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Battlfield Mod News Thread 2015
ridgeraiser
post Mar 4 2015, 09:31 AM
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FH Modding: Bloody screen HUD effect released!




Hello friends of modding!

Today we want to you the new blood optics for FH 0.7 of the modders "TomPL" and "WoWo_Soldier" imagine. .

The new effect you will now get after each hit a bloodstain appears briefly on the screen. Then the stain disappears.
Then, when you're as good as dead, you still have a pale red border that draws attention to it.
If You were shot dead, then is a unique red spot on the screen, which will disappear after a short time.
If your installed once the Blood HUD patch for Forgotten Hope, then it will automatically already with FHSW as both mods like twins together hang. If you found the effect known? Yes, there are at Finn Wars for example. We find the reaction at FH succeeded.

Installation: Battlefield 1942 / mods / FH / Archives / (menu_001.rfa paste here)

Images:



Forgotten Hope 0.7 and 0.552 FHSW Mod is here: click button
BLOODY SCREEN + LOW HP: click button


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ridgeraiser
post Mar 28 2015, 05:41 PM
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Hello dear fans of FHSW mod and the modding.
Today we want to imagine the next map "Occean Town", which comes from the Map Pack that we will link you series at the end of the news.
Look forward already to more FHSW custom map presentations that we are present here.
This fiction fantasy island map has been created by the Mapper "Xenanab".
He insists that no Funmap.
The island "Occean Town" kind of reminds fighting Midway, also Japanese and United States to the island. The map is of a fight around the mysterious town. Tanks, APC's, flight are bomber and PT boats available. This map uses the "CullRadius" mod of the Modder "eYe" and the revised "lightmaps" come from the Modder "Radiosmersh"!
This city invites you to discover hidden paths, finding alternative tactics and requires skilled capabilities with the represented type sense of space to cope... It is a sophisticated infantry-focused map!

You can conquer seven flags points.
We have tried to capture the beauty of the map for you from the air. We hope it is possible?
Once again a great new custom map, with which this time Europeans Flash.
The Map Pack is just the hammer. Mapping at the highest level. Class work.
We stay tuned to FHSW.
The map comes from the FHSW Mappack published recently on the 30.01.2015 from Japan.
There the download to do this only in the last map presentation, as a little treat for you.

(Mode: Comquest)
(Participating groups: JAPAN: United States)



FHSW who become hot now is to play, can the mod download. You will find everything what you do this needs here in the: download

Writes a feedback times, whether you like the map?
Is there anything we could even forgot to mention? Then it please write us.


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Dnamro
post Mar 28 2015, 09:31 PM
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After many years and several requests, I have finally updated Realplayer AI enhancement mod for BF1942.

http://www.battlefieldsingleplayer.com/dna...v2_MAR_2015.zip

Copy the file to your hard drive, unzip it and then set it up in your Battlefield 1942\mods folder as mods\Realplayer.

not mods\Realplayer\Realplayer

I have combined Grenademan's AI enhancement mod with singleplayer support for all standard BF1942 maps.

I will do an installer when I get a chance. This way, it can be installed on other than windows systems.

If you want to disable targeting corsshairs, the files and instructions are in the readme.

Grenademan Changes incorporated into Realplayer:

VEHICLE AI:
- Bots now fire the Katyusha missiles more often.
- Bots are more aggressive and accurate on machineguns.
- Bots use the Defgun more effectively.
- Bots bail out of badly damaged land vehicles more often.
- Bots in aircraft engage ground targets more frequently and more accurately.
- Bots are more accurate when firing tank's main guns.
- Bots fire the tank coaxial machinegun and the main gun at infantry evenly.
- Bots now use certain tanks better than they did before.
- Bots in anti-aircraft guns use them better now.
- Bots will now fire certain handweapons at enemy aircraft.
- Bots in landing craft will no longer switch to a passenger position when they are threatened, and instead will take the driver position or the gunner position.

INFANTRY AI:
- Bots use knives against infantry.
- Bots use landmines against tanks.
- Bots use binoculars to call for artillery against armoured targets.
- Bots no longer fire anti tank weapons at infantry.
- Bots will sometimes throw grenades at enemy infantry.
- Bots no longer throw grenades at tanks or light vehicles.
- Bots will choose what weapon to use against targets more sensibly.
- Bots will shoot at lightly armoured targets with their hand weapons, such as jeeps.

GLOBAL AI:
- Bot aggression has been greatly increased.
- Bots engage targets more realisticly and have an increase in accuracy.
- Bots fire infantry and vehicle weapons further.
- Improved many AI properties for infantry and vehicles.
- Bots no longer horde a particular kit.

OTHER:

- 3rd person soldier view activated.
- Enabled tracers for all infantry weapons except pistols, shotguns and the K98 rifle grenade.
- Tweaked the recoil for each infantry weapon.
- Made all infantry weapons more powerful against other infantry.
- Soldiers will drown if they are in water for around 30 seconds.
- Tank shells no longer arc and now travel at higher speeds.
- Bazooka and Panzershreck rockets no longer arc and now travel at higher speeds.
- Greatly decreased the power and radius of hand grenades.
- Grenades are no longer effective against tanks.
- Infantry bodies will remain longer.
- Tank, Destroyer, Aircraft carrier and Battleship vehicle wrecks will remain for a lot longer.

WEAPONS:

- Extra magazines added to: BAR1918, DP, K98, M1 Garand, NO4, STG44, Thompson, Type 5, Colt, Walther and the T99.
- Removed the Expack from all engineer kits.
- DP now has 49 rounds per magazine.
- British, US Army, and Canadian anti-tank kits get the Thompson submachinegun.
- German anti-tank kits get the MP40.
- Desert German anti-tank kits get the STG44.
- Japanese anti-tank kit gets the Type 5.
- The Japanese medic kit gets a Type 5 instead of the MP18.
- The Russian anti-tank kit gets the No 4.
- The US Marine anti-tank and US Army engineers get the M1 garand instead of the No 4.
- Landmine now last a bit longer after being placed down.

VEHICLES:

- M10 health increased to 160.
- Panzer health increased to 120.
- Priest health increased to 70.
- Sherman health increased to 110.
- T34/85 health increased to 120.
- T34 health increased to 160.
- Tiger health increased to 175.
- Wespe health increased to 60.
- Did a major clean up on all BF1942 (and expansion packs) vehicle codes to make them more effecient for bot use.

NAMES:

- K98 renamed to Kar98k.
- Mp40 changed to MP40.
- GrenadeAllies renamed to Hand Grenade.
- GrenadeAxis renamed to Stick Grenade.
- Bar 1918 changed to BAR 1918
- Mp 18 changed to MP18
- StG 44 changed to StG-44.
- Thompson changed to M1A1 Thompson.
- Panzershreck renamed to RPzB 43.
- Walther P38 changed to P38.
- Bazooka changed to M1A1 Bazooka.
- Colt renamed to M1911A1.
- Johnson LMG renamed to M1941 LMG.

- AichiVal renamed to Aichi D3A.
- SBD changed to SBD-1.
- SBD-T changed to SBD-2.
- Chi-Ha renamed to Type 97 Chi-Ha.
- AchiVal-T renamed to Aichi-T D3A.
- Corsair renamed to F4U Corsair.
- Mustang renamed to P-51 Mustang.
- Stuka renamed to Ju 87 Stuka.
- Yak9 changed to Yak-9.
- Zero renamed to A6M Zero.
- B17 renamed to B-17G-30-DL.
- Ilyushin renamed to IL-2 Sturmovik.

- Tiger changed to Tiger I.
- Wespe renamed to SdKfz 124 Wespe.
- PanzerIV changed to Panzer IV.
- Hanomag renamed to SdKfz 251.
- M10 renamed to M10 Wolverine.
- Priest changed to M7 Priest.
- Sherman changed to M4 Sherman.
- Katyusha renamed to BM-13 Katyusha.
- Sexton renamed to 25pdr Sexton.
- Ho-ha renamed to Type 1 Ho-Ha.

- flak38 changed to FlaK 38.
- AA_Allies renamed to AA Gun.
- Browning renamed to M2 Browning.
- MG 42 changed to MG42.

- PrinceOW renamed to Prince of Wales.
- Lcvp changed to LCVP.
- Fletcher renamed to Fletcher-class Destroyer.

- "Allies captured the control point" changed to "Allied Forces have captured this position!"
- "Axis captured the control point" changed to "Axis Forces have taken this position!"








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bobthedinosaur
post Mar 28 2015, 10:04 PM
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dang Dnamro, you've been productive. Good job.

can this ai enhancment be applied to other mods?

This post has been edited by bobthedinosaur: Mar 28 2015, 10:05 PM


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Death_EnForcer
post Mar 29 2015, 12:36 AM
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QUOTE (bobthedinosaur @ Mar 28 2015, 11:04 PM) *
dang Dnamro, you've been productive. Good job.

can this ai enhancment be applied to other mods?

Nice job Dnamro..... Thinking like Bob, ,,, Yeah, this would be great in DC and it's offsprings.
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Dnamro
post Mar 29 2015, 08:11 AM
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This is mostly Grenademan's work from his AIE42 mod. He used Realplayer as the start of his mod and then went on from there. But, he left out the AI from multiplayer DICE maps that had been created by the BFSP community. So, I just combined his mod improvements with the AI support for the rest of the DICE maps. The previous version of Realplayer was a WIP that I had on my hard drive when Filefront dropped it. There were plenty of other mods that used the Realplayer improvements to include BF42, so I did not see a reason to clean it up and release a new version. I would just direct people to the other mods. However I when found AIE42 on my hard drive that is when it came to me to use his mod to update Realplayer. I have not heard from Grenademan in a long time, but I am sure he would like to know that his work is being continued on. The advantage of Realplayer over other mods is that it's a small mod for those that want to enjoy BF1942 with the best possible singleplayer support.

As far as adding support for other mods, that would involve some work integrating the changes without interfering with the existing mod functionality.

On the other hand any BF1942 maps can be added to mod just by extracting and repacking the map with the MDT tools to change this line in the map's menu\init.con file as:

game.setMapId "Realplayer"

Now, as far as possible future improvements, the subs and PT boats could be made to fire torpedoes. For another mod, I set up subs with deck guns and enabled the bots to use the subs. As long as I did not have them try to submerge the subs it worked fine and the bots could fire the torps. It's just a matter of having time to make the changes and considering that subs don't play a big role in the game, it did not seem like it was worth the effort.

Also, it would be good to make the maps from the expansion packs (Road to Rome and Secret Weapons) enabled for realplayer as part of the mod available as a separate download. They are no longer sold or supported by EA but can only be found in then BF1942 collection from a game resellers to include Amazon. Now that would be fun to be able to play all the expansion pack maps in Realplayer.


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ridgeraiser
post Mar 29 2015, 04:53 PM
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QUOTE (Dnamro @ Mar 29 2015, 08:11 AM) *
This is mostly Grenademan's work from his AIE42 mod. He used Realplayer as the start of his mod and then went on from there. But, he left out the AI from multiplayer DICE maps that had been created by the BFSP community.......................


Thank you DNAMRO, i will supportthis news. Thanks for this huge feedback. That helps to present a good news.:-)


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Kastro FEB
post Jun 1 2015, 07:02 AM
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QUOTE (Dnamro @ Mar 28 2015, 10:31 PM) *
After many years and several requests, I have finally updated Realplayer AI enhancement mod for BF1942.

http://www.battlefieldsingleplayer.com/dna...v2_MAR_2015.zip

Copy the file to your hard drive, unzip it and then set it up in your Battlefield 1942\mods folder as mods\Realplayer.

not mods\Realplayer\Realplayer

I have combined Grenademan's AI enhancement mod with singleplayer support for all standard BF1942 maps.

I will do an installer when I get a chance. This way, it can be installed on other than windows systems.

If you want to disable targeting corsshairs, the files and instructions are in the readme.

Grenademan Changes incorporated into Realplayer:

VEHICLE AI:
- Bots now fire the Katyusha missiles more often.
- Bots are more aggressive and accurate on machineguns.
- Bots use the Defgun more effectively.
- Bots bail out of badly damaged land vehicles more often.
- Bots in aircraft engage ground targets more frequently and more accurately.
- Bots are more accurate when firing tank's main guns.
- Bots fire the tank coaxial machinegun and the main gun at infantry evenly.
- Bots now use certain tanks better than they did before.
- Bots in anti-aircraft guns use them better now.
- Bots will now fire certain handweapons at enemy aircraft.
- Bots in landing craft will no longer switch to a passenger position when they are threatened, and instead will take the driver position or the gunner position.

INFANTRY AI:
- Bots use knives against infantry.
- Bots use landmines against tanks.
- Bots use binoculars to call for artillery against armoured targets.
- Bots no longer fire anti tank weapons at infantry.
- Bots will sometimes throw grenades at enemy infantry.
- Bots no longer throw grenades at tanks or light vehicles.
- Bots will choose what weapon to use against targets more sensibly.
- Bots will shoot at lightly armoured targets with their hand weapons, such as jeeps.

GLOBAL AI:
- Bot aggression has been greatly increased.
- Bots engage targets more realisticly and have an increase in accuracy.
- Bots fire infantry and vehicle weapons further.
- Improved many AI properties for infantry and vehicles.
- Bots no longer horde a particular kit.

OTHER:

- 3rd person soldier view activated.
- Enabled tracers for all infantry weapons except pistols, shotguns and the K98 rifle grenade.
- Tweaked the recoil for each infantry weapon.
- Made all infantry weapons more powerful against other infantry.
- Soldiers will drown if they are in water for around 30 seconds.
- Tank shells no longer arc and now travel at higher speeds.
- Bazooka and Panzershreck rockets no longer arc and now travel at higher speeds.
- Greatly decreased the power and radius of hand grenades.
- Grenades are no longer effective against tanks.
- Infantry bodies will remain longer.
- Tank, Destroyer, Aircraft carrier and Battleship vehicle wrecks will remain for a lot longer.

WEAPONS:

- Extra magazines added to: BAR1918, DP, K98, M1 Garand, NO4, STG44, Thompson, Type 5, Colt, Walther and the T99.
- Removed the Expack from all engineer kits.
- DP now has 49 rounds per magazine.
- British, US Army, and Canadian anti-tank kits get the Thompson submachinegun.
- German anti-tank kits get the MP40.
- Desert German anti-tank kits get the STG44.
- Japanese anti-tank kit gets the Type 5.
- The Japanese medic kit gets a Type 5 instead of the MP18.
- The Russian anti-tank kit gets the No 4.
- The US Marine anti-tank and US Army engineers get the M1 garand instead of the No 4.
- Landmine now last a bit longer after being placed down.

VEHICLES:

- M10 health increased to 160.
- Panzer health increased to 120.
- Priest health increased to 70.
- Sherman health increased to 110.
- T34/85 health increased to 120.
- T34 health increased to 160.
- Tiger health increased to 175.
- Wespe health increased to 60.
- Did a major clean up on all BF1942 (and expansion packs) vehicle codes to make them more effecient for bot use.

NAMES:

- K98 renamed to Kar98k.
- Mp40 changed to MP40.
- GrenadeAllies renamed to Hand Grenade.
- GrenadeAxis renamed to Stick Grenade.
- Bar 1918 changed to BAR 1918
- Mp 18 changed to MP18
- StG 44 changed to StG-44.
- Thompson changed to M1A1 Thompson.
- Panzershreck renamed to RPzB 43.
- Walther P38 changed to P38.
- Bazooka changed to M1A1 Bazooka.
- Colt renamed to M1911A1.
- Johnson LMG renamed to M1941 LMG.

- AichiVal renamed to Aichi D3A.
- SBD changed to SBD-1.
- SBD-T changed to SBD-2.
- Chi-Ha renamed to Type 97 Chi-Ha.
- AchiVal-T renamed to Aichi-T D3A.
- Corsair renamed to F4U Corsair.
- Mustang renamed to P-51 Mustang.
- Stuka renamed to Ju 87 Stuka.
- Yak9 changed to Yak-9.
- Zero renamed to A6M Zero.
- B17 renamed to B-17G-30-DL.
- Ilyushin renamed to IL-2 Sturmovik.

- Tiger changed to Tiger I.
- Wespe renamed to SdKfz 124 Wespe.
- PanzerIV changed to Panzer IV.
- Hanomag renamed to SdKfz 251.
- M10 renamed to M10 Wolverine.
- Priest changed to M7 Priest.
- Sherman changed to M4 Sherman.
- Katyusha renamed to BM-13 Katyusha.
- Sexton renamed to 25pdr Sexton.
- Ho-ha renamed to Type 1 Ho-Ha.

- flak38 changed to FlaK 38.
- AA_Allies renamed to AA Gun.
- Browning renamed to M2 Browning.
- MG 42 changed to MG42.

- PrinceOW renamed to Prince of Wales.
- Lcvp changed to LCVP.
- Fletcher renamed to Fletcher-class Destroyer.

- "Allies captured the control point" changed to "Allied Forces have captured this position!"
- "Axis captured the control point" changed to "Axis Forces have taken this position!"


Thanks for Mod I love playing Battlefield in SP.
I would like to ask for a list of battlefeild maps in 1942 where you worked in any way, especially in AI.
smile.gif

Obrigado pelo Mod eu adoro jogar Battlefield em SP.
Gostaria de pedir uma lista de mapas de battlefeild 1942 onde vocÍ trabalhou de alguma forma, principalmente na AI.
smile.gif
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ridgeraiser
post Jun 24 2015, 11:25 AM
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QUOTE (Kastro FEB @ Jun 1 2015, 07:02 AM) *
Thanks for Mod I love playing Battlefield in SP.
I would like to ask for a list of battlefeild maps in 1942 where you worked in any way, especially in AI.
smile.gif

Obrigado pelo Mod eu adoro jogar Battlefield em SP.
Gostaria de pedir uma lista de mapas de battlefeild 1942 onde vocÍ trabalhou de alguma forma, principalmente na AI.
smile.gif


There are a lot of new Battlefield 1942 news what i have made for you. biggrin.gif
There is a special, you can translate it via Google in your language and have fun.

Please check this BF 1942 News Blog: click


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ridgeraiser
post Oct 3 2015, 03:54 PM
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Yesterday we have play the "Eve of Destruction 2.51" Mod monthly Charlie don't Surf Event.
We were 20 People on the Server, we had a lot of fun.
We have made movies to this Event.

Quang Tri City
https://www.youtube.com/watch?v=pnnVbKEW2c8

Platoon
https://www.youtube.com/watch?v=f1WNKteorVY

HueImperial Palace
https://www.youtube.com/watch?v=_GRvWn9hCOo

Operation Flaming Dart:
https://www.youtube.com/watch?v=Nr9kuEFBntA

Camp Pleiku
https://www.youtube.com/watch?v=qtZk6Itw2ew


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cheese chisel
post Oct 3 2015, 06:52 PM
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I like those statics a lot - especially the crane - any chance that works with BF2? biggrin.gif

This post has been edited by cheese chisel: Oct 3 2015, 06:54 PM


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MasterChiefRulZ
post Oct 3 2015, 07:26 PM
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QUOTE
I like those statics a lot - especially the crane - any chance that works with BF2?

People have ported backwards BF2 to BF1942, don't see why it wouldn't. There were a lot of great enterable building statics too in BF42.


If you happen to port any of those statics to BF2, be sure to share with the community. wink.gif


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Kastro FEB
post Feb 9 2016, 09:30 AM
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QUOTE (Dnamro @ Mar 29 2015, 09:11 AM) *
This is mostly Grenademan's work from his AIE42 mod. He used Realplayer as the start of his mod and then went on from there. But, he left out the AI from multiplayer DICE maps that had been created by the BFSP community. So, I just combined his mod improvements with the AI support for the rest of the DICE maps. The previous version of Realplayer was a WIP that I had on my hard drive when Filefront dropped it. There were plenty of other mods that used the Realplayer improvements to include BF42, so I did not see a reason to clean it up and release a new version. I would just direct people to the other mods. However I when found AIE42 on my hard drive that is when it came to me to use his mod to update Realplayer. I have not heard from Grenademan in a long time, but I am sure he would like to know that his work is being continued on. The advantage of Realplayer over other mods is that it's a small mod for those that want to enjoy BF1942 with the best possible singleplayer support.

As far as adding support for other mods, that would involve some work integrating the changes without interfering with the existing mod functionality.

On the other hand any BF1942 maps can be added to mod just by extracting and repacking the map with the MDT tools to change this line in the map's menu\init.con file as:

game.setMapId "Realplayer"

Now, as far as possible future improvements, the subs and PT boats could be made to fire torpedoes. For another mod, I set up subs with deck guns and enabled the bots to use the subs. As long as I did not have them try to submerge the subs it worked fine and the bots could fire the torps. It's just a matter of having time to make the changes and considering that subs don't play a big role in the game, it did not seem like it was worth the effort.

Also, it would be good to make the maps from the expansion packs (Road to Rome and Secret Weapons) enabled for realplayer as part of the mod available as a separate download. They are no longer sold or supported by EA but can only be found in then BF1942 collection from a game resellers to include Amazon. Now that would be fun to be able to play all the expansion pack maps in Realplayer.


put other maps to work with the mod?
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