[HG] - Blog for BF 1942 News!
*** Der Mod News Blog des Hauptgefreiten seit 2007***
Freitag, 18. Juli 2025
Battlefield 1918 3.5 Reveal Trailer
Dienstag, 8. Juli 2025
Interstate 82 Map Tracker feature Released!
Interstate 82 Map Tracker feature Released!
Track your progress across every Cookie map with the new interactive tracker!
What do you need? Get here:
1.) Battlefield 1942
2.) Battlefield 1942 Server find Patch: Download
3.) Interstate 82 v1.80 + v1.81 (two files): Download
4.) Most IS82 Maps: Download
5.) Gooddaytodie Remake Map 05/25: Download
You just want to go to the launcher? Go here:
You can Launch into the Tracker: click here
We hope we've given you a little insight into this new tracker today and wish you lots of fun with it. We look forward to welcoming you to one of the active Interstate 82 servers.
Autor/Creator: FlaMiN
Source: is82.com
Freitag, 4. Juli 2025
-[HELLO]- Desert Combat 20th Anniversary Mappack!!!
-[HELLO]- Desert Combat 20th Anniversary Mappack!!!
Hello all!
You have found the -[HELLO]- Desert Combat 20th Anniversary Mappack installer!
To play on our server, you will need these maps, along with DC 0.7 and DC Final.
This installer is for those of you that already have a copy of Battlefield 1942, DC 0.7, and DC Final - As this installer has only the 23 custom desert combat final maps.
1.) Battlefield 1942
2.) BF1942 Server find Patch: Download
3.) Desert Combat 0.7: Download
4.) Desert Combat Final: Download
5.) -[HELLO]- Desert Combat 20th Anniversary Mappack (06/24): Download
6.) For more experience recommend SuperDC v2.4 (10/2019): Torrent or Download or Download
In this pack is the following;
1. Act of Valor
2. Rescue Mission
3. Alpine Incursion
4. Zero Dark Thirty
5. The Suck
6. DCF Immersed
7. Oasis Takeover
8. Operation Basrah
9. Siege of Sadr City
10. Umm Qsar Harbor
11. DC Baghdad
12. DC Blackmantis
13. Siege of Mariupol
14. Ambush at Dnipro
15. Operation Praying Mantis
16. Sea Riggs Nights
17. Tehran Streets
18. DCF Temple Ruins
19. Restricted Airspace
20. Narcotic
21. Ar Ramadi Offensive
22. DC Liberation of Kuwait
23. Tears of the Sun
To install, please click the green button "download" at the top. Then
once finished, you'll have a compressed zip folder in your downloads.
Bring that to the desktop and run the application. You'll need to
specify the path to your game folder, but the default path is : Program Files (x86)\EA Games\Battlefield 1942 , you may need to change that depending on if you have moved your game install, or have multiple, etc.
This gives us 23 new maps to play with for events, and eventually every night!
** NOTICE **
There are 8 maps that we have released previously, these are new editions and the installers will overwrite the old ones.
Or you could delete them beforehand to be safe or if issues arise.
I have tested it 5 times, had no issues.
If you have any questions or need help, please contact me!
Regards,
BangBangOw - HelloClan Leadership
Autor: BangBangOw
Source: helloclan.eu
Montag, 30. Juni 2025
BF1942: [Prevview] Lightmapping (m)
BF1942: [Tutorial] Lightmapping (m)
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.
Donnerstag, 26. Juni 2025
BF1942: [Tutorial] Lightmapping (m)
BF1942: [Tutorial] Lightmapping (m)
Tools you need:
Create these folders in your BF1942 root directory (..\EA GAMES\Battlefield 1942\):
Code:
Coderaytracer.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
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
Code:
Terrain Lightmapping
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
Code
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
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:
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:
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!!!
What you need to play online is:
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:
- 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
PickaxeSamstag, 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:
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.
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.
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!
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.
Address: 83.169.7.242
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.
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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!
There we play:
Address: 83.169.7.242
Port: 14567