********************************************************** ********************************************************** ********************************************************** **********************************************************

Montag, 30. Juni 2025

BF1942: [Prevview] Lightmapping (m)

BF1942: [Tutorial] Lightmapping (m)

Hi,after I've seen all the non lightmapped maps in FHSW I wondered why that is. So I did a little research and it's really simple (as stated by Mr_J) and definitely works with FHSW. See my first attempt here, someone who actually has an idea of Battlecraft/Photoshop etc. could create a better result of course. I did this completly without using ED42 or BC.


Before: 



After: 



Before:



After:




Doesn't that look a lot more pleasant and vivid?  I think I'll write a quick tutorial in the next days.

The 3 lessons 




Autor: Endless Nameless

Source: fhsw-europe.com 

Donnerstag, 26. Juni 2025

BF1942: [Tutorial] Lightmapping (m)

 BF1942: [Tutorial] Lightmapping (m)

Tools you need:


a) WinRFA
b) BF1942_r.exe
c) IrfanView to batch convert .tga to .dds (keyboard shortcut B)
d) Samplesmaker 1.0
e) .tga to .dds converter

I packed them together here.: "Link missed"


Create these folders in your BF1942 root directory (..\EA GAMES\Battlefield 1942\):


A) bf1942\levels\MAPNAME\
B) ShadowWork\bf1942\levels\MAPNAME\
C) ShadowWork\bf1942\levels\MAPNAME\Textures\
D) standardmesh\

!!! To suppress all game engine related problems if you’re using Win7, I recommend to run all shortcuts with Win98/Me compatibility mode. !!!

Object Lightmapping

1) You need a .samples file of all the objects you want to lightmap on your map (mostly buildings). For each object you have to extract the corresponding .sm file which you find in the mod’s standardmesh.rfa. Since FHSW uses objects from BF1942, FH and FHSW the file can be in either of them as well as the map itself. So the easiest way is to simply extract all three standardmesh.rfa’s in the order BF1942->FH->FHSW, put them into one folder and overwrite everything if asked. You only need the .sm files, you can delete the .rs files.

Now put the samplesmaker.exe and samplesmakerall.bat from d) into the folder you extracted the .sm files. Then go to Start -> Run and enter cmd.exe, choose the drive where your .sm files are stored (or type in cd/ if it already is at the right drive), then type in these two lines: 

Code:


cd \YOUR FOLDER\
samplesmakerall medium


Then the program should start generating .samples files, ignore any errors that come up. When the program is finished put all .samples in D).

!!! If your map uses custom objects you want to lightmap extract the .sm and, contrary to regular objects, also the .rs files! Create a .samples file of these as well and put all three files (.sm .rs .samples) into D). !!!

!!! If the samplesmaker doesn't create a .samples file (or the resulting shadows are messed up) it usually means that your object doesn't have a correct channel 3 UV map. It's really simple to create it with 3ds max but be aware that you have to replace the old object in the mod's standardmesh.rfa. Here's a quick tutorial on how to do it with 3ds max: click here !!!

2) Create an ObjectsLightmap.con via notepad in A) with the text below or just take it from another map. The most important lines here are the sun direction, copy/paste it from your map’s SkyAndSun.con (sky.sunLightDirectionVec). Also play around with shadow and light intensity to make it look natural, on a sunny day you want to have strong lights and shadows, if it's cloudy tone these down a bit.

Code
raytracer.init
raytracer.ambientIntensity 0.05
rem *** Can't say for sure what these two do. Modify at your own risk! ***
raytracer.blockSize 16
raytracer.sampleOffset 0.05

rem *** You should never have to change these settings ***
raytracer.OnlyNearest 0
raytracer.shadowsNearCamera -10.0

rem *** This first instance is best left at default settings. ***
rem *** But still update the light direction on this one too! ***
raytracer.light.create
rem **** Should be sun direction ***
raytracer.light.direction 0.826002/0.312193/-0.469316
raytracer.light.selfshadowing 1
raytracer.light.objectShadows 0
raytracer.light.shadowIntensity 1
raytracer.light.intensity 0.35
raytracer.light.softness 1.0
raytracer.light.fov 130
raytracer.light.viewDistance 200

raytracer.light.create
rem **** Should be sun direction ***
raytracer.light.direction 0.826002/0.312193/-0.469316
raytracer.light.selfshadowing 1
raytracer.light.objectShadows 1
rem *** This increases shadow intensity (darkness)***
raytracer.light.shadowIntensity 1
rem *** this increases intensity of light ***
raytracer.light.intensity 0.6
raytracer.light.softness 0.0
rem *** Reduce this to make shadow edges sharper ***
raytracer.light.fov 8
raytracer.light.viewDistance 500

raytracer.addIgnoreObject terrain
raytracer.addIgnoreObject track



3) You don’t want to lightmap every tree or stone because that would take veeery long and also increase the file size of the map too much. So delete all the unwanted .samples files in D). It's a tedious process but you only have to do it once then you're set for all maps to come.  

4) Create a shortcut of b) or your BF1942.exe and add the following line to the target 


Code:


 +game FHSW +workingFolder "ShadowWork\" +traceObjectShadows "bf1942\levels\MAPNAME\"

5) Click on the shortcut. Some errors might occur, if they are unrelated to lightmapping (e. g. missing sound files) you can just click retry to ignore them. Depending on the number of objects the lightmapping process may take some time, when it’s finished you should see a new folder called ObjectLightmaps in B).

6) Drag this folder into your map’s root. You also need a Palette.pal file there which you can copy from another map that has Object Lightmaps. This file defines the brightness and fading of your shadows. Because of that it’s best to use a Palette from a map that looks similar to the one you are working on, don’t use a desert Palette on a snow map. You can also create/edit this file by yourself via Photoshop, here’s a very quick tutorial: click here 
The Palette.pal really defines the mood one your map and you should play around with it for the best possible result. 

Terrain Lightmapping


1) Extract all the textures stored in the folder Textures from your map with the help of a). Batch convert these .dds files to .tga’s via c) and put them into C).

!!! If your map uses custom objects you have to extract the .sm files and put them into D) otherwise these won't cast any shadows on your terrain! !!!

2) Create a TerrainLightmap.con via notepad in A) with the text below or just take it from another map. The most important line here is the sun direction, copy/paste it from your map’s SkyAndSun.con (sky.sunLightDirectionVec). 

Code
rem
rem ******** Example of a terrain shadow creation script.
rem

GeometryTemplate.setActive patchGeometry
rem *** 4.0 is 4 pixels per meter.
GeometryTemplate.shadowPrecision 4

raytracer.init
raytracer.ambientIntensity 0.3
raytracer.blockSize 16

rem *** 1 == Trace only the nearest terrain patch.
rem *** 0 == Trace all patches.
raytracer.OnlyNearest 0

rem *** < 0, trace all pixels
rem *** Else, number of meters from moving free camera to trace the shadows. Preview tool.
raytracer.shadowsNearCamera -10.0

raytracer.light.create
rem **** Should be sun direction ***
raytracer.light.direction 0.628000/0.661000/-0.410000
raytracer.light.selfshadowing 1
raytracer.light.objectShadows 1
raytracer.light.shadowIntensity 1
raytracer.light.intensity 1
raytracer.light.fov 2
raytracer.light.viewDistance 500
raytracer.light.softness 0.0

raytracer.light.create
raytracer.light.direction 0/1/0
raytracer.light.selfshadowing 0
raytracer.light.objectShadows 1
raytracer.light.shadowIntensity 0.8
raytracer.light.intensity 0
raytracer.light.fov 45
raytracer.light.viewDistance 20
raytracer.light.softness 0.0


3) Create a shortcut of b) or your BF1942.exe and add the following line to the target Code

Code


+game FHSW +workingFolder "ShadowWork\" +traceTerrainShadows "bf1942\levels\MAPNAME\" "ShadowWork\bf1942\levels\MAPNAME\textures"


4) Click on the shortcut. Some errors might occur, if they are unrelated to lightmapping (e. g. missing sound files) you can just click retry to ignore them. Depending on the size of the map the lightmapping process may take some time, when it’s finished you should see for each of your textures a new file with the ending _lgt in C). These are your created shadows for the map.

5) Now you have to merge the textures and shadows. For this the first thing you want to do is to put a TerrainPalette.pal into C). Similar to the Palette.pal for object lightmapping you can extract it from an existing map and also edit it with Photoshop. This file really defines the mood one your map and you should play around with it for the best possible result. Then create another shortcut of b) or your BF1942.exe and add the following line to the target

Code

+game FHSW +workingFolder "ShadowWork\" +mergeTerrainShadows "bf1942\levels\MAPNAME\ 1.5 0.4"


6) Again click on the shortcut, the merging should actually take only a few seconds. After it’s done there appears a new folder Merged in C) which contains your merged textures. Now you have to convert these back to .dds files, use e) for this.

7) Put these files into your map’s Textures folder and overwrite your old textures.


Autor Endless Nameless

Sonntag, 22. Juni 2025

BF1942: Gunner's Mod News update by the developer mmkr1



Gunner's Mod News update by the developer mmkr1!


To this article (I've realized this project needs a blog, maybe I'll start it at itch.io later)


(Note: the current project state is 'frozen'. I'm planning to return to it in the future though. Contact me if you have any suggestions. Any feedback is still welcome. The current state of the development hasn't shifted lot, because since this article I only started working on the editor..)


It's been awhile since the last update. What has been done?  

- The vehicle system (the parts that you can build vehicles from). Some work is still required here. Only the wheeled and tracked vehicles are currently present.  

- UI framework (not all controls have been added yet but in overall it's an already defined (and well optimized) system (check out the .dat files in the UI folder))

- The animation system (only the tank track has been animated so far, but the core is suitable for the player animation as well)  

- Baked AO shadows to the terrain (only an approximation - there's no real baker yet). Blob shadows under some dynamic objects (will be replaced with shadow mapping later, as I'm personally dissatisfied with the results..)   


Testing Particles: 


Testing Particles Part two: 



What's next?


(Please, note that this project is currently in a halted state. The following was the plan at the moment of writhing of this article. When it will be unfrozen again it will probably start here.)  

- To release some tools to create content for this engine (may be some conversion tools for BF -- please, tell me what you think). Level editor, model exporting tools.

- Player animation (including 1-st person weapon animation). Note: this should refer to the system only, I'm not an animator and planning to use 3-rd party animations.  

- Better player physics. Right now it uses a step and slide controller, which has some troubles integrating into the world. I'm planning to replace it with a fully physicalized player controller (a dynamic capsule constrained to rotate only around the up-down axis)

- The sound system  

- (Maybe) water   

Tree Animation Test: 


Raw Gameplay with Bots: 


The latest playable demo can be found here: imagetools.itch.io

Any feedback is appreciated. The engine already supports sort of modding, you can edit the .dat files for example (if you know how) and see what's changed. It is not by any means ready to create finished projects on it (I would discourage doing so, because many things at the bottom level may (and will) change).


Autor: mmkr1 (developer)

Source: moddb.com , imagetools.itch.io

Mittwoch, 18. Juni 2025

FHSW-Europe minimod Preview before Release the 2nd!!!

FHSW-Europe minimod Preview before Release the 3rd!!!

Trailer: 

What you need to play online is:



1.) Basic (don't need step 2, only you find no Server): Download 

2.) Here is the easiest way for you (CD, not patched BF1942 game and Origin USER) to find Server again, overwrite you old "bf1942.exe" in your folder: Download


3.) Forgotten Hope 0.7: Download

4.) Forgotten Hope 0.7 Mappack 6: Download

5.) FHSW 0.73 Client 5.09 GB 05/25 for Players: Download or Download

6.) FHSW v0.81 Minimod (old v2): Download

7.) Sound & Texture pack for FHSW v0.81 (old v2):  Download

Thanks the following mods/communities for the content v2:

  • Battlefield 1942
  • Forgotten Hope
  • PFC/TDP communities & mappacks
  • Gloria Victis mappack
  • FHSW official & custom maps
  • Battlefield 1918
  • Battlegroup42
  • Norwegian Resistance
  • 1121 for Cub the Rocketeer and Willy with Bazookas
  • Lawrenicium for Cz vz 24

General:

  • Added singleplayer to all maps, except: adak race, battle of leyte gulf day2, battle of off malay, coral sea, escape from leyte, july26-1945, midway-1942, monster des stahles, operation a, operation kikusui-1945, operation kikusui day2, surigao strait-1944
  • Singleplayer (CooP mode) might not be working on servers
  • Randomly added new vehicles to many maps
  • Changed tickets & ticket bleed to lower values; ratio is still the same
  • Replaced all random weapons except for smoke grenages with non-random; icons might still show random weapons
  • Realistic aiming sights for most of handweapons

New:

  • New armies: Bulgaria, China, Greece, Iraq, Norway, Romania, Slovakia/Czechoslovakia; more content for Spain and Yugoslavia
  • New maps:
al habbaniyah argyrokastro-1940 cholm-1942 corfu-1941 czajanek barracks-1939 doomed budapest einunnabridge euphrates valley-1941 fht belchite-1937 fht capture of balikpapan-1942 fht storm of steel guangxi counterattack-1940 kastellia-1941 macedonia-1943 odessa streets rush to baghdad slovak uprising teruel-1937 ulsnes wolves wuhan outskirts-1938 yellow sea-1937

  • New vehicles:

44M Buzogányvető AH-IV Char 2C D-8 armored car Remote-controlled kamikaze dog DUKW 353 Fi 156 Storch Ford T GaZ-AA + GaZ-AA w/72-K Gloster Meteor Krupp truck KV-5 Laffly S51 M3 scout Mercedes 320 Ni-1 tractor-based armored car (3 variants) Panzer 35(t) Panzer 1 ausf. F P-59 Ski SU-101 T-20 Komsomolets (3 variants) T-24 T-70 TACAM R-1

  • New weapons:

Axe Cz vz.24 Krag Jorgensen Lahti L-35 Pickaxe


Support this game! New Players or back joining veterans welcome! Join the Servers!


Autor: Kebab Shavermovich

Soundtrack of the Trailer: Joy Transmission

Source: youtube.com

Samstag, 14. Juni 2025

Battlefield 1942 petition to gog.com



Battlefield 1942 petition to gog.com

Hello dear readers, today we are talking about a Battlefield 1942 Complete Edition (Secret Weapons and Road to Rome) petition where you are invited to participate. The idea is to have Battlefield 1942 included on Good Old Games (gog.com). So far, 645 votes have been cast. Unfortunately, we do not know how many votes are needed for the game to be included. Therefore, it is important that you share this message and that as many players as possible vote for it. Because if Battlefield 1942 is included on gog.com, it would be great advertising for the game, which has unfortunately not been done on origin.com for many years. Electronic Arts has delisted the game, as well as Battlefield 2 and Vietnam from origin.com.


Can't find any servers? We have the solution!

For all players who cannot find servers, there is a solution: you just need to overwrite your bf1942.exe in the EA GAMES/Battlefield 1942/Mods folder. This patch works for both CD players and origin.com players equally: moddb.com

Follow the link and join in, sets the game on your gog.com dreamlist: gog.com


Automatic map and mod download helper

If you have difficulty downloading maps and mods for Battlefield 1942 to join an open server, this little helper named datafield will assist you. There are some files stored there, which will then be automatically installed in the correct directory:



Source: gog.com and moddb.com 

Dienstag, 10. Juni 2025

BF1942: Diamondback: Strasbourg day 2 and day 3 Map Released!

 


Diamondback (dev) said: 

About the map: 

Context: "Strasbourg is a french town close to the German border. Annexed by them in 1870, then by the French in 1918 and then again by the German in 1940.
On 1 March 1941, after a victory by the Free French Forces against Italian in Libya, the soldiers took the oath of Kufra: «Swear not to lay down arms until our colors, our beautiful colors, float on the Strasbourg Cathedral».
On 23 November 1944, Leclerc and the French 2nd Armoured Division liberated Strasbourg and raised the french flag over the Cathedral."

Editing the map in any way is not permitted. To edit or mod the map, you must ask my permission first. Moreover, the cathedral objects used in the city of Strasbourg as well as the railroad ramp object may not be used in any map or mod.


Overview:

The map has been designed for Conquest game play only. This is the final version of the map. I do not plan on editing it again, at least not client side, meaning any modification will be added server-side.

The map opposes the British Army vs the German Army in the French border town of Strasbourg. Each side has an uncappable base, and an advanced base in the city of Strasbourg itself at map start.
There are four cappable control points or flags on the map. Holding 3 of the 4 control points ensures enemy ticket bleed. The city flags are, from South to North:

Hotel - This flag is held by the British Army at map start
East_Bridge - This flag is neutral at map start
West_bridge - This flag is neutral at map start
Strasbourg_Cathedral - This flag is held by the German Army at map start

Ticket values are 1:1, meaning both sides start with an equal amount of tickets.


Last updates: 

I've modified my Strasbourg Day 2 map.

I've also made a third variation of the map with two extra control points located outside the city boundaries. This stretches the combat area to a larger portion of the Strasbourg Day 3 map.









Strasbourg Day 2 (BF1942 Vanilla)Download

Strasbourg Day 3 (BF1942 Vanilla)Download


Installation:

Once you have downloaded the map from Mediafire, simply extract the contents of the "Strasbourg Final.zip" folder to your desktop. Navigate to the "Strasbourg Final" folder you just extracted and Cut and Paste the file called "strasbourg.rfa"
to your "levels" folder. This folder is located by default, for Windows XP and up users @ C:\Program Files (x86)\EA Games\Battlefield 1942\Mods\bf1942\Archives\bf1942\levels. 


Changelog:

03-09-2024

Previous version: strasbourg_day2.rfa


Fixes:

- Renamed the map archive from strasbourg_day2.rfa to strasbourg_day_two.rfa. This is necessary in order to enable patching properly;

- Moved the axis light tank spawners at the Strasbourg Cathedral and Hotel CPs out of the way of the allied light tank spawners;

- Removed vehicle team locks on affected vehicles;

- Added a missing static object that had been removed from the previous version (trainmark01);

- Made the out of bounds area of the map larger for a smaller combat area;

- Replaced a Priest spawner by a Sherman spawner in the Allied Main Base CP


If you already have the strasbourg_day2.rfa map in your levels folder, delete it before you use strasbourg_day_two.rfa


03-09-2024

strasbourg_day3.rfa

Fixes:

- Added two new control points on each side of the city bridge flags (Railroads and Crossroads);

- Added a Sherman, Priest and Willy spawner at the Crossroads flag;

- Added a permanent parachute spawn for the Allied side close to the Crossroads flag


For this playing guys and channel would be this Strasbourg map recommend, if anybody can contact him, feel free to do: 



Source: bfmods.com

Freitag, 6. Juni 2025

EoD 6th Charlie don't Surf and IS82 CTF Event 2025!

 https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibqG7V26gYZaK3yfbkSFmw938QYGnTUaKhVxo0C_ScS9fLY2Y_8lETp3gE2pEFBePB8nPGHGKzOf71kAnzrrd-jNZ311JSa4t_AnuSSv5EEIOJUGOGhxGzG9ueQT0oIE5-Mu8LO3Q70xc/s1600/citroen_h_van_sigcopyqdty.gif

Hallo Eve of Destruction Vietnam Mod Veteranen, es ist Juni, der Sommer steht in voller Blühte. Es ist wieder an der Zeit abends mit seinen alten Zocker Freunden in die Tasten zu hauen. Wir laden euch herzlich zum 6. Charlie don't Surf Event in 2025 ein!

Start ist am 07.06.2025, der erste Samstag im Monat, um 20 Uhr! 

 

Wir spielen auf dem hslan Server.


Server Name:      [hslan.de] EoD Classic 2.51

                   Address: 83.169.7.242
 
 
Port: 14567


Moreover, we also strive to be on the hslan server with a few people particularly on weekends, Sunday and public holiday evenings from 8 pm CET. So please don’t just rigidly stick to the event, which takes place every first Saturday of the month, but feel free to spontaneously join in the evenings with your friends or clan.
 


Wenn ihr den hslan Server unterstützen wollt, könnt ihr gerne spenden, mit dem Verwendungszweck "Eve of Destruction Classic 2.51 hslan Server": klick hier

Hi friends of the Eve of Destruction Vietnam Mod, let's celebrate the 6th Charlie don't Surf Event 2025 at Juni, it's summer, we call on all our old veterans and friend's to during the event each first Saturday in month!

The hope is to reach more people outside for visit the HSLAN Server. We just hope you like it? Invite your friends or clan, all welcome. Feedbacks welcome in our comments after all News.
 

 
Now your are prepared for the pre last 7th Charlie don't Surf Event!

Her since being invited in regardless of whether your operating system is Windows XP, Vista, 7,8,10,11 or 12 means!
 
Come on, peak the visits on the Server up!

There we play: 

      Server Name: [hslan.de] EoD Classic 2.51

     Address: 83.169.7.242

     Port: 14567
Visit GameTracker.com for the latest game server information!

Saturday night, the 7th June 2025 at 08:00pm CET o'clock we go, coat it on thick in your calendar or mobile Oragnizer.
For this new year let's rock that 1st Saturday mainevent on the HSLAN Server. And we will hope to collect the power of the community.


What you need to play?

 
1.) Basic (don't need step 2, only you find no Server)Download

2.) Here is the easiest way for you (CD, not patched BF1942 game and Origin USER) to find Server again, overwrite you old "bf1942.exe" in your folder: Download

3.) Eve of Destruction 2.51 Mod, got the 5 Parts + 2.51 Client Hotfix (don`t forget this small one)Download


If do you want to support the Server, you can leave a donate with the purpose of use "Eve of Destruction Classic 2.51 HSLAN Server": click here



I N T E R S T A T E  8 2   C T F   E V E N T




Interstate 82 and Hello Clan invite you to Capture The Fun with us in this event! Classic CTF and CQ game modes with a twist!  The cars have guns!

When :  June 7th @ 7pm
Where: [HELLO]- GC & IS82]
IP :  108.61.119.37 : 14568

Requires 

 
1.) Basic: Download 

2.) Interstate 82 Mod: Download Extract to  ..\Battlefield 1942\Mods

3.) Interstate 82 CTF Event Mappack: Download Extract to ..\Battlefield 1942\Mods\interstate\archives\bf1942\levels


Source: team-simple.org 


Montag, 2. Juni 2025

FHSW: Release of new minimod version in two weeks!

FHSW: Release of new minimod version in two weeks!

Bereits letzten Monat erschien die neue Version der beliebten FHSW Mod v0.73, (<----hier für euch verlinkt) welche heute noch bis zu 50 Spieler zu Spitzenzeiten dieses Jahr zu diversen Abenden zählen durfte. Die neue Version der Mod will den Zuspruch behalten. Um das noch zu verstärken, entwickelte die FHSW-Europe Community ein Realism Zusatz Pack namens FHSW Mini Mod, welches sehr gut bei den Spielern ankam und sich dementsprechend als gespielter Standard durchgesetzt hat. Wenn wir richtig gezählt haben, dann ist es der dritte Release des Projektes. Dort sind sechzehn neue Fahrzeuge, sechs neue Handwaffen und zwei Brand neue Maps angekündigt. Wir hoffen auf einen reibungslosen Start. Love is a Battlefield 1942!

------------------------------------------------------------------------------------------------------------------------

New FHSW-Europe minimod version will be out in 2 weeks, on Monday, 16th June! Download links will be posted here, as well as on Discord and Moddb

16 new vehicles will contains the new FHSW Mini Mod: 

- BA-10; 

- BT-SV

- Flakpanzer 38(t)

- Grille

-  HMS Fiji/Nigeria

- Humber armored car

- Lippisch P.13a

- Neger torpedo

- Sturer Emil

- T-37A

- T-50

- Tetrarch 

- Type 4 Ho-Ro

- Vosper MTB Type 1 + Type 2 Ke-To and Type 2 Kami-sha - by "owata1942"/"somebody009j"


6 new Soldier handweapons: 

- Blyskawica SMG

- Hunting shotgun

- Japanese lunge mine

- MP28

- MP34

- Welrod pistol


2 brand new maps: 

- Rage at Corunna road 

- Targu-Frumos 1944

bug fixes and improvements! 


Some new vehicles/guns teasers:








Already last month, the new version of the popular FHSW Mod v0.73 (<---there is the link for you) was released, which this year has seen up to 50 players during peak times on various evenings. The new version of the mod aims to maintain this popularity. To further enhance this, the FHSW-Europe community developed a realism add-on pack called Mini Mod, which was very well received by players and has consequently established itself as the standard for gameplay. If we counted correctly, this is the third release of the project. It features sixteen new vehicles, six new handheld weapons, and two brand new maps. We hope for a smooth launch. Love is a Battlefield 1942!


Autor: Jan Paul a.k.a. DALlDA


Source:  fhsw-europe.com

Sonntag, 25. Mai 2025

Interstate 82: GOODDAYTODIE 1 REMAKE Release!

GOODDAYTODIE 1 REMAKE Release!


 Celebrating 15 years of making maps for is82. Here is an overhaul of my original map!


Interstate 82 Mod and Maps Files: Download

Gooddaytodie Remake Map 05/25: Download


HERE IS THE LINK FOR THE MUSIC! PLACE IN IN YOU MUSIC FOLDER IN INTERSTATE!

Music for Interstate 82: Download

See you on the Server Soldier.


Autor: GoodDay

Source: is82.com

Montag, 12. Mai 2025

Interstate 82: Map Release and Help Request to create a v1.9 update.


Interstate 82: Map Release and Help Request to create a v1.9 update.

Shoot and race your way to victory. Buggies taken from Saraha Dunes map. The final flag has been set to not bleed.

Interstate 82 v1.80 + v1.81 (two files): Download

All IS82 Maps: Download

Lakeside Battle Racing Map 04/25: Download



IS82 has expanded over the years. With more maps than ever. We are looking to make it easier for players to track their progress when completing Cookie/Challenge maps. A new user interface has also been created and will soon be implemented to assist. The active community has 99% moved to our Interstate 82 Discord channel. Head over there to interact with the most active players! We are also working on the website for improvements in the downloads section. We want the players to easily find and install is82. 

Get Datafield v2.0.0.0.0: Download 

it has been a great tool to avoid downloading mass maps.  

We are looking for someone that can team up with us to create the new Intestate 82 Patch, v1.9. The last known patch was 1.81 and it's time to retire it. Please message GoodDay if you have interest in this project! Let's keep is82 alive for another 21 years!


Autor: GoodDay

Source & Contact: discord.gg