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Re: Battlefront Extreme 2.2 Final
Posted: Fri Jan 23, 2009 8:26 pm
by tylerman29
its been a while since i posted but ive been keeping tabs.... i think we can all agree this really completes our dreams of battlefront 2. i cant stop playing bf2 now with convo 2 and this installed

Re: Battlefront Extreme 2.2 Final
Posted: Tue Jan 27, 2009 7:47 pm
by Darth Revan
Hey has this been put up for the competition the convo packs in its really good?
Re: Battlefront Extreme 2.2 Final
Posted: Wed Feb 04, 2009 2:24 pm
by Nova Hawk
Have you ever thought of making this compatible with the Convo Pack? I really do like your mod, you make BF2 alive again, with all the correct legions and more units and stuff. I also like how you edited the ships a little, like the Y-wing how its more agile and faster, and you changed the lasers on it. This mod is a work of art.
Re: Battlefront Extreme 2.2 Final
Posted: Wed Feb 04, 2009 2:40 pm
by Maveritchell
Nova Hawk wrote:Have you ever thought of making this compatible with the Convo Pack? I really do like your mod, you make BF2 alive again, with all the correct legions and more units and stuff. I also like how you edited the ships a little, like the Y-wing how its more agile and faster, and you changed the lasers on it. This mod is a work of art.
It
is compatible.
Re: Battlefront Extreme 2.2 Final
Posted: Wed Feb 04, 2009 3:24 pm
by Nova Hawk
What do you mean? I can play BFX on Convo Pack maps??
Re: Battlefront Extreme 2.2 Final
Posted: Wed Feb 04, 2009 3:32 pm
by Maveritchell
Nova Hawk wrote:What do you mean? I can play BFX on Convo Pack maps??
That's not what "compatible" means.
http://www.merriam-webster.com/dictionary/compatible
Re: Battlefront Extreme 2.2 Final
Posted: Wed Feb 04, 2009 9:36 pm
by ARC_Commander
If you're requesting that BFX be applied to Conversion Pack maps, it's already been tried. Doesn't work, as it seems that you can't add a new entry to a separate addon map.
Re: Battlefront Extreme 2.2 Final
Posted: Thu Feb 05, 2009 4:55 am
by Frisbeetarian
You're saying that modded sides can't be placed on a map already on your computer? Sure they can! For example, meet Lt. Vace Thermill on Hoth (a shipped map, yes, but it's a different era, though you can't tell).

Re: Battlefront Extreme 2.2 Final
Posted: Thu Feb 05, 2009 7:37 pm
by Twilight_Warrior
Nonononononono...
BFX is an entirely new ERA!
And they're saying you can't add new ERAs to non-stock maps that aren't in the same download.
1) Hoth is a stock map...therefore it has BFX
2) Alderaan is NOT a stock map...therefore it cannot have the BFX era added to it.
3) Alderaan came with the Convo Pack...therefore the KotOR era has been added to it, but the KotOR era cannot be added to, say, Aqualaris (unless Mav added the era sides for the specific map himself).
Re: Battlefront Extreme 2.2 Final
Posted: Thu Feb 05, 2009 11:29 pm
by Frisbeetarian
1. I know, I made it. The point was that I was putting a side on a map that I didn't have the assets to.
2. You state the obvious then state the wrong.
3. You again state the obvious, and are again wrong. KotOR is just as easy as any other era to add to a custom map w/o assets.
But you miss the point entirely. Adding the era to the map is the easiest part of the job. I can do that through an addme script in a jiffy for any map. The hard part is adding the sides in that correspond to that era, which is also possible, and KotOR sides are perhaps the easiest to add in.
Here are the BFX sides on Kamino: Tipoca City
Re: Battlefront Extreme 2.2 Final
Posted: Fri Feb 06, 2009 9:03 am
by Teancum
Yep. You can add any era to any map so long as you know what to load in the luas. If you're familiar with the structure of the game it's uber-simple. One of the biggest reasons folks don't is that if we add every era to every map you can only have the Convo Pack and BFX installed, no other maps. (the game would run out of space to load new era/gametypes)
Re: Battlefront Extreme 2.2 Final
Posted: Fri Feb 06, 2009 7:00 pm
by Twilight_Warrior
OK, my bad...
I was just going off of this...
ARC_Commander wrote: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.
Page 5 of this topic.
Then I figuered since this was said that my #3 of my previous post had to be true. Apparently not.
Plz forgiv me o powerful modders.
Re: Battlefront Extreme 2.2 Final
Posted: Fri Feb 06, 2009 11:31 pm
by Teancum
Yeah, it's possible, it's just a lot of wonky referencing, and in the end not worth it.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Feb 07, 2009 1:15 am
by Frisbeetarian
What's "wonky" about it? You just have to set up an addme script (using AddNewGameModes, solving the duplicate map problem) and edit the unit portion of the Lua scripts. Sure it's a little mundane, but not hard.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Feb 07, 2009 1:32 am
by RogueKnight
Frisbeetarian wrote:What's "wonky" about it? You just have to set up an addme script (using AddNewGameModes, solving the duplicate map problem) and edit the unit portion of the Lua scripts. Sure it's a little mundane, but not hard.
I wouldn't argue with Tean.... He IS Tean after all......
Re: Battlefront Extreme 2.2 Final
Posted: Sat Feb 07, 2009 1:34 am
by Maveritchell
DarthRogueKnight wrote:Frisbeetarian wrote:What's "wonky" about it? You just have to set up an addme script (using AddNewGameModes, solving the duplicate map problem) and edit the unit portion of the Lua scripts. Sure it's a little mundane, but not hard.
I wouldn't argue with Tean.... He IS Tean after all......
No one's above a mistake, and Frisbeetarian happens to be right - although as far as "wonky" goes, your mileage may vary. Setting up new gamemodes for other addon maps just means a bit of legwork in the addme, that's all.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Feb 07, 2009 2:14 pm
by ARC_Commander
So it is possible, then? At any rate, I won't be doing it. I'm done with BFX.
I may very well release the BFX assets then, in the hope that someone will add them to Conversion Pack.
Re: Battlefront Extreme 2.2 Final
Posted: Sat Feb 07, 2009 2:27 pm
by Frisbeetarian
Everything anyone needs is already in the BFX download, though it might be easier if you made a list of units like Mav did in the second post of this topic:
http://www.gametoast.com/forums/viewtop ... 39&t=15622
Re: Battlefront Extreme 2.2 Final
Posted: Sat Feb 07, 2009 4:30 pm
by ARC_Commander
Yes, I had considered that, and I may still do it, but there are some strange "dependencies" that units have across different level files that I implemented to save (a considerable amount of) space. If people saw how they're actually loaded in a script, it would be considerably easier, I would imagine.
Re: Battlefront Extreme 2.2 Final
Posted: Wed Feb 11, 2009 5:25 pm
by jangoisbaddest
ARC_Commander wrote:So it is possible, then? At any rate, I won't be doing it. I'm done with BFX.
I may very well release the BFX assets then, in the hope that someone will add them to Conversion Pack.
That is excellent to hear. Your work is amazing.