UnOfficial v1.3 Patch (r129 - Latest Version)

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Twilight_Warrior
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Re: UnOfficial v1.3 Patch (r117 - Final Release)

Post by Twilight_Warrior »

Why wasn't the DC-17 sniper attatchment available when you play as the Rep Commandos and is there any way to fix that now?
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Re: UnOfficial v1.3 Patch (r117 - Final Release)

Post by Maveritchell »

Twilight_Warrior wrote:Why wasn't the DC-17 sniper attatchment available when you play as the Rep Commandos and is there any way to fix that now?
That's not part of any of this patch.
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Re: UnOfficial v1.3 Patch (r117 - Final Release)

Post by Twilight_Warrior »

Maveritchell wrote:
Twilight_Warrior wrote:Why wasn't the DC-17 sniper attatchment available when you play as the Rep Commandos and is there any way to fix that now?
That's not part of any of this patch.
:oops: Mah bad. I have an association with the 1.3patch and the convo pack...I really need to get over that. I was thinking sides and...well...yeah...mah bad.
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Re: UnOfficial v1.3 Patch (r117)

Post by Nova Hawk »

Hey, I had to reinstall BF2 and I'm trying to download the r117 patch but the page doesn't load, I keep on getting a connection timeout error.
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Re: UnOfficial v1.3 Patch (r117)

Post by Maveritchell »

Nova Hawk wrote:Hey, I had to reinstall BF2 and I'm trying to download the r117 patch but the page doesn't load, I keep on getting a connection timeout error.
http://download619.filefront.com/yyexth ... on_117.exe
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Re: UnOfficial v1.3 Patch (r117)

Post by Nova Hawk »

Great, thanks.
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Re: UnOfficial v1.3 Patch (r117)

Post by [RDH]Zerted »

Yeah, sorry. I installed a new motherboard for my server and haven't finished getting the server back up again. I'm been too busy with school. All my SWBF2 projects have stalled for the moment.
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Re: UnOfficial v1.3 Patch (r117)

Post by giftheck »

That's a shame, I'd would have liked to peek at the source files to aid in the setting up of my mod. I hope you get things back online soon!

On the whole, I thought the patch made the game a whole load better visually on its own. I have to commend you on that work, Zerted.
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Re: UnOfficial v1.3 Patch (r117)

Post by [RDH]Zerted »

None of the ingame visual changes are mine. They are all from the v1.2 patch by RepSharpshooter. My website is back online. I'll have to remember to upload Zerted.7z sometime this week...
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Re: UnOfficial v1.3 Patch (r117)

Post by Jendo7 »

I've recently just been able to install this patch on Windows 7 after several failed attempts.

Firstly I turned off my antivirus software, and then turned off the UAC (User Account Control).
It is slightly different to Vista as you can see from these screenshots:

You need to select Never notify me when in the below screenshot, click OK and then restart.
Hidden/Spoiler:
Image
This allowed me to install the patch.

Just remember to turn on your anti-virus, and re-select the Default UAC option shown below after installation.
Hidden/Spoiler:
Image
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Re: UnOfficial v1.3 Patch (r117)

Post by [RDH]Zerted »

Thanks for the new tutorial and I'm finally making progress towards an .exe installer.

Things that may or may not make it into the next release
* No more menu.bat
* Vista/Win7 support
* Fixing the Leia bug (which makes getting unit class IDs much easier)
* Dropping the v1.2 patch, but will have choice between HUDs (you'll just have to install it first if you want the custom sides)
* Removal of the 500 mission limit warning
* Ability to disable/enable maps from the map selection screen (to stay under the 500 limit)
* Ability to configure a starting video which would be played when your map is the first map in the rotation when starting from the map selection screen
* Allowing more than one cGC (I never did confirm this bug...)

Any other shell/Lua/script related changes, additions, or fixes people want to see?
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Re: UnOfficial v1.3 Patch (r117)

Post by Nova Hawk »

Maybe the DC-17 hand blaster to replace the stock clone pistol?
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And it would be nice if more of the heroes/villains had custom lightsaber handles. For instance, Aalya, Ki-Adi and Grievous don't have 'em.
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Re: UnOfficial v1.3 Patch (r117)

Post by [RDH]Zerted »

Those aren't script related changes.
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Re: UnOfficial v1.3 Patch (r117)

Post by Nova Hawk »

Oh, my bad. :oops: But do u think u could add them?? At least the custom saber hilts for the stock heroes/villains?
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Re: UnOfficial v1.3 Patch (r117)

Post by Maveritchell »

Nova Hawk wrote:Oh, my bad. :oops: But do u think u could add them?? At least the custom saber hilts for the stock heroes/villains?
Why would he, when he's already taking out any other visual changes (presumably to save space anyway):
* Dropping the v1.2 patch
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Re: UnOfficial v1.3 Patch (r117)

Post by Fluffy_the_ic »

Why are you removing the 500 mission limit warning? :shock: That was so useful!
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Re: UnOfficial v1.3 Patch (r117)

Post by Darth_Spiderpig »

Fluffy_the_ic wrote:Why are you removing the 500 mission limit warning? :shock: That was so useful!
QFT, I wondered about that too. :?
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Re: UnOfficial v1.3 Patch (r117)

Post by 501st_commander »

[RDH]Zerted wrote:Any other shell/Lua/script related changes, additions, or fixes people want to see?
maybe disable multi player fake console? or have the server admin able to do that? I've played on one server and one of the players was using it.. it was bad.


also (for me) the unlimited ammo isnt working from the fake console.

prepost edit:
Darth_Spiderpig wrote:
Fluffy_the_ic wrote:Why are you removing the 500 mission limit warning? :shock: That was so useful!
QFT, I wondered about that too. :?
maybe because:
[RDH]Zerted wrote:* Ability to disable/enable maps from the map selection screen (to stay under the 500 limit)
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Re: UnOfficial v1.3 Patch (r117)

Post by Fluffy_the_ic »

Still, it's a nice thing to have. Besides, if you run out of mission space, I think it might be a good idea to know when to start disabling maps.
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Re: UnOfficial v1.3 Patch (r117)

Post by [RDH]Zerted »

What was the player doing?

The unlimited ammo command needs to be used for each ammo slot one wants to change. A unit may have to be respawned for the new ammo count to take effect.

I was going to remove the 500 warning for two reasons
1) I no longer have its source and wanted to change the addme.script, which contains the mission checking code.
2) An unlimited amount of missions was going to be supported.

However, #2 isn't working out as well I thought it would. I blocked the AddDownloadableContent calls and only called it for maps that were going to be played. Since one cannot play over the max amount of missions you can select (which is less than 500), players would never have over 500 AddDownloadableContent calls.

It seems that when the AddDownloadableContent call is delayed close before the missions starts, it generates a level 5 mission.lvl not found error. It's slightly strange in that without the call, it generates a MISSION/AAAg_con.lvl not found error.
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