UnOfficial v1.3 Patch (r129 - Latest Version)
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- Super_Clone
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Re: UnOfficial v1.3 Patch r83
ok, heres my final request for 1.3. could you please also add a "Add Jumppacks" command? what i mean by jump packs is the jetpacks like the Dark Trooper has.
- [RDH]Zerted
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Re: UnOfficial v1.3 Patch r83
I tried, but it didn't work. Here are the ODF values I changed (ignore their table format). Did I miss something?
Code: Select all
{ name = "ControlSpeed", value = "jet 10.85 1.85 2.00"},
{ name = "JetJump", value = "21.0" },
{ name = "JetPush", value = "0.0" },
{ name = "JetAcceleration", value = "10.0" },
{ name = "JetFuelRechangeRate", value = "0.075" },
{ name = "JetFuelCost", value = "0.0" },
{ name = "JetFuelInitialCost", value = "0.5" },
{ name = "JetFuelMinBorder", value = "0.49" },- [RDH]Zerted
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Re: UnOfficial v1.3 Patch r83
Revision 102 (Full-106MB, Lite-5.5MB)
Custom user scripts allow you to add in your own scripts to the game. They are loaded every time a map is loaded. You can write one so that it always automatically does a few FakeConsole commands when the map starts, or you could code in some server rules like No Vehicles, No CPs, or No Mines and stick it on a dedicated server. The server would then enforce those rules and no one will be able to enter a vehicle, capture a CP, or be killed by a mine. All those are multiplayer compatible! Some information is included in the docs folder on how to create custom user scripts.
Custom Galactic Conquest support means you can mod your own Galactic Conquest campaigns. All you would need to do is ship your maps and your galactic scripts, and your custom Galactic Conquest will show up in the shell. Galactic Conquest produces more debug output so you can better understand what the game is doing when you play it. Some information is included in the docs folder on how to create custom Galactic Conquest scripts.

- Added support for 11 custom Galactic Conquests (see docs)
- Added support for 11 custom user scripts (see docs)
- Re-added boot no-namer button in the player list
- Added a few new FakeConsole commands
- Unlocked the Campaign List button
- Eras: Toys (t), Lego (l), Prime Front (f), and New Sith Wars (d)
- Only fixed some side bugs
- Installer no longer attempts to guess the game's path. You will need to extract the files into a certain directory
- Non-English versions of the game should now have English strings (expect German which has German strings)
- Added more documentation
- Includes example user script source code
- Includes example Galatic Conquest source code
Custom user scripts allow you to add in your own scripts to the game. They are loaded every time a map is loaded. You can write one so that it always automatically does a few FakeConsole commands when the map starts, or you could code in some server rules like No Vehicles, No CPs, or No Mines and stick it on a dedicated server. The server would then enforce those rules and no one will be able to enter a vehicle, capture a CP, or be killed by a mine. All those are multiplayer compatible! Some information is included in the docs folder on how to create custom user scripts.
Custom Galactic Conquest support means you can mod your own Galactic Conquest campaigns. All you would need to do is ship your maps and your galactic scripts, and your custom Galactic Conquest will show up in the shell. Galactic Conquest produces more debug output so you can better understand what the game is doing when you play it. Some information is included in the docs folder on how to create custom Galactic Conquest scripts.
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woner11
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Re: UnOfficial v1.3 Patch r102
Sounds great Zerted! Really high quality work, as always! 
- RED51
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Re: UnOfficial v1.3 Patch r102
Could only be my pc, but the prime front era isn't localized. In the era selection list, it's localized as F. Also, just my opinion, the prime front era con is a little too small. Maybe you should increase the size of the era icon by one or two times it's original size.
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Skipper 24
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Re: UnOfficial v1.3 Patch r102
Will this new 102 release fix the convo pack errors with the UK version of BFII?
- Super_Clone
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Re: UnOfficial v1.3 Patch r102
the only issues i found is that the commands that should bring up a prompt like health regain or endurance regain (those are just examples, but ALL prompt commands have this problem too) the prompt doesnt show up, it turns pink when you click on da prompt commands.
Can someone else please confirm this?
Can someone else please confirm this?
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The_Emperor
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Re: UnOfficial v1.3 Patch r102
Confirmed, no prompts show up for me either. Doesn't turn pink though.Super_Clone wrote:
Can someone else please confirm this?
- [RDH]Zerted
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Re: UnOfficial v1.3 Patch r103
Thats why I post it to Gametoast first. I fixed the problem with the prompts. I think I got them all...
The release should fix the localization problems with the non-English versions, but I can't test that. Can someone confirm that it does indeed fix those problems?
I checked the Promt Front era and it does have all its strings. Maybe the strings didn't get updated correctly. Search for and delete your v1.3patch_strings.lvl and replace iw with the one you downloaded in the 7z archive. Also, it would be pointless to enlarge the icon because the game will just scale it down when it gets displayed. If anyone wants to replace any icon, they can still do so, but post here saying that you plan to replace one and get me that icon within a day.
Revision 103 is out. It fixes the above problems, a spelling mistake in the readme, and the missing description on FakeConsole's Normal Control command. If you already downloaded the r102, just download the Lite version of 103. There were no side changes.
The release should fix the localization problems with the non-English versions, but I can't test that. Can someone confirm that it does indeed fix those problems?
I checked the Promt Front era and it does have all its strings. Maybe the strings didn't get updated correctly. Search for and delete your v1.3patch_strings.lvl and replace iw with the one you downloaded in the 7z archive. Also, it would be pointless to enlarge the icon because the game will just scale it down when it gets displayed. If anyone wants to replace any icon, they can still do so, but post here saying that you plan to replace one and get me that icon within a day.
Revision 103 is out. It fixes the above problems, a spelling mistake in the readme, and the missing description on FakeConsole's Normal Control command. If you already downloaded the r102, just download the Lite version of 103. There were no side changes.
- Super_Clone
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Re: UnOfficial v1.3 Patch r102
Thanks Empy!The_Emperor wrote:Confirmed, no prompts show up for me either. Doesn't turn pink though.Super_Clone wrote:
Can someone else please confirm this?
Thanks Zerted!
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Skipper 24
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Re: UnOfficial v1.3 Patch r103
I am downloading and testing the non US version thingy.[RDH]Zerted wrote:Thats why I post it to Gametoast first. I fixed the problem with the prompts. I think I got them all...
The release should fix the localization problems with the non-English versions, but I can't test that. Can someone confirm that it does indeed fix those problems?
I checked the Promt Front era and it does have all its strings. Maybe the strings didn't get updated correctly. Search for and delete your v1.3patch_strings.lvl and replace iw with the one you downloaded in the 7z archive. Also, it would be pointless to enlarge the icon because the game will just scale it down when it gets displayed. If anyone wants to replace any icon, they can still do so, but post here saying that you plan to replace one and get me that icon within a day.
Revision 103 is out. It fixes the above problems, a spelling mistake in the readme, and the missing description on FakeConsole's Normal Control command. If you already downloaded the r102, just download the Lite version of 103. There were no side changes.
EDIT: I downloaded the lite version as recommended in the convo pack thread but I still have the string issue where it doesn't show some mode names or the KotOR era name.
- [RDH]Zerted
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Re: UnOfficial v1.3 Patch r103
That is strange. I don't know what is causing or how to solve the string issue, but at least you still have the icons. The ingame strings (FakeConsole descriptions) work correct?
I plan to do the public (and most likely final) release in one day. Last chance to bring up any other issues/bugs/ideas/etc...
I've fixed the settings file problem and plan to toss in an era for Halo. Anything else?
I plan to do the public (and most likely final) release in one day. Last chance to bring up any other issues/bugs/ideas/etc...
I've fixed the settings file problem and plan to toss in an era for Halo. Anything else?
- SlyCoopersButt
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Re: UnOfficial v1.3 Patch r103
Well only thing comes to mind is I'd be extremely grateful for a seperate release of FC to be included so it can be used with 1.0 as there are those of us who still prefer to play that version online. And I mean when you are 100% done with developing it. Unless I'm missing something.
- Delta 47
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Re: UnOfficial v1.3 Patch r103
A small little thing in R 103 that I noticed is it still says R 102 in the Menu.bat. Sorry I haven't got to try it out in-game yet but I have been really busy with school this past week.
- [RDH]Zerted
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Re: UnOfficial v1.3 Patch r103
I have never tested it, but it was my impression that it would work fine with v1.0. Does it not?
The version number is a small change, but a very important one. If someone emails me saying they are having troubles and their menu.bat has the wrong version, I'll be telling them the wrong things to do, such as download the newer version when there isn't one.
No problem, I understand people are busy.
The version number is a small change, but a very important one. If someone emails me saying they are having troubles and their menu.bat has the wrong version, I'll be telling them the wrong things to do, such as download the newer version when there isn't one.
No problem, I understand people are busy.
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Skipper 24
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Re: UnOfficial v1.3 Patch r103
I still can't get the strings to work
.
- [RDH]Zerted
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Re: UnOfficial v1.3 Patch r103
Do you use some type of instant messenger like XFire? If so, which one and can you be on around 7pm EST?
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Skipper 24
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Re: UnOfficial v1.3 Patch r103
If that^^ was for me I use Windows Live Messenger. I use GMT so I am not sure what time GMT that would be.
- Teancum
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Re: UnOfficial v1.3 Patch r103
@ Zerted -- this sortof relates to the possibility of the Halo mod, but more relates to SWBF2 in general ->> Do you know what's causing a 'max out' of mission luas? I'm just curious if we can work around the max number to kill the "I have the Convo Pack installed and 55 other maps, but some crash" bug. It's some sort of overflow, and I didn't know if you had any debug output written or anything.
- [RDH]Zerted
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Re: UnOfficial v1.3 Patch r103
Hmm, I think I have a Live account... Sorry, I'm at EDT now. It is 4 hours before GMT. Meaning 7pm EDT is 11pm GMT.
There are some bound tests in the shell on the missions. Its a ScriptCB getting the max mission length, so I've never messed with it. I'd assume that changing the limit in the Lua won't change the limit in the game, It is possible to listen in on all the maps adding themselves and cut off all the ones over the limit. The code for that would have to be distributed as the addme.script for the AAA map.
It would be possible to give the user a choice (like the v1.3 patch's options) to exclude certain game modes/eras from being loaded. However, if the crashing is due to reading the custom core.lvls then blocking certain eras/modes won't prevent the crashes as all the core.lvls would still be read (won't know if the map's other modes need the core.lvl, so it would always have to be read).
I think it was earlier in this topic that I released an AAA map which printed out all of the user's missions. I think its on my website in the random files section.
There are some bound tests in the shell on the missions. Its a ScriptCB getting the max mission length, so I've never messed with it. I'd assume that changing the limit in the Lua won't change the limit in the game, It is possible to listen in on all the maps adding themselves and cut off all the ones over the limit. The code for that would have to be distributed as the addme.script for the AAA map.
It would be possible to give the user a choice (like the v1.3 patch's options) to exclude certain game modes/eras from being loaded. However, if the crashing is due to reading the custom core.lvls then blocking certain eras/modes won't prevent the crashes as all the core.lvls would still be read (won't know if the map's other modes need the core.lvl, so it would always have to be read).
I think it was earlier in this topic that I released an AAA map which printed out all of the user's missions. I think its on my website in the random files section.
