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Battlefield 1942 Mods, Modding Tutorials. Forums and Mod Downloads. • View topic - Gunner's Mod for Battlefield 1942

Gunner's Mod for Battlefield 1942

Full Game Conversions and Custom maps

Gunner's Mod for Battlefield 1942

Postby xxSaboteur » Sun Dec 30, 2018 5:45 am

Yeah, I wrote a description finally...

The point of this mod was to polish the existing game mechanics, and also to add some new ones (which wasn't accomplished in the full scale though). But whatever I've got is here.

Some of the features:
- Stationary guns (AT guns, field guns, howitzers, mortars, ...). *
- Some new vehicles and vehicle classes. *
- Improved armor and projectile characteristics(?). Projectile to armor interaction. In overall the damage system is reworked. *
- New infantry means (AT grenades, rifle grenades, ...)
- Fixed structure hitboxes (all the included maps must run flawless in this regard, with little exception for the large and rare buildings -- church on the Bulge and Market Garden is a known example). -- i'm going to fix the church though, probably in the 1.13 final.
- Improved sighting: range finders, angle measurement (for indirect fire), etc.
- No new maps, but the existing maps are often heavily modified. I can't tell it's flawless though, here and there you might fail to find shadows, because... I'm just unable to add new shadows to the already baked maps (which the official maps are)**, and so on.
* guns and vehicles are listed in the concepts.pdf (the file can found in the mod directory).
** I doubt if I can rebake the whole map, I just don't want to mess with it (TBH). -- No, I will have to repaint all the textures by myself. Why didn't they make the shadows separately? So dumb...

The current version is 1.13a:


I'm sharing the full folder here. There older versions can be found. The one without the version number is probably 1.0...:


Moddb page:


Additional stuff:

Maps what are not in the pack:


Artillery Maps - map previews with the stuff placed on them (can be used for indirect fire). 1 m per pixel.

* Haven't been updated for a long long time...

Screenshots (you can find some additional screenshots throughout the topic though):


Last edited by xxSaboteur on Fri Mar 27, 2020 4:32 am, edited 12 times in total.
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Screenshots

Postby xxSaboteur » Thu Jan 17, 2019 10:46 pm



Last edited by xxSaboteur on Tue Jan 22, 2019 7:55 pm, edited 1 time in total.
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Re: Gunner's Mod for Battlefield 1942

Postby Diamondback » Fri Jan 18, 2019 11:42 pm

What is the mod about? Mind giving us more info, like a change log?
See my Strasbourg map project
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Re: Gunner's Mod for Battlefield 1942

Postby mistamontiel » Mon Jan 21, 2019 12:44 am

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Re: Gunner's Mod for Battlefield 1942

Postby xxSaboteur » Tue Jan 22, 2019 7:44 pm

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Re: Gunner's Mod for Battlefield 1942

Postby xxSaboteur » Tue Jan 22, 2019 7:48 pm

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Re: Gunner's Mod for Battlefield 1942

Postby xxSaboteur » Tue Jan 22, 2019 8:06 pm

I'm sorry for the old screenshots, guys. Dunno what was wrong with them.

One more:
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Re: Gunner's Mod for Battlefield 1942

Postby Diamondback » Wed Jan 23, 2019 4:27 am

Well done Saboteur, it looks like a promising mod, I will be following its development closely. These new tank models look nice, did you make them yourself?
See my Strasbourg map project
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Re: Gunner's Mod for Battlefield 1942

Postby xxSaboteur » Wed Jan 23, 2019 3:00 pm

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Re: Gunner's Mod for Battlefield 1942

Postby xxSaboteur » Wed Jan 30, 2019 2:38 am

All right, I think I have solved the problem. Now I have an installer that copies the entire bf1942 directory into a dedicated folder and then copies the mod over it. Should work. :)

(So I can remove the notice.)

Minor fixes.

I'm also announcing a range of sub-mods for this mod:
- HC mod - more damage for hand fire arms (one shot kill is more than often)
- No tank smoke - as it says, blow up immediately
- Driver's mod - different (more realistic) vehicle handling + tank telescopes (I have troubles though setting up AI for this mod)

Spoilers do not work. (I mean, I wanted to use them...)


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