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Donnerstag, 24. Mai 2018

SuperDC: developers Blog May 2018

The SuperDC production going on. The main developer bbfplayer take some battlefield 3 models + dcgf mod files = mv 22 orsey for usa. Unit has some problems, but he think he`ll fix them soon.

Movie from the Russian Artellery Test, download it or view it: https://yadi.sk/d/27iHEG1F3V4tNA

For now he have some sound problems , and making diffrent artilery batteries (3-5 units controlling 1 person).





 Source: battlefieldsingleplayer.com

Sonntag, 20. Mai 2018

Interstate 82 Event 26th May

We are happy to present the next Interstate Event 2018 for you at 26th May. Come, tel your friends or Community and support this all day Event!

1.) Basic for play this Mod as newbie: Download

2.) (for veterans) Interstate 82 Mod installer: Download

3.) Mappack May 2018: Download

Source: is82.com

Mittwoch, 16. Mai 2018

Libyan Revolution as BF1942 Mod

a minimod for battlefield 1942 and its popular DC (Desert combat) mod, based on the Libyan civil war 2010-2011.

A Mod for BF1942, or better, a Minimod for BF1942 DC Mod. This mod has 2 Factions:  Gaddafi Forces and Libyan Rebels.  Sadly i could not find any link to download this mod. Im not even sure if this Mod has been released somewhere or if its a private mod. Anyway, 2 videos i found on Youtube, but more Videos are in this link i posted below the Videos. If someone has this mod or the link, please post it or upload it here.  Thank you very much.

Autor: lato190

Source: moddb.com

Samstag, 12. Mai 2018

Warfront 3.1 Update


Warfront 3.1 Update

Today, I present to you the latest additions to the 'Front, as well as some news on the upcoming release.  I will start by welcoming the Sd.Kfz. 173, better known as the Jagdpanther ("hunting panther"), to the battlefield.


In 1944, with the war turning against the Germans, defensive guns were needed more than assault tanks. The Sd. Kfz. 173 was one answer for the advancing Allied troops. The Jagdpanther combined the 8.8 cm KwK 43 cannon of the Tiger II with the armor and suspension of the Panther chassis.

It was a very lethal match of good mobility and armor with a devastating gun platform. If you play the Allies, beware a frontal attack against these monsters. Given that this is a turretless tank, it's much better to attack from the side, where the armor is thinner and the driver has no view.Next up, the Sd. Kfz 138/1, commonly called the Grille ("cricket" in English).

The Grille was based on the Czech Panzer 38(t) tank chassis and used a 15 cm sIG 33 howitzer as it's main gun for infantry support.

This gives Germany a very mobile, large caliber infantry gun that can be rapidly moved anywhere on the battlefield for excellent artillery support. It suffers from thin armor, however, so care should be shown when operating it to stay away from the main battle front.

Like all other SPG's in the mod, it comes in both the 2 man multi-player and 1 man single-player versions.Below is the current changelog for version 3.1. This version will be a full install version, not a patch. I made several changes to maps and files to fix problems concerning Campaign mode and server play, and these will not overwrite existing files. You will be required to delete you current Warfront directory from your Mods folder before extracting this version.

WarFront v3.1 Changelog
Delete any previous version of Warfront from your Mods directory.
Place this .rar file in your Mods directory, and extract.
Bug Fixes:
Fixed missing Ju88 vehicle icon
Fixed issue with vehicle-mounted Bren not firing (missing projectile)
Fixed missing reload sounds for handheld MG34
Fixed missing reload sounds for handheld MG42
Fixed control point/spawn issue on Santa_Cruz
Fixed ammobox missing explosives/landmines reload code
Fixed issue with A6M2 collision
Fixed issue with AA_Allies/Bofors collision
Fixed effects on 75mm M2/M3 projectile (was showing explosion with no penetration)
Fixed effects on 8,8cm KwK 36 projectile (was showing explosion with no penetration)
Fixed F6F-3 spawn position on Enterprise (was clipping through flight deck)
Fixed collision mesh issue with Gato hull
Fixed collision mesh issue with SubVII hull
Fixed path to I176 hull mesh
Fixed path to SC50 bomb texture
Fixed issue with Wake Island not loading in Campaign Mode
Fixed issue with Merderet sp/coop map crash
Fixed issue with Monte Cassino sp/coop map crash
Fixed missing Panther gun sound
Fixed bad matId on Tiger II lower glacis collision
Fixed issue with bouncing tanks on Remagen bridge mesh
Fixed missing Priest top mg AI code
General Changes:
Re-designed class menu with new class graphics
Adjusted ammobox reload times for all types of ammo
Removed CrewRepairPack from armored vehicles (temporary, due to incomplete/buggy code)
Added M3 Machine Gun to mod
Changed file structure of several maps (for Campaign mode and server testing)
Increased 75mm M2 penetration by 5mm (70mm to 75mm)
Increased 75mm M3 penetration by 10mm (70mm to 80mm)
Changed 75mm KwK 37 projectile type from High Explosive to Armor Piercing
Increased 75mm KwK 37 penetration by 10mm (50mm to 60mm)
Remodeled M3 GMC
Remodeled M3 Grant
Added StuG III Ausf. B to mod
Remodeled StuG III Ausf. G (split into early/mid and late models)
Added side skirt mesh for StuG III Ausf. G (random for early/mid models, permanent on late models)
Remodeled Panzer II wreck & LOD meshes
Added M3 Lee to mod
Added StuH 42 to mod
Added Ferdinand to mod
Added JagdPanther to mod
Added Sd.Kfz. 138/1 "Grille" to mod
Converted Maps (with SinglePlayer mode):
None this time, guys & gals...I'm working on some now, though, so the next patch should have a few ;)

I'm testing everything now, and hope to have this ready for release within 2 weeks. Until then, stay safe and God bless :)  takiwa

Warfront v3.1: Download

Source: moddb.com

Dienstag, 8. Mai 2018

Warfront: Old models, New look 3.03 P2


Old models, New look

Just a small update from the 'Front, to show some of the re-vamped models that will be in the 3.03 patch...

First up, the M3 Gun Motor Carriage



This is one of those vehicles that doesn't get much community love. It had a turn of the century French 75mm cannon, with the same armor as the M3A1 Halftrack. However, used correctly it can be a formidable weapon.


It's main gun will penetrate most German armor of the time period, and it is more mobile than a tank which allows it to carry out shoot and scoot tactics. Plus, the vanilla model just looked bad, and I wanted to upgrade it :)

Next, the M3 Medium Tank, "Grant"


The original vanilla model had arguably the worst texture of all the tanks, save maybe the StuGIII. The Road to Rome dev team didn't put much effort into them, and it showed. I started out wanting to re-wrap and re-texture the tank, but I figured if I had to do that much work, why not just re-model it as well?

Plus, I needed a new model for the next addition to the 'Front...

The M3 Medium Tank, "Lee"


The American forces FINALLY get the M3 Lee, which was the US version of the M3 with a different turret than the one the Brits used on the M3 Grant. This is a 3 person tank, with the driver operating the 75mm sponson-mounted main gun, a turret operator manning the 37mm turret gun, and a commander operating the cupola-mounted .30 cal machine gun.


I've fixed a few bugs that were reported, and we are currently working on fixing network issues with the maps and vehicles so we can run the entire mod on our server (several maps are already up and running). I will be looking for a group of people that would like to beta-test in a few weeks, so if this is something you think you may want to do or have time for, keep an eye out for the official request!  That's all for now,  takiwa

Author: takiwa

Source: moddb.com

Freitag, 4. Mai 2018

Warfront: Big Guns delivered and ready to fire! 3.03



Today we welcome two new additions to the German armored collection...

First up, the Ferdinand

The Ferdinand could be considered a successful failure. After losing the Tiger contract with the Nazi high command, Ferdinand Porsche used the hulls of his failed Tiger I design to create the Ferdinand, one of the best gun platforms of the war.  With 200mm of frontal armor, and a high-velocity version of the 88mm anti-tank gun (the 8.8 cm Pak 43/2 L/71), the Ferdinand was the biggest, baddest, and slowest beast on the battlefield in 1943.


Next up, the StuH 42


With the success of the StuG III as an anti-tank platform, attention was put on the vehicle to provide infantry support as well. By mounting the 10.5cm leFH 18 howitzer on the StuG III Ausf. G chassis, the Sturmhaubitze 42 Ausf. G ("assault howitzer") was born.  It allowed the Germans to advance a howitzer with the infantry, something the Wespe was unfit to carry out.


A quick look at the changelog for patch 3.03...
Bug Fixes:
Fixed missing Ju88 vehicle icon
Fixed missing projectile on vehicle-mounted Bren
Fixed missing reload sounds for handheld MG34
Fixed missing reload sounds for handheld MG42
Fixed control point/spawn issue on Santa_Cruz
Fixed issue with A6M2 collision
Fixed issue with AA_Allies/Bofors collision
Fixed effects on 75mm M2/M3 projectile (was showing explosion with no penetration)
Fixed F6F-3 spawn position on Enterprise (was clipping through flight deck)
General Changes:
Removed CrewRepairPack from armored vehicles (temporary, due to incomplete/buggy code)
Changed file structure of several maps (for server testing)
Increased 75mm M2 penetration by 5mm (70mm to 75mm)
Increased 75mm M3 penetration by 10mm (70mm to 80mm)
Re-modeled M3 GMC
Re-modeled M3 Grant
Added M3 Lee to mod
Added StuH 42 to mod
Added Ferdinand to mod
That's all for this week, stay tuned for more news to come!

Author: takiwa


Montag, 30. April 2018

Battlefield Heroes 42 goes standalone to keep alive.

Finally "Apache Thunder" (dev) got around to uploaded the "standalone" version of Battlefield Heroes'42. (also my original mega account was nuked so any mega links I had to the last version no longer worked)

This will probably be the final build of the mod: Download

This merges BFH'42 into the bf1942 directory. I stripped out unused vanilla assets and modified the EXE to mount the rfa files from a different location as well as change the naming of a few commands. So as a result existings mods won't work properly on this build of bf1942. Though it's not recommend you attempt that anyways since I had stripped out unused assets.

Also note this build of BFH can NOT be used with the non standalone version of the game as I have not made this version available on it. I have also made the same EXE changes to bf1942_r and the dedicated server exe. Did not do the same to the linux exe though one could add my changes to that reletively easily. Just compare the differences to the vanilla Windows EXE and translate the changes to the Linux binary.

The "dev" files (Usefull for ex revive project members): Download

 This is the entire game unpacked and playable in bf1942_r. This is how I debug and build the rfs files for the mod. To this day I still don't use newer GUI tools to build the mod files. I still pack the RFAs old school with the debugger and command line stuff.


1. Merged Battlefield Heroes'42 into vanilla BF1942 and removed unused vanilla assets. This mod is now a fully independent version of Battlefield Heroes'42 and no longer requires a previous installation of Battlefield 1942. This can also exist along side BF1942 and won't interfere with it.

2. Various bug fixes here and there. There was a large time gap between me initially making this build and uploading it. So I have forgotten all the small tweaks I've done.

3. Redid lightmaps Alpine Assault and maybe one or 2 other maps I might have forgotten doing. Enabled sky shadows during lightmap render and makes lightmaps much higher quality. Also tweaked light settings in the level's init.con file. I did plan to redo the lightmaps for most of the maps but it was a time consuming task and I didn't have the time.

4. Coastal Clash Doomsday backported from my Halloween special for Battlefield Heroes Revive (which was used in a few other revival projects of BFH). This includes the skeleton death effect which is used exclusively on this map. Due to energy/time constraints I did not port all the Doomsday maps I did, but at least I finished this one. BF1942 handles the skeleton death effect a little better then BFH too. Parts go flying higher if soldier dies from explosion. The individual parts inherit the momentum the body had just before it died. This was not the case for BFH. One more thing BF1942 did better then BF2/BF2142.


Autor: Apache Thunder

Source: bfmods.com