UnOfficial v1.3 Patch (r129 - Latest Version)

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UnOfficial v1.3 Patch (r129 - Latest Version)

Postby [RDH]Zerted » Wed Jun 25, 2008 7:53 pm

The Unofficial v1.3 Path revision 129:
SWBF2-v1.3patch r129.exe Primary Download Link (5.55MB, Mediafire)

Known Bugs:
1) Missing "tag" parameter in cGC scripts which prevents multiple, non-fixed cGCs from working at the same time. See page 29: viewtopic.php?f=35&t=14483&start=560#p512264

v1.3 r129 Details
Start on page 22: http://www.gametoast.com/viewtopic.php? ... 81#p375981 or read this copy of that post:
Hidden/Spoiler:
Updated to r129
* Installer supports Vista and Win7
* Fixed non-spawning Leia bug
* Supports unlimited user scripts
* Supports unlimited cGC scripts
* No more Full/Lite versions - The v1.2 patch was removed (install it first if you want it, but you can still use the 'new' HUD without it)

My net connection is going crazy, so here's the download link:
MediaFire

This is a test release. For those of you who had problems installing, please try out the new installer.

I wasn't able to get anything to display before the addmes are loaded. Thus I can't do any mission management without requiring the user to restart. However I'm starting to get busy with my school's senior project, so its unlikely I would have had the time to build the management screens anyway.

Unless you're the host, you can't really cheat with the FakeConsole. And if it was the host who was using the commands, then is it really cheating? If it wasn't the host, the host/dedicated server does have the ability to give certain users special abilities. But the server's admin still has to do it.

Edit: The download link from my site: http://zerted.getmyip.com/swbf2/res/SWB ... %20129.exe (5.6 MB)


---------- Older and Outdated info ----------
Old v129 link from Filefront: SWBF2-v1.3patch r129.exe (5.55MB)
v1.3 r117 Patch Readme:
Hidden/Spoiler:
Overview:
* Simple installation (can install to dedicated server too)
* Works online in multiplayer
* Compatable with the SWBF1 Conversion pack
* Supports unlimited new eras (only 5 can be displayed per map)
* Supports unlimited new game modes (only 14 can be displayed per map)
* Supports up to 11 custom user scripts (example: use a script to enforce dedicated server rules like 'no vehicles' and 'no CPs')
* Supports up to 11 custom Galactic Conquest campaigns
* Supports over 158 FakeConsole commands and displays their descriptions
* Includes player tracking, player teleporting, and causing the AI to follow certain players
* Replaces the (now outdated) mods: v1.2 patch, FC Mod, Era Shell, FreeCam, FakeConsole
* Allows disabling the award effects (just the graphical and sound parts, you still get their bonuses)
* Supports map preview videos
* Compatable with mod maps
* Extends and expands the cheat menu to MP
* Supports no-namer booting (non-server admins can boot them too)
* Allows you to become a no-namer without changing your profile
* Supports custom FakeConsole command by map modders
* Displays warning if over the game's 500 mission limit
* Allows Free Camera
* Allows directly setting the displayed side selection names (for modders)
* Supports custom map colors (can be removed from the menu)
* Has v1.2's new player models (can be removed from the menu)
* Has v1.2's new weapon models (can be removed from the menu)
* Has v1.2's BF1 cockpits (can be removed from the menu)
* Has v1.2's new HUD (can be removed from the menu)

FakeConsole:
* A correctly executed command turns light blue
* An errored command turns pink

Added Shortcut Keys:
* Close the FakeConsole list: 'Esc'
* Cancel (no) the prompt pop-up: 'Esc'
* Accept (yes) the prompt pop-up: 'Enter'
* Close team stats screen: 'l' (lowercase L)
* Select the team selection's auto-assign button: 'a'
* Select the team selection's auto-assign button: 'A'
* Select the team selection's team 1 button: '1'
* Select the team selection's team 2 button: '2'
* Select the team selection's auto-assign button: '3'
* Select the team selection's spectator button: '4'

Keys To Control FreeCam:
[Home] - Move camera up
[End] - Move camera down
[M] - Pause/Unpause the game
[Backspace] - Pause/Unpause the game
[+] - Speed up
[-] - Slow down

Keys To Control the FakeConsole list:
[Up] - Move the selection up one element
[Down] - Move the selection down one element
[Page Up] - Move the selection up 19 elements (one page)
[Page Down] - Move the selection down 19 elements (one page)
[Escape] - Close the FakeConsole list

Crashing Issues:
* Misuse of the FakeConsole commands may result in crashes
* Filling the cheatbox with spaces makes the game crash. I don't have a clue why...
* Galactic Conquest's Versus is completely untested (but should work...)
* Displays a warning if you have over 500 missions (The original game can only handle 500 modded missions. It crashes with FATAL when attempting to play a mission after about the first 500)
Even More Details:
Hidden/Spoiler:
Other Issues:
* A few people will not be able to see any of the new strings. The known fix is in the 'Installation Guide.txt'.
* FakeConsole commands built into the exe always turn pink when clicked no matter if they worked or not. The section description commands turn pink too.
* It takes a second at the start of each map to disable award effects (if set to disabled). An AI bot has an extremely low chance of gaining an award in this period.
* There is a bug in displaying the preview video when switching between the MP and SP map selection screens. The preview video may not play until a map with a different video is selected.
* If a map directly sets the side selection names, the team buttons will no longer flash when selected.
* A couple of weapon icons are not in their correct locations. Sorry.
* The Clone Commander's Paulodron is untextured.

Important Notes For Modders:
* The FakeConsole command 'Code Console' lets you type and run Lua code directly ingame
* Space Assualt's name changed to 'modename.name.spa-assault' from 'modename.name.assault'
* Hero Assualt's name changed to 'modename.name.hero-assault' from 'modename.name.elimination'
* Voice over errors mostly gone from the modtool log
* Custom game mode and era names, icons, and descriptions are supported. Meaning, you can have your map set the text on its game mode checkbox no matter the mode.
* The ingame variable '__thisMapsCode__' should contain the current map's 3-char code (will always be lowercase). The variable is nil if the code couldn't be detected or has yet to be detected.
* The ingame variable '__thisMapsMode__' should contain the current map's loaded layer/game mode (will always be lowercase). The variable is nil if the mode couldn't be detected or has yet to be detected.
* The uf_processPlayers() function allows you to get the names of the ingame players (see 'Using Ingame Player Data.txt')
* See the howtos docs for more info on how to use the v1.3's new modding related features

General Visual Gameplay Changes:
* Added wind to cloth, capes flutter.
* Added cockpits from BF1.

New Weapon Models:
* EE-3 Rifle
* T-21 Rifle
* Westar 34 Pistol
* Leia's Sporting Blaster
* Arc Caster
* Sonic Pistol
* DH-17 Pistol
* A280 Rifle
* A290 Rifle
* Kylan Pistol
* DC-15s Carbine
* DC-15s Commando Pistol
* DC-15 (from a JKA mod)
* DC-15 Shotgun
* E-11 Shotgun
* Flechette Shotgun
* ACP Shotgun
* Accurate lightsabers
* DL-19
* DC-17 Pistol
* ARC Rifle

Changed Units:
* 501st Commander is now accurate to Episode III.
* 1st person views for 501st are completely corrected.
* New skins for all Republic troops.
* Glitch in Obi-Wan's cloth texture fixed.
* SBD is reflection-mapped (is shiney).
* Stormtrooper is reflection-mapped (is shiney).
* SBD chunks are fixed
* Magnaguard chunks are fixed
* Droideka has new sheild texture.
* Jango Fett has a new skin and jetpack effect.
* Boba Fett has a new jetpack effect.
* Changed Imperial Officer to Fleet officer.
* Changed Imperial Engineer to the tank gunner (the former imperial officer).
* Added a cape to the magnaguard.
* Clone Marine added for Space mode
Outdated v117 links:
Hidden/Spoiler:
Links:
Download the v1.3 patch (7z self-extracting archive, 106MB or 5.69MB w/o sides) here.
Or on FileFront: http://starwarsbattlefront.filefront.co ... atch;95405
Full Source Code (Bazaar controlled, around 2.26GB, not compressed)
Make a preview video

Notes:
* Extracted, the full v1.3 patch takes up about 689MB. The lite version only extracts to about 38MB.
* The v1.3 patch supports the SWBF conversionpack, but the pack is not required for using the patch.
* The SWBF1 conversion pack only includes r83 of the v1.3 patch. You should uninstall r83 and install r117.
* If somehow your game gets damaged, choosing Uninstall in the menu should fix it.
* The online source code is at revision 117.

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Re: Custom Era Shell

Postby Delta 47 » Wed Jun 25, 2008 8:29 pm

P - Battlefront Project Clone Wars
Q - Battlefront Project Galactic Civil War? :)

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Re: Custom Era Shell

Postby Fluffy_the_ic » Wed Jun 25, 2008 8:37 pm

When you say displeyed, do you mean created, because what about a legacy era?

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Re: Custom Era Shell

Postby [RDH]Zerted » Wed Jun 25, 2008 8:57 pm

I updated the era list for P and Q but if you want those locked in, make their era icons and get them to me.

'Displayed' meaning you will only see 5 era checkboxes in the map selection screens. A map could have 28 eras, but theres no room to display all those. If it goes over five, you will not be able to check the other era boxes. It is way too much effort to put those checkboxes into lists. There is some old source code left in from era and game mode lists, but it looks ugly when re-enabled.

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Re: Custom Era Shell

Postby Fluffy_the_ic » Wed Jun 25, 2008 9:05 pm

How do you make the icon? Just make it in GIMP with an Alpha channel background?

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Re: Custom Era Shell

Postby Fingerfood » Wed Jun 25, 2008 9:14 pm

Fluffy_the_ic wrote:How do you make the icon? Just make it in GIMP with an Alpha channel background?

I believe I remember hearing you need to model the icon.
Looks good. Also, are the preview videos like the ones in BF1? I think I may be able to make some.

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Re: Custom Era Shell

Postby Teancum » Wed Jun 25, 2008 9:19 pm

-Which game modes were forgotten?


Team Dogfight - tdf
Survival - surv (support only - I haven't actually coded it)
RPG - rpg (probably smart for the future)

Also, it's my personal opinion only, but I'd like to keep Uber called Uber instead of Conquest XL. Uber is what people know.

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Re: Custom Era Shell

Postby Delta 47 » Wed Jun 25, 2008 9:28 pm

[RDH]Zerted wrote:I updated the era list for P and Q but if you want those locked in, make their era icons and get them to me.
I don't have time to make any icons for them nor do I know how. I was just giving some ideas if someone else could make some icons than that would be great.

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Re: Custom Era Shell

Postby Teancum » Wed Jun 25, 2008 10:16 pm

I will create / take care these icons

Objective - obj
Space - space
Custom Mode 1 - c1
Custom Mode 2 - c2
Custom Mode 3 - c3
Custom Mode 4 - c4

Hero CTF - hctf
Vehicle Conquest - vhcon
Vehicle Team Deathmatch - vhtdm
Vehicle CTF - vhctf
AI vs Human - avh
Last Man Standing - lms
Vehicle Mode - vh
Race - race

Expected Era Support
M - Movie CW and GCW
R - Red vs Blue
1 - +123 Clone Wars
2 - +123 Galactic Civil War



Someone will need to provide me with some sort of reference pictures for these, then I'll turn them into icons
A - BFX Clone Wars
B - BFX Galactic Civil War
E - Earth
O - Old Sith War
P - Battlefront Project - Clone War
Q - Battlefront Project - Galactic Civil War

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Re: Custom Era Shell

Postby authraw » Wed Jun 25, 2008 10:58 pm

-Should the shell include munged sides for the new main eras or should each map manage its own sides?
I would love some "standard" sides for KOTOR and Yuuzhan Vong eras set up just like the shipped sides. That way junior modders could easily throw in a KOTOR or Yuuzhan Vong era into their map without having to do a whole lot of sides work. It would also provide a standard for consistency just like the shipped sides do for GCW and CW eras.

-Which eras were forgotten?
Possibly Zann Consortium (Z), although technically that took place during the GCW era, so that one's debatable. It also might be worth setting aside an era for intentionally wacky maps ('W' for 'Wacky'?)


EDIT: Whoops--It looks like I didn't do my research. As it turns out, the Old Sith Wars are actually just the official name for the events that transpired during the KOTOR games (plus a few things that happened before the first game.) In other words, it seems that having both a "KOTOR" and an "Old Sith War" era would be redundant. :oops: Sorry about that.
Last edited by authraw on Wed Jun 25, 2008 11:16 pm, edited 1 time in total.

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Re: Custom Era Shell

Postby Fluffy_the_ic » Wed Jun 25, 2008 11:03 pm

Here's the simplest one I found for he Earth era.
http://upload.wikimedia.org/wikipedia/c ... th.svg.png
Yes, I know it's upside-down.

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Re: Custom Era Shell

Postby Teancum » Wed Jun 25, 2008 11:10 pm

I forgot one era:

N - New Jedi Order

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Re: Custom Era Shell

Postby [RDH]Zerted » Wed Jun 25, 2008 11:45 pm

"make it in GIMP with an Alpha channel background" Think so, but I can't say for sure. I've never made one.

The models are only needed for the side icons. I don't think I will be including all that too. It would easily add another months development time to try to figure out exactly how the game automatically loads the correct side icons and stuff. The era icons shown in the shell are just imgaes.

The W era was something in the old era topic. Can't remember what...

I removed Old Sith War, unless someone wants it back. Teancum, you don't need to do an icon for that one.

About adding the preview movies, its basically just adding 'movieFile' and 'movieName' to that table in addme.lua. You could even reference other movies from different maps or folders. Once you have a video, munging it is simple. The whole process is easier then adding a loadscreen image or another game mode. I forgot to do a write up on adding new eras. Its basically the same as adding new game modes.

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Re: Custom Era Shell

Postby Maveritchell » Wed Jun 25, 2008 11:59 pm

Great work, Zerted - this'll let me test all the new .luas for the KotOR era rather than just viewing them for errors. Thanks!

authraw wrote:I would love some "standard" sides for KOTOR and Yuuzhan Vong eras set up just like the shipped sides. That way junior modders could easily throw in a KOTOR or Yuuzhan Vong era into their map without having to do a whole lot of sides work. It would also provide a standard for consistency just like the shipped sides do for GCW and CW eras.


I'll release full documentation on how to call out the Conversion Pack's KotOR sides from the premunged .lvl files as soon as they're finished, which should make it just as easy to use as the stock sides.

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Re: Custom Era Shell

Postby authraw » Thu Jun 26, 2008 12:07 am

Maveritchell wrote:I'll release full documentation on how to call out the Conversion Pack's KotOR sides from the premunged .lvl files as soon as they're finished, which should make it just as easy to use as the stock sides.

That's awesome. It would be nice if they were packaged along with this Shell so that anyone who wanted to incorporate the KOTOR sides in his or her map could just point to this one mod and say "Download the Custom Era Shell to access the KOTOR era."

Additionally, it would be cool if we could do the same for the Yuuzhan Vong and New Jedi Order eras. I think I remember reading somewhere that MandeRek was working on a complete Vong side. Could that be incorporated as well?

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Re: Custom Era Shell

Postby Aman/Pinguin » Thu Jun 26, 2008 2:36 am

[RDH]Zerted wrote:
Supported Game Modes:
Hidden/Spoiler:
Space Assualt - [Diet Dr Pepper]



! :funny2:

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Re: Custom Era Shell

Postby [RDH]Zerted » Sat Jul 19, 2008 3:49 pm

I really don't know if the sides should be included or not. It would greatly increase the size of the download and the sides wouldn't be able to change once they were released with the shell.

Sadly, the era icons go in common.lvl. The FC mod also replaces this file. Do you guys care if the era shell gets turned into a massive collection of all the lvl mods? I didn't want to do that, but may not have a choice.

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Re: Custom Era Shell

Postby Maveritchell » Sat Jul 19, 2008 4:54 pm

[RDH]Zerted wrote:I really don't know if the sides should be included or not. It would greatly increase the size of the download and the sides wouldn't be able to change once they were released with the shell.


I wouldn't want to force my work on yours, either - you should definitely be able to download this separately. On the other hand, the inverse makes much more sense - I would hope to have it be ok with you for me to pack your shell with any sort of sides integration I'd do later on, as it would make much more sense, seeing as my era is reliant on your shell, but not the other way around.

Do you guys care if the era shell gets turned into a massive collection of all the lvl mods?


Not quite sure what you're asking here.

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Re: Custom Era Shell

Postby [RDH]Zerted » Sat Jul 19, 2008 6:27 pm

The massive collection of the lvl mods means the custom era shell mod, FakeConsole mod, FreeCam mod, v1.2 patch, and the pack shell changes. Then there would have to be versions without the hud changes and without the pack changes. You wold no longer b.e able to use just one of those mods.

If you want to repackage any of my stuff up go ahead. In fact, I'm setting up my server again (zerted.getmyip.com) right now and am planning on putting everything under a public subversion account (or maybe trying out one of the distributed version control systems).

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Re: Custom Era Shell

Postby Maveritchell » Sat Jul 19, 2008 6:36 pm

Other than making sure there are two distinct versions (HUD and no-HUD), I don't see packing them as a problem. I personally like all the shell mods, but even looking at it objectively I don't see any contention (except in the case of HUDs, as mentioned above). You're really only adding content with the others, not removing or changing anything (or the change is negligible, like yellow->orange for modmaps on the selection screen).

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