Updated
Thanks for the info. If this can prevent or reduce over optimzation errors, it will be a game changer for navmeshing. I have updated my navmesh.exe Wiki article: Classic-battlefield-modding.fandom.com
I bet AdvNavTool.exe is dependent on a library that would need to be installed in order to work with Win 11, like older versions of DotNET, visual C++, or DirectX. What language are you using and what version of Visual Studio?
Sounds like AdvNavTool allows selecting the desired options and launches navmeshbang.exe, which could be done by tweaking the existing python code. What option changes are you using with navmeshbang.exe?
glad to see someone finally updated the navmesh source code. I have been thinking for along while that maybe by updating the navmesh source code, it would be posssible to avoid the over optimizing issues that caused bad navmeshes and speed it up as well. Are these new tools both compiled as 64bit? It looks like navmeshbang.exe is a command line tool. clicking on it directly does nothing, but if I run it from a command line it shows the usage options. AdvNavTool.exe, however, appears to be a GUI Window tool, but I can not get it to run in Windows 11. I tried compatibility mode for XP and Win 8, which is why I am thinking they are both 64bit. 32bit apps don't give the option for compatibility with Windows 8. Maybe there is a library that I need to be able run the AdvNavtool? I am also curious about your efforts with Recast/Detour. At one time, they were integrated with Blender 2.6, but were dropped with version 2.8. There is a Blender Recast add on available. I tested using the preopt, but there is no model importer for Blender, like there is for 3dsmax, so I gave up on it.
This has been around for awhile
Site lINK:
Indiedb.com
MODDB deleted the mod for some strange reason: The file you are trying to view (BF2SFSP 1 3 - BF2SFSP_1_3.zip) uploaded by Dnamro has been deleted and is no longer available. This may have occurred at the uploaders request, or it may have occurred because it violated the sites Terms of Use. If this is a mistake and you are the uploader of this file and would like it re-activated, please contact us with the details.
We recommend you return to the download list and browse the links from there. PM me and I will send you the link on google drive
Nice. I didn't know that there was much interest in this mod.
ModdB Download LINK: Moddb.com
You must have a copy of Battlefield 2. Special forces was included with BF2 for free when DICE stopped all support of BF2.
Instructions on how to install a mod: Moddb.com
With Python v 2.7 no longer being supported, you may run into issues trying to run the package manager (PIP) to install the graphic libray required (PILLOW). Here is a link to a installer for Pillow that supports Python 2.7 that is easier to use than messing around with PIP anyway:
Python.org
Bandomeer was temporarily removed from the map list due to online stability issues (Crashing). while we sort it out, here is a singleplayer dogfighting version: Moddb.com
I will look into this. thanks for the report
Putting together a cleaned up version. The Holdup is Bandomeer. It keeps crashing on the server. It might be better to drop it for now. Thoughts?
Thanks. I will hit you up once we get the current test version released.
I was trying different ways to past on this site. Posted in tutorials is a better place to hang it so it can be easily referenced later.
Another point is continuing the mod in BF2 would expand the potential player base, more vehicles could be ported over from the star wars mod from bf1942. Bespin would be a good one, along with the cloud cars. The sail barges in bf1942 tatooine along with the sarlak pit would all be interesting.
Just that we dont have any replacements available in the current mod. Also we would have to combine eras to create some
Bad company 2 uses the frostbite game engine that does not have any mod support tools, so that would not be a good choice. Without a substitute for the AT ST, it would not be worthwhile to do anything but an infantry only port, which might generate some interest in renewing development of the mod.
The problem of leaving the walkers out is that Star Wars era covered in the mod does not have any other vehicles to replace them -- First Strike does not have any in the mod currently. It was the issues with getting the the AT-AT to work with the game engine that prevented Hoth from being finished. It a classic map, all the models were finished, but without a working AT-AT the map was never completed.
The more I think about it, the more I like the idea of a re-imagined AT-AT with repusorlift stabilizers on either side instead of legs. It could lower to the ground to pick up crew and equipment and even deploy speeders from the rear. The top could have an access panel, which would be the exploit. So you would have to land the speeder on the top and jump down the hatch to take out the crew by hand.
An alternate could be a modified sand crawler, with weapon platforms and retextured white.
Also, imagine a version of the AT-ST with 4 reulsor lift pods that stick out like the the props on a droid. The ability to hover would be cool.
I have no substitute for the AT-ST.
Even if the space maps are left out, there are enough land maps for a fun port. But, without someone willing to create either new vehicles to replace the walkers or vehicle variants it is not worth porting.
I was working the a Star Wars game on the Unity engine, but they stopped because EA was making waves over fan based games. Hopefully they will restart at some point of another team will come along...
The problems with the AT-ATs were the reason that Hoth was never released in the main game. I added them, so players can get in and try them out. The problem was that the game physics did not work well with giant 4 legged walkers. Getting it to spawn on the map without bouncing off the map was the first problem. The second problem was that AT-ATs could only walk on flat or gently sloping terrain. The 3rd problem was that if it hit an obstacle it would likely bounce off the map. I was able to test an auto-pilot like we did with the capital ships on Talloran for COOP/SP mode, but keeping it on track proved to be impossible to do it reliably. But the model and cockpit are beautiful!
EA has been cracking down on fan made games, which has caused GCW and other Star Wars Fan made games to cease or pause development.
Well, it is just me that is left. Both former Team leads, Talon and Imperial are very positive about First Strike getting new life in GCW. Right now, it's just models, but eventually it will be maps as well. Battle of Yavin (Death Star), Parmel Station, Endor, Dathomir Prison for sure. I also have endorsement from former fellow Galactic Conquest (Star Wars mod for BF1942) to pull from there as well.
Yes, the will be - check out the image gallery ;)
Yes, it is. That's what is meant by the description: First Strike Demp weapon imported into GCW
Things are working out well working with the GCW team to get things imported. Already have stuff imported for Rhen Var, Hoth and Tattoine. Several FS weapons have also been imported. Check out the new pics for Tattoine and Hoth in the image gallery.
Edit: Also uploaded the short vid showing gameplay in Galactic Civil War with the First Strike Demp imported
Interesting. He even has a playable demo
Indiedb.com
It definitely will not be a Battlefront clone. There is no point in that. For one thing, multiplayer bots will certainly be a bit part. Game play will be the main focus. After all, we don't have any budget required to do AAA quality graphics, and even if we had a team that could create high quality graphics, it would take too long to develop anything and we don't want to be seen as competition with EA. No, I plan to use the cockpits created for all the models and keep the FPS style.
Dnamro
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