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bergerkiller

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About bergerkiller

  • Birthday 11/12/1993

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    Battlefield 2 modding, programming and overall gaming. Xfire acc: ibergerwar

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  1. Added a mediafire folder link on the main page a while ago, you can use that instead. (FileAve has been a pain for a loooong time)
  2. Added the "AtlasBuilder" tool I made today, on Rhysm's request.
  3. Yeah I know, the updater is a pain. Think of stopping using it at all. My anti virus protection removed any installer update as soon I want to install my own program...lol. xD If you can, download from filefront. FileAve seems to require me to log in every day...
  4. Battlefield Tweaker GREATLY updated. List of changes: - Code generators now embedded in application; no stand-alone executables under bin - Switch-to option under file; quickly switch between files (con <> tweak) - Replace dialog simplified; Splitbutton is used for "Replace all" options - Completely re-written text field, which includes improved performance, coloring, suggestions, information - Added "Constants" ability. You can now add %constantname% in a suggestion file to include all constants of that name. - Every type of constant is readable, since it is in a simple text format which can be edited. - Greatly improved "template recognition"; user changeable and supports other template types than ObjectTemplate - It no longer takes ages to load a long file of 5000+ lines; it will simply skip colouring in that case - Added file format check before loading to prevent mishaps around loading raw data files - Suggestion box is less glitchy and includes information of suggested code - Any file format can now be opened - Suggestions for other types of templates added, such as AI template coding and terrain. - Words info is given of are now highlighted - GREATLY improved undo/redo system (History class ) - Now contains 9 colors used for text coloring. Path and enum colors have been added. - Shortcut commands added: Ctrl + Enter for a wizard (where possible), Ctrl + Left/Right for word selection. - Removed the input information under "Information", since it is now included as a constant in code suggestions. - Overall fixed an enormous amount of bugs and performance gaps, had to basically rewrite everything from scratch - Some other stuff I added mid-way but I can't remember. Constants also include geometry/collisionmesh names.
  5. Wild guess, but: - a wrench wants to repair a vehicle to full. - a vehicle has a maximum HP which is used for this - a vehicle also has a HP value when spawned. Solution: set the maximum HP to 0, then it's HP can never be increased any further. ObjectTemplate.armor.maxHitPoints 0 ObjectTemplate.armor.hitPoints 1000 Not tested, it could also crash the game. (divide by 0 error? hehe.) Note: CanBeRepaired is not an Armor component member in my book, only CanbeRepairedAsWreck exists. EDIT Tested: instantly destroys the vehicle. (thus, the game tries to keep HitPoints < MaxHitpoints)
  6. A few generator conversions to do and Battlefield Tweaker 1.4 can be released :D

  7. Yep, you should always limit the amount of errors you get. Some people (like me hehe) haven't run the mod in debug mode for a long time, and lots of errors come up about comp type redeclaration errors, framerate issues, etc. And of course the regular bf2 errors you get of the HUD. For those that never ran their mod in debug mode and don't want to go past the same old errors every time, the program can come in handy.
  8. See the final showcase section, the latest version is in there. Since 64 bit systems can't load the dds files I added texture libraries instead, which contain bf2/bf2142 textures. If you want to add your own, convert your texture(s) to a readable format (png/gif/bmp/jpg) and add that to the library using the library creator. (Settings dropdown). As far I believe the program works on 64 bit systems, except for the texture loading part.
  9. About the bot thing, it is simply an AI settings change: echo ***************************************************************************************** echo AIDefault.ai **************************************************************************** echo ***************************************************************************************** REM *** The amount of bots and botskill used ingame *** aiSettings.setMaxNBots 127 aiSettings.setBotSkill 0.4 aiSettings.setAutoSpawnBots 1 REM *** Don't change the lines below *** aiSettings.setInformationGridDimension 32 aiSettings.setNSides 2 aiSettings.overrideMenuSettings 1 aiSettings.maxBotsIncludeHumans 0 run BotNames.ai run AIPathFinding.ai I did it before and the limit is 127-128, any higher and it crashes the game.
  10. I guess not, since it has no networkable info set. I guess the information of a player location and where it shoots at a player is sent instead. You can check it for yourself; any template that has the following line: ObjectTemplate.setNetworkableInfo BasicInfo Is counted as one of the networkable template. Usually templates like effects, particles and sound are not networkable.
  11. Common crash issues (which have no error in debug, mostly AI related): - missing control point names (neighbouring fails) - missing behaviour in the aibehaviours.ai file. (vehicle AI templates have a behaviour set; some mods add behaviours) - damaged texture or texture of an invalid size/format. (HUD textures are loaded ingame!!!) - error in the navmesh (or pathfinding) - damaged geometry (or shader which is used) - missing kit, double indexed weapon, invalid index Join game crash issues: - Invalid amount of kits or invalid kit added - Error in a python script And I really recommend running your mod in bf2_r.exe. It spots almost every error imaginable. If you don't feel like clicking messageboxes away download my Battlefield 2 Debugger program which does it for you.
  12. I'm afraid this is hardcoded in the editor engine. May be some brush texture, but failed to find any in the bf2editor folder.
  13. Let me guess, you played Minecraft recently? You can always play around with a night map and move a lightsource around. Doubt it would make shadows though.
  14. I suggested using a player control object since it has both. It has mobile physics using a collision mesh and has an armor component to make it destroyable. Dynamic simply means it is "moveable". It does not mean that it can use an armor component.
  15. I have the same, but for some reason if I move my cursor over the tweaker field (located to the right) and move it back into the viewport I can move it freely. Hope the same works with you.
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