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Sonntag, 18. März 2018

Warfront Mod: Release is Imminent



I'm almost done testing the new release, and here are some pics to tease you.

I'm almost done with testing, and there are a few more things I need to address, but it's getting VERY close! In the meantime, here are some new additions to the 'Front to tease you :)

 

The T-70

 

The T-70 was a stop-gap in Soviet tank production, aimed at fixing the deficiencies of the T-60, while T-34 production suffered problems. Although it was armed with a 45mm 20K gun, it still suffered from bad mobility and thin armor.

 

During the Battle of Kursk (near Prokhorovka) in July 1943, the the Soviet Fifth Guards Tank Army fielded 870 tanks...261 of which were T-70s. After abysmal Soviet tank losses, the T-70 was relegated to minor roles such as defending headquarters, convoy duties, reconnaissance, and training new crews.


Hawker Hurricane

 

One of the heroes of the Battle of Britain, the Hurricane is a welcome sight on the 'Front. It accounted for over 60 percent of the RAF air victories during that battle.



 It served in all theaters of the war, flown by both the Brits and the Aussies, and was a venerable workhorse of the RAF.



 It's a fun plane to fly, and the bots seem to love it! Hopefully you will, too :)


Changelog for 3.0

As of this news release, this is the current changelog for the next release (for those of you that actually read these things...)
WarFront v3.0 Changelog (Full Release)
----------------------------------
Bug Fixes:
Added M18, Panzer 38(t), and Type 94 to landrep code (were not able to repair)
Fixed a file naming bug that was preventing some stationary machine guns from firing projectiles
Fixed Battle Of Britain map issues:
--- Bots will now enter objectives
--- Reduced radar tower hit points from 5000 to 4000
--- Reduced factory hit points from 12000 to 10000
--- Changed splash matId on all objectives from 350 to 330 (500mm to 155mm)
Fixed Stg44 muzzle effect position
Fixed SU-76 muzzle effect position
Fixed inverted traverse of both G4M2 gun positions
Removed crosshairs from He-111 guns
Fixed Tiger I simple & wreck positions
Fixed He-111 simple & wreck positions
Fixed Cromwell simple & wreck positions (re-modeled wreck mesh)
Fixed 1P camera position for P.I.A.T aiming and reload animation
Fixed bad collision mesh area on KV-1/KV-2 hull (wrong matId assigned, was taking no damage)
Fixed M36 main gun missing sound
Fixed issue with German Fallschirmjaeger class not loading (wrong equipment)
Fixed position of Panzer III Ausf N turret
Fixed offset of Sdk.Fz. 251 (Hanomag) tracked wheels (a vanilla BF1942 issue)
Fixed code for hangar repair (added all planes)
Fixed texture path to Churchill (for the random external tank)
General Changes:
Completely overhauled the AI system:
--- Re-coded/fixed errors with AI weapons files and consolidated files into one location
--- Re-coded/fixed errors with AI vehicle files and consolidated files into one location
--- Re-coded AI strategies*
--- Re-coded AI behaviours*
--- Re-coded AI radio*
Completely overhauled the damage system:
--- Re-assigned projectile material IDs (mod no longer uses any vanllia BF1942 projectile materials)
--- Re-calculated several projectile damages (handweapons and small caliber cannons)
--- Added new projectiles to weapons that previously shared projectiles
--- Restructured the damage file system
Completely re-worked the lexicon.dat:
--- corrected battle/map names
--- corrected weapon names
--- corrected vehicle names
--- added missing mission objectives for converted RtR maps
--- added mission objectives for converted SWWWII maps
Synced animations to speed of reload (between shots), and increased clip reload times for the following weapons:
--- Arisaka
--- Arisaka Bayonet
--- Arisaka Sniper
--- Carcano
--- Carcano Carbine
--- Carcano Sniper
--- Mosin-Nagant
--- Nagant Carbine
--- Nagant Sniper
--- Springfield
--- Springfield Sniper
Increased clip reload time for the following weapons:
--- K98
--- K98 Sniper
--- No4
--- No4 Sniper
Removed the following weapons (replaced with knives):
--- Arisaka Bayonet
--- K98 Bayonet
--- N04 Bayonet
Reduced ROF on the following weapons:
--- Beretta M1934
--- TT33
--- Type 14 Nambu
Added ragdoll animations (created by Apache Thunder, all credit and thanks go to him)
Added treemeshes from RTR and SWWWII
Added new sounds and re-coded sound files for Me-262 (and variants)
Added new sound for bazooka fire (44Hz only)
Added new sound for panzerschreck fire (44Hz only)
Added new sound for panzerfaust fire (44Hz only)
Changed Gew.Pz.Gr.40 projectile from timed detonation to explode on contact
Reduced depression of He-111 Dorsal MGs from 25° to 2° (was firing through the fuselage)
Increased elevation of He-111 Dorsal MGs from 35° to 45°
Reduced elevation of Stug3 machine gun from 25° to 20°
Re-exported M4A3 hull mesh to fix a smoothing error
Adjusted RPG velocities to better reflect effective ranges
Removed smoke effects from RPG projectiles
Replaced existing Type 94 (Isuzu) mesh/texture with new mesh/texture
Replaced existing Tiger II mesh/texture with new mesh/texture
Replaced existing Panther Ausf. G mesh/texture with new mesh/texture (LOD's and Wreck mesh)
Re-worked Panzer IV mesh (and all variants), and added new wreck mesh
Re-worked Wespe mesh, removed top & added more detailed gun mesh (aslo applies to Marder II)
Re-worked SU-76 mesh, added detail shared with T-70 mesh
Created new skeleton/skin for Tiger I/Panther tracks
Added exhaust smoke effects & adjusted HPs for damage effects on all applicable sea vessels
Changed magazine capacity of No4 from 5 rounds to 10 rounds, reduced carried magazines to 3
Re-coded fire effects for non-vehicle fires
Re-coded smoke effects for non-vehicle fires
Added Stg44 Assault class for Germans on Battle of the Bulge
Reduced the overall airspeed of the B25 and the G4M2
Adjusted position of Hetzer sprocket to reduce clipping through track
Adjusted position of Panzer 38(t) sprocket to reduce clipping through track
Corrected several skins for time-period/map accuracy
Reduced the hitpoints of all Japanese planes by 40 (to reflect lack of armor & non-sealing gas tanks)
Re-coded Aichi D3A gunsight view (integrated with 1P mesh for a "lean forward" effect)
Re-coded Aichi D3A flight code for more level flight
Re-coded 60mm Mortar aiming
Adjusted soldier aircraft & daihatsu spawn points on Shokaku, Zuikaku
Increase ROF and decreased reload time of Type 95 AA
Reduced reload time of KV-2 from 20 sec to 15 sec
Reduced reload time of Hetzer from 7 sec to 6 sec
Increased reload time of Stug3 from 4.6 sec to 5.4 sec
Changed Sexton wheels (now uses Sherman wheels)
Removed Panther Ausf. A from mod (for now, replaced with Ausf. G on all maps, will be added back later)
Removed Panther Ausf. D from mod (for now, replaced with Ausf. G on all maps, will be added back later)
Removed 50cal Crate from mod (for now, will be added back later)
Removed M4A2-T34 (Calliope) from mod (for now, will be added back later)
Added SP/COOP versions (single seat, driver also controls main gun) of the following tanks:
--- Ho-Ni
--- Hummel
--- M3 GMC
--- Marder II
--- Priest
--- Sexton
--- SU-76
--- Wespe
Vehicle/Weapon/Static Model Additions:
Added M8 Light Armored Car (Greyhound) to mod
Added Hummel to mod
Added SU-122 to mod
Added F4F Wildcat to mod
Added Ki-45 to mod (original by MegaRaptor, credited in code files and here)
Added Type 88 75mm to mod
Added Hawker Hurricane Mk. I to mod
Added T-70 to mod
Added r_ruswc_m1 to mod (small wooden orthodox church, closed)
Added r_ruswh2_m1 to mod (small russian thatch-roofed house, closed)
Added r_ruswh2_burn_m1 to mod (small russian thatch-roofed house, closed and destroyed)
Added r_ruswh3_m1 to mod (small russian thatch-roofed house, closed)
Added r_ruswh_sq_m1 to mod (small, square russian thatch-roofed house, closed)
Added r_ruswh_sq2_m1 to mod (small, square russian thatch-roofed house, closed)
Added stalingrad1_cl_m1 to mod (stalingrad1_m1, closed)
Added type88_bunker_m1 to mod (palm trunk re-inforced sand bunker w/ shell casings, shell crates)
Added DefGun (German) to mod (normandy-styled concrete bunker coastal gun)
Converted Maps (with SinglePlayer mode):
Remagen (conversion of Single Player version by Zara5ustra)
SaintSauveur (conversion of map by John "PacketlossPete" Buskohl)
Battle_Of_Kursk (conversion/rename of XWW2_Zitadelle, an XWW2 map which I worked on previously)
Berchtesgaden (conversion/rename of Eagles_Nest, from SWWWII expansion)
Gothic_Line (conversion of SWWWII expansion map)
Notes:
* The changes made to the AI are all credited to the Battlefield 1942 Single Player community. I poured over thread after thread on the forums, and read countless tutorials written by the AI greats of this game. I take no credit whatsoever for these changes, they were the ideas of many people much smarter than myself.
The Landmines and Binoculars are still buggy. Sometimes they work, and sometimes they don't. I believe this is due to map specific AI code that conflicts with the bot's objectives while using those kits. I don't have the AI knowledge to fix this at the moment, so you will have to liive with it for a while...

That's all for now, keep an eye out for the new release, it's right around the corner!
takiwa

Autor: takiwa

Source: moddb.com

Mittwoch, 14. März 2018

BF 1942 Mod: RF Autumn Map





Summary (moddb.com): 

Raised Fist mod is an infantry only mod I started back in 2014 because I think we do not have enough of these in Battlefield 1942. I had a break of about a year and a half caused by school and other things, and have only recently started working on the mod again. I have had the immense luck and pleasure of finding some very talented mappers and modders to help me release v0.6 of the mod.
It is pretty sad that most big mods start as small infantry only conversion and branch out into full fledged total conversion mods, such was the case for Eve of Destruction. A few BF1942 mods such as FragField really know how to stay true to the infantry only aspect of the game.
Our vision of Raised Fist is to always keep it infantry only. Vehicles will never be added to the mod. If you would like to use some of the maps of Raised Fist to make your own mod conversion, please send me a PM on ModDB and I will get back to you when I can.
Here is the list of things which have been fixed and added since the last version of the mod, v0.5:
- Updated all Raised Fist loading screens. The new loading screens and load bars were made by Texafornian
- Three new maps have been added to the four previous ones: rf_pitch_black (made by Jim2102), rf_oasis (made by Texafornian) and rf_hellhouse (made by Black Mamba)

Raised Fist v0.6 brings more content to this infantry only mod conversion with new game modes, new maps, a better game UI + menu interface, new textures, and a whole lot more awesome features for you to discover!

RF Raised Fist Atumn Map: Download


Bilder: 

 

 

 

 

 

 


 Source: moddb.com

Samstag, 10. März 2018

Warfront Mod: Big News from the 'Front




Today I bring you the first update from the 'Front of 2018.

Welcome to 2018! A lot has been going on with the mod, and I want to share that news with you today. I was asked a question recently...when is the next release? Well, the short answer is, when I'm done testing. The long answer is...when I'm done testing. Let me explain...

 

 Shortly before the holidays, I decided to revamp the AI of the mod. I poured over countless forum threads from some of the best AI coders this game has seen, and took on the massive task of recoding ALL of Warfront's AI. I wrote some of my own code, I copied a lot of code, I tweaked a lot of code...and now I am testing all that code, map by map. I won't release it if it isn't working, because at the moment SP is all this mod is about, there are no MP servers out there for Warfront.  Also, when adding some newer vehicles that required new projectile information, I had trouble assigning new materials and I realized how sloppy and disorganized my original code and file system was from when I first changed the damage system. So, I redid it as well. From scratch. Meaning I deleted ALL the damage system code and started over. I re-organized the file system, I deleted redundant code, and I made it so I wouldn't have as many problems adding new stuff as time goes on. The mod no longer uses any of the original game's projectile or material information. So I am also testing this, map by map, to make sure that everything works before releasing.  So far, everything is working, and I have only ran into some minor 5-minute fix problems. I would like to say that I will be completely done in a couple of weeks. Maybe before, maybe later, but the one thing I don't want to do is rush this release. It will be another FULL release, and labeled Warfront 3.0. A lot of work has went into this, and I want it to be a good one, to start off 2018 with a bang :)  In the meantime, here's a look at the change log as of today, and some pics of 2 new planes that will make their debut in 3.0...enjoy :)


WarFront v3.0 Changelog (Full Release)
----------------------------------
Bug Fixes:
Added M18, Panzer 38(t), and Type 94 to landrep code (were not able to repair)
Fixed a file naming bug that was preventing stationary machine guns from firing projectiles
Fixed Battle Of Britain map issues:
--- Bots will now enter objectives
--- Reduced radar tower hit points from 5000 to 4000
--- Reduced factory hit points from 12000 to 10000
--- Changed splash matId on all objectives from 350 to 330 (500mm to 155mm)
Fixed Stg44 muzzle effect position
Fixed SU-76 muzzle effect position
Fixed inverted traverse of both G4M2 gun positions
Removed crosshairs from He-111 guns
Fixed Tiger I simple & wreck positions
Fixed He-111 simple & wreck positions
Fixed Cromwell simple & wreck positions (re-modeled wreck mesh)
Fixed 1P camera position for P.I.A.T aiming and reload animation
Fixed bad collision mesh area on KV-1/KV-2 hull (wrong matId assigned, was taking no damage)
General Changes:
Completely overhauled the AI system:
--- Re-coded/fixed errors with AI weapons files and consolidated files into one location
--- Re-coded/fixed errors with AI vehicle files and consolidated files into one location
--- Re-coded AI strategies*
--- Re-coded AI behaviours*
--- Re-coded AI radio*
Completely overhauled the damage system:
--- Re-assigned projectile material IDs (mod no longer uses any vanllia BF1942 projectile materials)
--- Re-calculated several projectile damages (handweapons and small caliber cannons)
--- Added new projectiles to weapons that previously shared projectiles
--- Restructured the damage file system
Completely re-worked the lexicon.dat:
--- corrected battle/map names
--- corrected weapon names
--- corrected vehicle names
--- added missing mission objectives for RtR maps
Synced animations to speed of reload (between shots), and increased clip reload times for the following weapons:
--- Arisaka
--- Arisaka Bayonet
--- Arisaka Sniper
--- Carcano
--- Carcano Carbine
--- Carcano Sniper
--- Mosin-Nagant
--- Nagant Carbine
--- Nagant Sniper
--- Springfield
--- Springfield Sniper
Increased clip reload time for the following weapons:
--- K98
--- K98 Sniper
--- No4
--- No4 Sniper
Removed the following weapons (replaced with knives):
--- Arisaka Bayonet
--- K98 Bayonet
--- N04 Bayonet
Reduced ROF on the following weapons:
--- Beretta M1934
--- TT33
--- Type 14 Nambu
Added ragdoll animations (created by Apache Thunder, all credit and thanks go to him)
Added Italian treemeshes from RtR (previously missing on all RtR maps, an oversight on my part)
Added new sounds and re-coded sound files for Me-262 (and variants)
Added new sound for bazooka fire (44Hz only)
Added new sound for panzerschreck fire (44Hz only)
Added new sound for panzerfaust fire (44Hz only)
Reduced depression of He-111 Dorsal MGs from 25° to 2° (was shooting through fuselage)
Increased elevation of He-111 Dorsal MGs from 35° to 45°
Reduced elevation of Stug3 machine gun from 25° to 20°
Adjusted RPG velocities to better reflect effective ranges
Removed smoke effects from RPG projectiles
Replaced existing Type 94 (Isuzu) mesh/texture with new mesh/texture
Replaced existing Tiger II mesh/texture with new mesh/texture
Added exhaust smoke effects & adjusted HPs for damage effects on all applicable sea vessels
Changed magazine capacity of No4 from 5 rounds to 10 rounds, reduced carried magazines to 3
Re-coded fire effects for non-vehicle fires
Re-coded smoke effects for non-vehicle fires
Added Stg44 Assault class for Germans on Battle of the Bulge
Reduced the overall airspeed of the B25 and the G4M2
Adjusted position of Hetzer sprocket to reduce clipping through track
Adjusted position of Panzer 38(t) sprocket to reduce clipping through track
Corrected several skins for time period accuracy
Re-coded Aichi D3A gunsight view (integrated with 1P mesh for a "lean forward" effect)
Re-coded Aichi D3A flight code for more level flight
Adjusted soldier aircraft & daihatsu spawn points on Shokaku, Zuikaku
Increase ROF and decreased reload time of Type 95 AA
Reduced reload time of KV-2 from 20 sec to 15 sec
Reduced reload time of Hetzer from 7 sec to 6 sec
Increased reload time of Stug3 from 4.6 sec to 5.4 sec
Changed Sexton wheels (now uses Sherman wheels)
Added SP/COOP versions (driver now controls the main gun) of the following tanks:
--- Hummel
--- M3 GMC
--- Marder II
--- Priest
--- Sexton
--- SU-76
--- Wespe
Vehicle/Weapon/Static Model Additions:
Added M8 Light Armored Car (Greyhound) to mod
Added Hummel to mod
Added SU-122 to mod
Added F4F Wildcat to mod
Added Ki-45 to mod (original by MegaRaptor, credited in the code files and here)
Added r_ruswc_m1 to mod (small wooden orthodox church, closed)
Added r_ruswh2_m1 to mod (small russian thatch-roofed house, closed)
Added r_ruswh2_burn_m1 to mod (small russian thatch-roofed house, closed and destroyed)
Added r_ruswh3_m1 to mod (small russian thatch-roofed house, closed)
Added r_ruswh_sq_m1 to mod (small, square russian thatch-roofed house, closed)
Added r_ruswh_sq2_m1 to mod (small, square russian thatch-roofed house, closed)
Added stalingrad1_cl_m1 to mod (stalingrad1_m1, closed)
Converted Maps (with SinglePlayer mode):
Remagen (conversion of Single Player version by Zara5ustra)
SaintSauveur (conversion of map by John "PacketlossPete" Buskohl)
Battle_Of_Kursk (conversion and rename of XWW2_Zitadelle, an XWW2 map which I worked on previously)
Notes:
* The changes made to the AI are all credited to the Battlefield 1942 Single Player community. I poured over thread after thread on the forums, and read countless tutorials written by the AI greats of this game. I take no credit whatsoever for these changes, they were the ideas of many people much smarter than myself.

  
The F4F Wildcat makes it's debut on Wake Island...

 

 

And the Ki-45 also found it's way into the mod. This model is from MegaRaptor, and was included in his public release of the map Solomons_Air_Battle-1943. I made a few mesh changes as well as modeling a few new parts, re-coded it, and re-textured it as well.

 




That's all I have at the moment... Later!  takiwa



Autor: takiwa

Source: moddb.com


Dienstag, 6. März 2018

Metal Gear Solid v0.175 (MGS)



Beim durchstöbern der Battlefield 1942 Mod Welt in Japan sind wir über diese Desert Combat Infanterie Fun Mini-Mod gestoßen. Ihr Name Metal Gear Solid v0.175, ein Tribute an der gleichnamigen Serie. Seit einiger Zeit haben wir diese Mod im Download Angebot, jedoch waren wir euch eine News dazu Schuldig, damit ihr einen Einblick in die Mod bekommt. Entwickler soll Tomyrou ums Jahr 2007 gewesen sein. Die Mod bietet acht Conquest Maps und weitere eigene Feature's. Auf allen Maps treten Russen gegen Amerikaner an. Granaten gibt es nur mit Rauchfunktion, Minen und Sprengstoff fanden wir auch nicht im Kit. Dafür kann man Kisten ablegen und verschieben um taktisch auf Hindernisse zu klettern.

Metal Gear Solid v0.175: Download


Bilder: 

So sieht das Ladebalken Layout der Mod aus....



Um die beiden einzigen Fraktionen dreht sich die ganze Mod.....



So sieht das Soldatenklassen Auswahlmenü aus. Hier seht ihr die angesprochenen Kisten.....



Sogar einen lustigen MG Geschütz Bug haben wir bei unserem Test gefunden.....



Diese Map bietet Infanterie Kampf auf verschiedenen Ebenen (Etagen), ganz getreu dem Motto, "überall lauert der Tod."



Hier seht ihr die Mini Map dazu.



Hier erwartet euch das "Kanalsystem". "Wollen wir oben oder hier unten Kämpfen?"



Hier ist bereits die dritte Ebene, in der wir uns befinden....



hier schauen wir uns gerade auf der Anlage um....



Gefangen wie in einem Käfig sind wir hier.....



Ihr habt die Möglichkeit die Hände zu heben, aber wer ergibt sich denn schon auf Battlefield 1942?



Zurück in der Anlage....



die Map wurde auch für andere Mods weiterverwendet. Ist eine sehr gelungene Dschungel Map wie wir finden.



Hier seht ihr wie man die Kisten droppen kann, in geschlossen Räumen hat es bei unserem Test nicht funktioniert.



Für ihr alter eine sehr beeindruckende Map....



So sieht es im Urwald aus....



Lust ne runde zu schwimmen?.....



Hier haben wir unser erstes Fahrzeug gefunden. Die Amis scheinen keine Fahrzeuge zu haben, das ist aber gemein......



Hier haben wir uns direkt mit dem Panzer vergnügt....



An ein paar Wänden sind diese Graffiti Eastereggs versteckt. Hier sind wir auf der Wake Island (Nacht Edition)....



Hier könnt ihr mit der Hilfe der Kisten auf den Bunker Klettern.....



an das Motto versuchen wir uns zu halten, mit Hilfe von euch fällt es einem deutlich leichter.....



Hier haben wir uns mal ins Wasser getraut. Flugzeuge und Schiffe sucht man hier vergebens....



Als Amerikaner muss man hier aus einem statischen Truppen Helikopter aus der Luft springen....



So sieht die Map auf der Minimap aus, die Waffenkits bleiben bei beiden Fraktionen gleich.







weitere russische  Fahrzeuge diesen Typs....



Zum Abschluss der Mod News sagen wir allen Lesern ein herzliches Ahoi.




Source: www65.atwiki.jp

Freitag, 2. März 2018

forgottenhonor.com ist jetzt CMP-Gaming.com













Die für langezeit erste Anlaufstelle für Spiele Tuniere forgottenhonor.com ist ende letzten Jahres vom Netz gegangen. Zehn jahrelang erfreuten sich Spieler der Battlefield 1942 Mod Serie daran an den Veranstalteten Tunieren teilzunehmen. Sie spielten Tuniere für Forgotten Hope 0.7, die Schwester Mod aus Japan FHSW (Forgotten Hope Secret Weapons) und Battlefield 1918. Dafür wurden neue Tunier Maps von freiwilligen Mappern aus der Battlefield 1942 Community angefertigt. Die bekanntesten Maps daraus wurden 2007 in ein FHT Mappack, ursprünglich auf Basis von der Forgotten Hope Mod als eigenständige FHT Mod gebündelt und heute in der FHSW Mod mit drinnen, mit der die FHT Maps heute online gespielt werden können. Doch des Daten und Webseite verlustes zu trotz, lassen die ex Betreiber die Spieler nicht im Regen stehen. Nun gibt es jetzt einen Neustart mit dem Namen CMP-Gaming.com . Der Name CMP steht für Collaborative Multiplayer Gaming. Dazu sind die ex FHTler Partnerschaften mit den Forgotten Hope 2 Entwicklern, World at War Gaming und der 762-Ranking eingegangen. Warum dieser Schritt zum Umzug nötig war, ist uns derzeit nicht bekannt. Was wir aber Wissen, unter neuem Namen geht das Tuniere spielen weiter.

Abschließend zu unserer heutigen News haben wir euch noch drei Videos unten zu den vergangenen Battlefield 1942 Mod Tournements und den offiziellen Download zur FHT Mod beigefügt.


FHT FH Kampagne:





FHT 1918 Kampagne:





FHT FHSW Kampagne:








Forgotten Honor Tournement (FHT) Mod: Download