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New era?
Posted: Fri Aug 28, 2009 5:15 am
by EA711
can it be done so that when you select a map you can play it in gcw, cw and kotor for example?
Or would you have to make another map for the new era?
Re: New era?
Posted: Fri Aug 28, 2009 6:40 am
by mswf
No, you would have to make a new map. (or somehow make a script so that you don't have to make 2 totally seperate maps, but only one that loads default sides + that map and one that loads with Kotor sides + that map.)
Re: New era?
Posted: Fri Aug 28, 2009 2:35 pm
by giftheck
If I'm not mistaken, a new era would mean that you'd have to edit scripts that shell.lvl uses, but we have barely anything from SWBF1's shell.lvl file.
Re: New era?
Posted: Fri Aug 28, 2009 3:32 pm
by breakdown
Pi man at MPCGamers found a "hacked" way to get a 3rd era, it was more or less just if you clicked on it a few times a new era would appear in your launch list. I THINK. It's probably not what you're looking for though
Re: New era?
Posted: Sat Aug 29, 2009 3:26 pm
by BattleBelk
I am working on get swbf1 source Lua scripts for common.lvl and shell.lvl
I disassembled munged scripts and now converting swbf2 Lua to swbf1. Currently I have from common.lvl:
error_popup.lua
game_interface.lua
globals.lua
ifelem_animationmgr.lua
ifelem_borderrect.lua
ifelem_button.lua
ifelem_flatbutton.lua
ifs_pausemenu.lua
I am sure with all scripts will possible to do new era, design and many intresting things.
Re: New era?
Posted: Sat Aug 29, 2009 4:13 pm
by breakdown
Wow! That's awesome Belk! If you get this working and released to public, I will be so happy! (As I am going to make stuff for SP)
Re: New era?
Posted: Sat Aug 29, 2009 5:31 pm
by EA711
BattleBelk wrote:I am working on get swbf1 source Lua scripts for common.lvl and shell.lvl
I disassembled munged scripts and now converting swbf2 Lua to swbf1. Currently I have from common.lvl:
error_popup.lua
game_interface.lua
globals.lua
ifelem_animationmgr.lua
ifelem_borderrect.lua
ifelem_button.lua
ifelem_flatbutton.lua
ifs_pausemenu.lua
I am sure with all scripts will possible to do new era, design and many intresting things.
Could this mean more than six units? I thought you already had the stuff from common in the interface tool?
Re: New era?
Posted: Sat Aug 29, 2009 6:38 pm
by BattleBelk
interface tool only for textures, models, odfs and effects
six units maybe, I dont know. I have some screen with 6 slots but last windwo just a slot not for spawn
almost same as from Psychofred's site
this is a hard work to get source scripts from disassembled munged ones
Re: New era?
Posted: Sun Aug 30, 2009 5:56 am
by EA711
I realy apperitiate what you are doing and swbf1 mods would be a lot worse without the stuff you have done so thank you very much.
New era so you could make it so that when you select a map eg. bespin cloud city that you could choose from 3 diiferent eras cw gcw and kotor. Would you have to mess with the map?
maybe you could ask fred how he got more than 6 units maybe it is possible with what you have.
offtopic: I am Russian
Re: New era?
Posted: Sun Aug 30, 2009 9:39 pm
by Ka-Ching
i belive it would be editing addme.lua for the new era to appear on every map.so you could make a map pack (or just a addon that adds the era to stock maps)
i get my sources from these lines: (PM= Mod ID)
AddDownloadableContent("PM","PMc",4)
AddDownloadableContent("PM","PMa",4)
c=clone wars
a=gcw
you could make the new era letter k as an example, i believe it would be like this:
AddDownloadableContent("PM","PMc",4)
AddDownloadableContent("PM","PMa",4)
AddDownloadableContent("PM","PMk",4)
the PM c and a are just lua names so they could be anything as long as it matches the lua name.Cloud city would be:
AddDownloadableContent("PM","bes2k",4)
you would do the same with other maps.
Also:physc0fred isent exactly what i'd call active..
Re: New era?
Posted: Mon Sep 07, 2009 5:37 am
by giftheck
I think if we had all the scripts, we could make a fully-playable sixth slot. The things is, we'd need to also reassemble sound lvls too.
Re: New era?
Posted: Thu Dec 23, 2010 11:51 am
by Teancum
Yeah, you could always ask him for more scripts. The game is 6 years old now, so it's unlikely to be a target or anything. It's up to him whether he'll release more, but he might. I've got 010 Editor scripts to pull out *some* raw files from sound lvls, but more than likely you'd either have to make an addon lvl with the needed sounds and add that to every mission lua, or just use existing sounds. You definitely don't have to rebuild original files.
Re: New era?
Posted: Thu Dec 23, 2010 5:27 pm
by giftheck
Teancum wrote:Yeah, you could always ask him for more scripts. The game is 6 years old now, so it's unlikely to be a target or anything. It's up to him whether he'll release more, but he might. I've got 010 Editor scripts to pull out *some* raw files from sound lvls, but more than likely you'd either have to make an addon lvl with the needed sounds and add that to every mission lua, or just use existing sounds. You definitely don't have to rebuild original files.
What I mean is, is if we'd wanted a cross-era battle like BF2's Mustafar and Kamino missions. I've tried, believe me, to load CW unit sounds into GCW, but it doesn't wish to work at all. You'd have to build a new cross-era sound LVL file with the gunshots and voiceovers, although with gunshots you could easily use GCW/CW era ones as I did in a mission map I made earlier this year for Empire vs Clones on Kamino and Empire vs CIS on Mustafar (I had the Imperials piggyback off the CIS weapon sounds and Clone VOs, and then added some new sounds to differentiate some of the weapons)
Re: New era?
Posted: Thu Dec 23, 2010 5:28 pm
by Ginev
Ka-Ching i already try with the addme lua but still nothing happen.

Re: New era?
Posted: Thu Dec 23, 2010 5:33 pm
by giftheck
From what I have seen, new eras would require changing the shipped shell.lvl, which we cannot do at the moment. Teancum says new eras are not possible, but the same was originally said for BF2, I think, so I'm beginning to wonder whether impossible is really so in this engine.
Of course, adding new eras never really mattered to me, and if what I read about the interface itself is true, it would be easy to add hunt mode/hero assault mode (or a shadow of it anyhow) to BF1 simply by adding new menu options to the SP/MP menus. Although I do not know if that would work as we don't have the scripts.
Re: New era?
Posted: Thu Dec 23, 2010 10:43 pm
by Teancum
Let me put it this way - I've seen all the scripts for SWBF1, and the suffixes for eras (and whether they're in historical campaign) are set in stone. I no longer have those, but if you want to see for yourself you know where to look.
Re: New era?
Posted: Fri Dec 24, 2010 5:55 am
by giftheck
As I said above (or as I rather should have said, as I have edited it above now), I'm not really that fussed about creating new eras for Instant Action. What I'd love to know is if the interface is controlled by the shell scripts then is it possible to do things such as different Galactic Conquests, or even adding a third campaign option (IE for post-Galactic Civil War even though the scripts would still be GCW scripts)
Re: New era?
Posted: Mon Dec 27, 2010 3:56 am
by Ginev
Yee third galactic conquest will be just amazing.I only know how to change the planet maps from the original galactic conquest but not and the names,so yes we need third.

Re: New era?
Posted: Mon Dec 27, 2010 11:18 am
by THEWULFMAN
Just as a suggestion, you should defiantly contact Zerted, if he cant help get this working, NO ONE can. From what i remember he was the guy who made all the new things for bf2 possible. Like new eras, custom galactic conquest, etc. However, he is busy nowadays, you know family, having a life, etc. but give it a shot, i am reluctant to mod for bf1 because of no new eras and only 5 units.
You should rename the thread to something like.
"Adding new eras to bf1 WIP"
Or something like that
Re: New era?
Posted: Mon Dec 27, 2010 11:26 am
by Firefang
Unfortunately, they don't have the source scripts so they can't just have Zerted add new eras and modes to swbf.