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Montag, 29. April 2019

Warfront 3.5 Full Release!




The newest release of Warfront is upon us!. This is version 3.5, and is the full, final version of this mod. I will continue to update this version for awhile, and will certainly release patches for any bugs, but this will most likely be the last FULL release. It has been a long ride to get to where this mod is today, all the way from it's humble beginnings in 2005. Thank you for taking that ride with me. I hope you enjoy playing.

I am currently working on 2 brand new Warfront maps, as well as a background movie for the menu. These will by uploaded as a map pack and an add-on when I complete them. I will also introduce a few more vehicles and weapons as I get the time, either as add-ons or in map-specific updates. I am working on some AI updates as well for some of the older maps, but this will take some time. This mod isn't dead after this release by any means, but development has slowed considerably since I started my job. I will update when I get the chance, but I work a lot of hours so please be patient.

Many of the models in Warfront were downloaded from free 3d model sites. Some are my models, unwrapped to an existing texture that came from these sites, while others are the original model with a new texture by me. Some were used exactly as they were downloaded, with only the required work done to convert them to BF1942, and specifically, Warfront. To any mod team that sees their models or textures in Warfront, I am more than happy to give you full credit for the work, and I will share the site URL with you if you wish to speak to them about taking your models down. Any map that was originally made for another mod has been credited by me to that mod (with whatever information I had), and only necessary changes to convert the map to Warfront were made. All credit goes to any original map makers.










Warfront v3.5 Full Version 04/19: Download


Warfront v3.5 Changelog
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This is a full, stand-alone release. No other previous releases are needed.
- takiwa, April 2019
Installation:
It is recomended that you delete any existing Warfront mod installation from your Mods folder before extracting this archive.
Place this .rar file in your Mods directory, and extract. If you have not deleted a previous Warfront installation, overwrite or replace files if prompted....although if you install over an existing version of Warfront, this mod may not work correctly.
Bug Fixes:
Fixed hull gunner view in the M4A3E8 (missing aiming reticle)
Fixed collision issue with M18 Hellcat (missing faces on turret rear)
Fixed missing AI code for Riverboat
Fixed error in AI code preventing He-111 from dropping SC-1000
Fixed missing gunbase mesh on 25pdr Battery
Fixed missing ammo icon for Defgun
Fixed collision issue with 25pdr Battery
Fixed coding error with the 4German_Eng_Mine_Desert class
Fixed missing gun & turret sounds for S.75/18
Fixed ammo icon for S.75/18 (changed from AP to HE)
Fixed turret cam offset for M11-39
Fixed turret position (height) on T34-76
Fixed AI coding errors with the ShinHoTo Chi-Ha
Fixed gunbarrel position on T-26
Fixed AI coding issue with 20mm Dual Oerlikon
Centered aiming point for Ha-go
General Changes:
Replaced all map thumbnail pics with map info (factions and SP max players)
Tested all maps in SP, assigned new SP max player numbers to each*
Rewrote AI weapon code for all land/air/sea weapons
Removed unused weapon AI code in Conquest versions of the following SPGs:
--- Grille, Ho-Ni, Hummel, Marder II, Priest, Sexton, Wespe
Decreased Hummel reload speed (by 1.5s)
Decreased IS-2 reload speed (by 2s)
Decreased T34-76 reload speed (by 2s)
Decreased T34-85 reload speed (by 2s)
Decreased 25 pounder reload speed (by 1s)
Increased BM-13 Rocket Launcher reload speed (by 5s)
Decreased BM-13 Rocket Launcher rocket magazine from 12 x 5 (60 rockets) to 12 x 4 (48 rockets)
Increased F4U1 take-off speed
Increase Hurricane/Hurribomber take-off speed
Additions:
Added OT-130 to mod (equipped with flamethrower)
Added OT-34 to mod (equipped with flamethrower)
Added Flammpanzer III to mod (equipped with flamethrower)
Added M4A3R3 "Zippo" to mod (equipped with flamethrower)
Added M3 "Satan" to mod (equipped with flamethrower)
Added E7-7 Mechanized Flamethrower to mod (equipped with flamethrower)
Added M16 Half-track to mod (equiped with four .50 caliber M2 Browning MGs in a M45 Quadmount)
Added Stationary .30cal MG to mod
Added Stationary Type 92 Nambu MG (pole mount and tripod mount) to mod
Added Deployable Type92 tripod to mod
Added sFH18 to mod (single & battery)
Added Sd.Kfz. 4/1 (Panzerwerfer 42) to mod
Added T26E3 (early model M26 Pershing) to mod
Added Bedford OY to mod
Added Type 97 Chi-Ha to mod
--- vanilla BF1942 Chi-Ha model was the 47mm ShinHoTo version, this is the original 57mm version
Added Type 4 Ke-Nu to mod
Added Type 89 I-Go (Chi-Ro) to mod
Added Type 92 Armored Car to mod
Added T-18 w/ 37mm M1930 to mod
Added BA-6 to mod
Added BA-64 Armored Car to mod
Added ZiS-6 (with BM-13 rocket launcher) to mod
Added Ki-27 to mod
Added Type 96 Howitzer to mod (single & battery)
Added 152mm Howitzer-Gun M1937 (ML-20) to mod (single & battery)
Remodeled M2A1 105mm Howitzer
Remodeled M4 tracks (new .skn/.ske files) used by the following VVSS variants of M4 tanks:
--- M4A1, M4A2, M4A3, M10, Achilles, M36, Priest
Converted Maps (with SinglePlayer/Co-op mode):
Battle of Nancy (downloaded from gamefront.online, author unknown)
Omaha Beach - Fox Green Sector (from D-Day mappack compiled by iCe, author unknown)
Crossing the Oder (conversion of Vuoski from a Forgotten Hope Fan Pack, aurthor unknown)
The Seige of Tobruk (conversion of the map "The Fall of Tobruk" by KWK-Sleeper)
St.-Mere-Eglise (conversion of an XWW2 map)
Kharkov (original BF1942 map, new conversion)
Khalkhin Gol (Warfront map by takiwa, with AI)
Battle of Tinian (Warfront map by takiwa, with AI)
* SP max numbers were decided by map size, number of objects on the map, game play, and lag. Some maps just aren't big enough, or have too many objects, to support 255 bots and you without lagging out the game (even on a newer computer) and on some maps, having too many bots made game play worse.
Single player max (total) number of players is decided by the slider in SP mode. 1600% will give you the max number of players listed on the thumbnail of the map. Adjust the slider to a smaller percentage to choose less total players. Team numbers are decided by map specific .con files, however. For example, if the map .con specifies Team 1 = 120, Team 2 = 80, and you choose 1600% percent on a 128 map, then Team 1 will have 77 players, and Team 2 will have 51 players.
Autor/Developer: takiwa

Source: moddb.com


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