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Readme:
Hidden/Spoiler:
SWBF2_LoadScreenUtility_Jan-25-2008_Readme.txt
SWBF2 Load Screen Utility
January 25th, 2008
by [RDH]Zerted
What it should do:
The Load Screen Utility provides an easy-to-use interface to adding a loading
screen image to SWBF2 mod maps. Loading screen images are the pictures a player
sees while the mod map is loading. No program is perfect for everyone. The
Load Screen Utility has been extensively tested, but it can damage/destroy the
map if the user does not know how to use it or if something unexpected happens.
It is always recommended to make regular backups of the mods and additional
backups right before and after major changes.
How to use it:
1) Select your mod map's folder (example: c:\bf2_modtools\data_XXX\)
2) Select the image you want to use (example: c:\screenshots\image_0032.tga)
3) Select the game's addon folder (example: c:\games\SWBF2\GameData\addon)
4) Go to page 2. Do this by clicking on 'Add To Modes' or clicking the 'Next'
until 'Add To Modes' is selected
5) Use the 'Add' button to add one or more of the mod map's game mode lua scripts
(example: c:\bf2_modtools\data_XXX\Common\scripts\XXX\XXXg_con.lua)
6) Review the Progress buttons. If a button's text is red, then there is an error
with its value. Fix any errors
7) To add the load screen image to the mod map, click the 'Process Map' button
8) Carefully read, and follow, any prompts
9) When the tool has finsihed, play the mod map to verify the sucess
10) If you want to review or backup the tool's log, it should be stored at
<system temp directory>/SWBF2_LoadScreenUtility_Log_<#>.txt.
Why it was written:
Some modders are having a hard time figuring out how to manually add load screen
images to their maps. This tool allows them to add an image without learning all
the ins and outs of the process. However, to better understand the entire mod map, it
is recommended tto take the time to do it manually at least once. Also,
[RDH]Zerted likes to program.
What can be done with it:
Anything except sell it to others, claim someone except other than [RDH]Zerted
as its author/developer, redistribute it without this information (I don't want
a bunch of emails about how do I use this?), or use it in/with/for a professional
company or group without approval from [RDH]Zerted first.
How it does what it does:
The readme author does not feel like typing all this out right now. Checkout
the LoadScreen HowTo topic at Gametoast to learn more. The Load Screen Utility
follows almost the same process outlined in that topic.
Known Problems/Issues:
-If the tool is run and nothing seems to happen or it seems to hang at any point,
switch through your open programs and see if the Load Screen Utility
opened a pop-up behind one of them.
-Load Screen images cannot be removed through this tool. To remove the load
screen image, checkout the LoadScreen HowTo topic at Gametoast.
-Words in this scntimze ane sqeIIcd wnorg bvt yeu cen still umdertsnad tehm.
-The message saying the map is finished looks like an error message, but it is
not an error.
-All the error prompts use recursive calls. Thus its possible to get a stack
overflow (which crashes the program) by providing 'bad' choices to keep
looping through the error prompts a few thousand times. This is by
design to prevent possible infinite loops when error prompts are hidden.
-An extra line is added before and after 'function ScriptInit()' when adding
code to the script file. This is to ensure the utility functions
correctly in linux operating systems.
-Errored fields are not saved when exiting the program. This is by design.
-The 'Back'/'Next' buttons cycle through each field, not page. This is by design.
If this is too confusing or hard to follow, email the developer and
request it to be changed in any future releases.
Random Assumptions:
-A mod map's root directory is in the format: '<RandomChars>_<MapName>' where
<RandomChars> does not include an underscore (_) and <MapName> is the
character code for the map.
-When being prompted for value by a pop-up window, you will not answer 'null'.
-You have above basic computer skills.
-You can at least sort-of read English or know how to get it translated. If not
how are you reading this file?
-The load screen image is a TGA image and ends with '.tga'.
Random Stuff:
-Not counting the GUI, the program is over 1350 lines of code (including comments and white space)
-Email the author if you want the source code
-The tool automatically saves and restores any valid fields when it is exited or loaded.
Change Log:
Version: January 25st, 2007
-Added the GUI
-Added prompts for errors
-Updated the readme and change log
Version: August 20th, 2007 beta
-Changed everything as there was nothing before
Possible Roadmap:
-Easy user requests
-Add the ability to remove a Load Screen image from a mod map
-Add the option to cancel in all user prompts
-Add an about button
-Add a multi-map page
-Add an options page (include an uninstall button)
-Add better logging controls
-Disable/Enable gui controls based on possible, valid actions
-Add value guessing to the gui fields
-Add auto-competition to the gui fields
-???
Random Characters?: ap98ehfp34hP(*#HRP(RH;JRB#UhG:*RO:KJWB?jb"oduiHD'obP|:mds,.pv
Resources:
-Download Link: (Sorry, I have to upload it before I can get the download link) (X.XMB)
-Gametoast (a modding community): http://www.gametoast.com
-Gametoast discussion about this tool: http://www.gametoast.com/forums/viewtop ... 35&t=12745
-PC Gaming Clan: rdhclan.net
-[RDH]Zerted's current website: http://ouch.rh.rit.edu/swbf2/
-[RDH]Zerted's email: zerted+SWBF2_LSU@gmail.com
-[RDH]Zertes's XFire: zerted
SWBF2 Load Screen Utility
January 25th, 2008
by [RDH]Zerted
What it should do:
The Load Screen Utility provides an easy-to-use interface to adding a loading
screen image to SWBF2 mod maps. Loading screen images are the pictures a player
sees while the mod map is loading. No program is perfect for everyone. The
Load Screen Utility has been extensively tested, but it can damage/destroy the
map if the user does not know how to use it or if something unexpected happens.
It is always recommended to make regular backups of the mods and additional
backups right before and after major changes.
How to use it:
1) Select your mod map's folder (example: c:\bf2_modtools\data_XXX\)
2) Select the image you want to use (example: c:\screenshots\image_0032.tga)
3) Select the game's addon folder (example: c:\games\SWBF2\GameData\addon)
4) Go to page 2. Do this by clicking on 'Add To Modes' or clicking the 'Next'
until 'Add To Modes' is selected
5) Use the 'Add' button to add one or more of the mod map's game mode lua scripts
(example: c:\bf2_modtools\data_XXX\Common\scripts\XXX\XXXg_con.lua)
6) Review the Progress buttons. If a button's text is red, then there is an error
with its value. Fix any errors
7) To add the load screen image to the mod map, click the 'Process Map' button
8) Carefully read, and follow, any prompts
9) When the tool has finsihed, play the mod map to verify the sucess
10) If you want to review or backup the tool's log, it should be stored at
<system temp directory>/SWBF2_LoadScreenUtility_Log_<#>.txt.
Why it was written:
Some modders are having a hard time figuring out how to manually add load screen
images to their maps. This tool allows them to add an image without learning all
the ins and outs of the process. However, to better understand the entire mod map, it
is recommended tto take the time to do it manually at least once. Also,
[RDH]Zerted likes to program.
What can be done with it:
Anything except sell it to others, claim someone except other than [RDH]Zerted
as its author/developer, redistribute it without this information (I don't want
a bunch of emails about how do I use this?), or use it in/with/for a professional
company or group without approval from [RDH]Zerted first.
How it does what it does:
The readme author does not feel like typing all this out right now. Checkout
the LoadScreen HowTo topic at Gametoast to learn more. The Load Screen Utility
follows almost the same process outlined in that topic.
Known Problems/Issues:
-If the tool is run and nothing seems to happen or it seems to hang at any point,
switch through your open programs and see if the Load Screen Utility
opened a pop-up behind one of them.
-Load Screen images cannot be removed through this tool. To remove the load
screen image, checkout the LoadScreen HowTo topic at Gametoast.
-Words in this scntimze ane sqeIIcd wnorg bvt yeu cen still umdertsnad tehm.
-The message saying the map is finished looks like an error message, but it is
not an error.
-All the error prompts use recursive calls. Thus its possible to get a stack
overflow (which crashes the program) by providing 'bad' choices to keep
looping through the error prompts a few thousand times. This is by
design to prevent possible infinite loops when error prompts are hidden.
-An extra line is added before and after 'function ScriptInit()' when adding
code to the script file. This is to ensure the utility functions
correctly in linux operating systems.
-Errored fields are not saved when exiting the program. This is by design.
-The 'Back'/'Next' buttons cycle through each field, not page. This is by design.
If this is too confusing or hard to follow, email the developer and
request it to be changed in any future releases.
Random Assumptions:
-A mod map's root directory is in the format: '<RandomChars>_<MapName>' where
<RandomChars> does not include an underscore (_) and <MapName> is the
character code for the map.
-When being prompted for value by a pop-up window, you will not answer 'null'.
-You have above basic computer skills.
-You can at least sort-of read English or know how to get it translated. If not
how are you reading this file?
-The load screen image is a TGA image and ends with '.tga'.
Random Stuff:
-Not counting the GUI, the program is over 1350 lines of code (including comments and white space)
-Email the author if you want the source code
-The tool automatically saves and restores any valid fields when it is exited or loaded.
Change Log:
Version: January 25st, 2007
-Added the GUI
-Added prompts for errors
-Updated the readme and change log
Version: August 20th, 2007 beta
-Changed everything as there was nothing before
Possible Roadmap:
-Easy user requests
-Add the ability to remove a Load Screen image from a mod map
-Add the option to cancel in all user prompts
-Add an about button
-Add a multi-map page
-Add an options page (include an uninstall button)
-Add better logging controls
-Disable/Enable gui controls based on possible, valid actions
-Add value guessing to the gui fields
-Add auto-competition to the gui fields
-???
Random Characters?: ap98ehfp34hP(*#HRP(RH;JRB#UhG:*RO:KJWB?jb"oduiHD'obP|:mds,.pv
Resources:
-Download Link: (Sorry, I have to upload it before I can get the download link) (X.XMB)
-Gametoast (a modding community): http://www.gametoast.com
-Gametoast discussion about this tool: http://www.gametoast.com/forums/viewtop ... 35&t=12745
-PC Gaming Clan: rdhclan.net
-[RDH]Zerted's current website: http://ouch.rh.rit.edu/swbf2/
-[RDH]Zerted's email: zerted+SWBF2_LSU@gmail.com
-[RDH]Zertes's XFire: zerted