission.lvl of the Conversion Pack map, causing it to load all these extra units. However, I'd imagine that the linked turrets probably wouldn't explode along with their ship, the turrets would be messed up, etc. Space LUAs do have a fair bit more coding in them than ordinary map LUAs.
http://starwarsbattlefront.filefront.co ... pack;59066

well this map pack does what was discussed here , and the turrets worked fine with all ground units aviable in space (all 3 maps) so feel free to play with it XD

PS: maybe some hints in it to make your own space maps easier for Arc commander ? maybe or maybe not lol
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Re: Battlefront Extreme 2.1

Post by Guest »

alenoguerol wrote: i uninstalled Battlefront II making sure that nothing remains. no folder nothing.

Reinstalled Battlefront II
Patch 1.1 Official
Patch 1.2 Unofficial
Conversion Pack 1.9
Phoenix 1.8.3
BFX 2.1
make sure you install 1.8.4 Phoenix, the link is posted somewhere in this topic
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Re: Battlefront Extreme 2.1

Post by ARC_Commander »

Yeah, Phoenix 1.8.3 is the problem. Use 1.8.4.

Look, I'm not saying that adding extra units to space is completely impossible. Delta40 made his OWN maps, with his OWN LUAs. He isn't modifying the game ones. As well, I'm not a very good LUA coder - or even a good coder, for that matter.

I'm not going to give the AT-ATs a three-shot capacity and a long cooldown. Though it may be movie-accurate, that's not fun to play. Also, the main lasers are, and have always been, red. The particle cannons fire green salvos.

Oh, by the way - should I use the 1.8.4 Conversion Pack script or the 1.9 Conversion Pack script for the public release? I thought a lot of people had 1.8.4, which apparently isn't true.

EDIT: I've also decided that I'm going to add Endor CW, Hoth GCW, and Geonosis GCW, using ]v['s +123 source files. I hope it will work.
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Re: Battlefront Extreme 2.1

Post by ARC_Commander »

I think this is worth a double post. I got Geonosis GCW working:

Image

I'm amazed, actually, at how little effort it took to get it working. But then again, that's probably because ]v[ did most of the work for me. :P
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Re: Battlefront Extreme 2.1

Post by carfanaticphil »

for some reason it always says image, and it doesnt show the pictures. never ever! whyy
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Re: Battlefront Extreme 2.1

Post by alenoguerol »

well its just a spider droid with some stormtroopers near and an AT-AT at the bottom.

also about the AT-AT if you check. the primary fire is from the turrets at the side of the AT-AT head. the main lasers are the particle cannons and those were red in the movies and every star wars game known.. alteast it was on every game except Force Commander but all imperial blasters were green in that game anyway.. :roll:
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Re: Battlefront Extreme 2.1

Post by ARC_Commander »

I've made all three new game "eras" - CW Endor, CW Hoth, and GCW Geonosis. Endor and Geonosis work great.

Hoth has one very strange problem - the CIS flyers (no matter what model) actually seem to be stripped of their collision geometry - you can fly through everything. In addition, the Republic AT-RT gets the AT-ST view problem. What gives???
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Re: Battlefront Extreme 2.1

Post by alenoguerol »

lol.. weird probelms always appear when you mod a star wars game. same happens with me with Empire at War..

well.. another problem. well not really..

i installed:

Battlefront II
Patch 1.1
Patch 1.2 Unofficial
Conversion Pack 1.9
Phoenix 1.8.4

and i didnt install BFX yet. just for try the maps. and it crashes like beafore :cry:


Edit
never mind. i figured why it crashed beafore. it was the Lightning Quality.
i didnt read that it should be Medium and if its in High it crashes :roll:

oh btw. do u remember when i asked for add an AT-ST to the Mos Eisley map? well i installed Battlefront 1 today just cuz i wanted to play the campaign and galactic conquest and well. i played Mos Eisley and i though there were no vehicles but when i played as the empire and captured the mini jabba's sailbarge thingy in the hangar. an AT-ST spawned outside. and it was balanced cause its hard to capture there. its like a fortress snipers everywere in the roof, turrets and several troopers everywere. in CW there's an AAT

and of course you cant walk everywere in the map. its limited and if you find a guy with a bazooka. its intresting cuz there are too many ways to run and things like that. so please if you can and if you want to. make the AT-ST spawnable when you capture the main hangar.
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Re: Battlefront Extreme 2.1

Post by ARC_Commander »

I already tried adding an AT-ST / AAT to Mos Eisley. Yes, it spawned, but the faction that had it won in ten minutes. Without me doing anything.
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Re: Battlefront Extreme 2.1

Post by GTX »

Are there any specific mods I must install before installing BFX 2.1? In what order?
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Re: Battlefront Extreme 2.1

Post by AQT »

^
alenoguerol wrote:Battlefront II
Patch 1.1
Patch 1.2 Unofficial
Conversion Pack 1.9
Phoenix 1.8.4
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Re: Battlefront Extreme 2.1

Post by tylerman29 »

so arc hows intergrated the files for 2.1.1 going.like the files from 1.2 and convo that you need so people only have to dload this?

also could you make the ep.2 clones not have the short rifle ?
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Re: Battlefront Extreme 2.1

Post by ARC_Commander »

Yes, 2.1.1 will have [RDH]Zerted's shell files and Unofficial 1.2 Patch's common.lvl.

I won't give the EP2 rifleman the full-size rifle because they would overpower the CIS pretty badly.
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Re: Battlefront Extreme 2.1

Post by Delta 47 »

Are the weapon icons supposed to be floating even after installing the Unofficial 1.2 Patch?

PS: @Admin Something that's been bugging me for a long time. At the bottom where it says users browsing this forum every once in a while it will say something like this: Alexa [Bot] in purple color there have been several of these that I've seen if you don't mind me asking what are those?
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