Samstag, 13. Juli 2024

Finnwars Singleplayer v0.2 Release!


Finnwars Singleplayer v0.2 Release!


Changelog 02.07.2024 (ver 0.2)


- Updated to latest Finnwars release (1.91b - 2023), which means 6 new maps; few new vehicles and hand weapons; 6 kits in init selection menu etc.
- Removed Viipuri Bay map - not supported by Finnwars anymore
- Fixed Sohjananjoki map
- Removed kit limitations (or to be clear increased kit limits to 30 - well enough even with 256 bots)
- Minor fixes and changes on some maps, should be less crashes now

If you already had FWSingleplayer before, it should not matter how you install new one - on top of existing one or removing old and placing new instead. Both ways should work.

 

FinnWars 1.91b: Download

FinnWars Singleplayer v0.2 - 07/24: Download 

 

This is fan-made bots (singleplayer) support for Finnwars mod of the Battlefield 1942. It works as mini-mod on top of main Finnwars mod, so original mod content was not changed and you can still play it as is. All maps and all vehicles are supported and can be played on server, in singleplayer or via multiplay -> create game -> select coop mode.  

 

INSTALLATION: Download the file and unpack FWSingleplayer into Mods folder of your Battlefield 1942, common path is: C:/Program Files(x86)/EA GAMES/Battlefield 1942/Mods -or- C:/Program Files(x86)/Origin Games/Battlefield 1942/Mods You of course need base Finnwars mod to launch this minimod. For more info, please check readme file contained in download. Enjoy!


Autor: spisska

Source: moddb.com

Samstag, 6. Juli 2024

BF1942 Gunners Mod: A Battlefield Like Game Engine #1

A Battlefield Like Game Engine

 
A 3D game engine for games like Battlefield. Making games for this engine should be very similar to making mods for Battlefield 1942 / Battlefield 2.
 
Note: This is a startup project (it's very far from being completed).

A 3D game engine for games like Battlefield (other types of games may be supported via editing the game DLL).
 

 

 

 

The concepts:


There is a clean separation between the engine, the game DLL, and the data (no scripts). So, editing the data looks like making mods for Battlefield 1942/2 (as you edit only the data (text) files: add new objects, tweak the existing ones, etc.). This gives the least flexibility (you won't be able to create games that are drastically different than the predefined). Editing the game DLL (C++) will allow you to edit the logic, add new features, classes. This gives much more flexibility, but requires the knowledge of C++. Editing of the engine is currently not considered, as it's mostly the technical stuff.

The main distinguishing part of this engine is that it will not try to copy the wide spread concept of a modern game engine (eg. UE and Unity). It will not have an all in one editor with a lot of visual features in it, but rather a set of separate tools, like the level editor (which will only edit the levels), the plugins for 3D software, etc. It should be very 'old-skool' modder friendly. It probably will not be the most powerful game engine which will support the newest features like the RTX. I'd rather want to make it simple (even minimalistic). It should also scale well so that it should not require the latest hardware.

The current state (what's done or mostly done):

- Terrain and model rendering
- Physics (via PhysX 5.3)
- Spatial optimization
- Player controller (a simple and draft one)
- The core (framework)

What's to do:

- Animation
- Object template system
- Vehicle physics
- Water
- Particle system
- Network
- Level editor
- 3D model export plugins or converters (for fbx)
- UI system
- Sound
- Better lighting and shadows

The current state demo 06/24: Download

Why? Well, I remember how fun and easy it was to mod for Battlefield 1942/2, and I thought: why a modern game engine can't be as simple? Without all these graphs, shaders, ASMs, and other stuff which most people just do not comprehend (even hate, as I do). After all, if you want to code, you will just take C++, and if you don't, you won't be a good coder anyways.. So, I've separated the logic from the data (no scripts are available in this engine), if you want to code then edit the DLL (via the C++ source), if not then edit the data (text files) (the data is built upon the C++ code, so you'll be limited to what the C++ code provides in this case). There will be no visual tools except for the level editor.

The work isn't currently going on at the full scale, as I have to do some other things, so I'll just be adding new things as I can.

I started this engine for my own Battlefield like game a time ago. Here's a mod of mine which urged me to do so: Moddb.com I wanted some new features, and the bf1942 engine just couldn't provide me with them. So here you go.. The game isn't there of course. xD
 
 
Autor: modmkr