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Re: Battlefield Heroes mod for BF1942...

Posted: Mon Nov 26, 2012 3:42 pm
by Diamondback
Very interesting, will definetly give it a quick check once I have time!

Re: Battlefield Heroes mod for BF1942...

Posted: Tue Nov 27, 2012 1:46 pm
by buschhans
Classical Modder wrote:Very interesting, will definetly give it a quick check once I have time!
Its a good investment in time.
Apache have done a great work.
Im a little bit cry thats the last update v4.0.
Because new trenches Maps released for BF Heroes and they were be not converted for BF 1942.

I like to play the moon map with the Tanks, tanks you cannot move in the original thats one of the special.
And you have on one of the maps a little beauty cannon ship, which you can shoot bombs to the isle and move them here and there.

Re: Battlefield Heroes mod for BF1942...

Posted: Wed Nov 28, 2012 12:47 am
by Apache Thunder
Actually I'm going to release a v4.5 update to celebrate the free release of bf1942 and it will include the latest maps out right now. Fortress Frenzy and Dependent Day (that map that is based on Omaha Beach). Getting A.I working on Dependent Day will be tricky, but the other map shouldn't be to difficult to get working. I've already finished porting all the assets and soon start on the maps themselves.

I'm also planning on some updates to the winter maps and bringing in the cloud system to replace the BIK textured skyboxes used on the rain/snow maps.

wow, hope for new maps

Posted: Mon Dec 03, 2012 6:23 pm
by buschhans
These are super good news. :-) Am curious how that will look new winter map based Omaha. The dynamic cloud system sounds exciting sometimes look to it as a result looks like when it is finished.
Get more maps?

For example:
Lake?
ruin?
smack?
dependant?
heat?

Re: Battlefield Heroes mod for BF1942...

Posted: Tue Dec 04, 2012 3:37 am
by Apache Thunder
Those are the "code names" of the maps in BFH. they don't nessecerily reperesent their actual name since that's defined in the localization file.

So for the ones you listed, they translate to the following:

Lake? = Buccaneer Bay
ruin? + Midnight Mayhem
smack? = Coastal Clash
dependant? = Inland Invasion
heat? = Riverside Rush


The two new maps I'm porting are these:

River = Fortress Frenzy
Dependent_Day = Inland Invasion


I use the localized name of the map when porting them to BF1942 since that's how (most) of BF1942 maps are structured. Also note that the two new maps I'm working on are the only ones that are new since the time I released the last version.

Re: Battlefield Heroes mod for BF1942...

Posted: Tue Dec 11, 2012 5:40 pm
by buschhans
Apache Thunder wrote:Those are the "code names" of the maps in BFH. they don't nessecerily reperesent their actual name since that's defined in the localization file.

So for the ones you listed, they translate to the following:

Lake? = Buccaneer Bay
ruin? + Midnight Mayhem
smack? = Coastal Clash
dependant? = Inland Invasion
heat? = Riverside Rush


The two new maps I'm porting are these:

River = Fortress Frenzy
Dependent_Day = Inland Invasion


I use the localized name of the map when porting them to BF1942 since that's how (most) of BF1942 maps are structured. Also note that the two new maps I'm working on are the only ones that are new since the time I released the last version.
Ok i wait for the next informations and the following update.:-)

Re: Battlefield Heroes mod for BF1942...

Posted: Mon Mar 25, 2013 6:52 pm
by buschhans
Did you have some new facts or material like a movie or pictures about the work?

Re: Battlefield Heroes mod for BF1942...

Posted: Wed Mar 27, 2013 7:55 am
by Apache Thunder
I've finished adding a few small things. I might put something together tomorrow for a short video. ;)

Re: Battlefield Heroes mod for BF1942...

Posted: Wed Mar 27, 2013 9:46 pm
by Vilespring
I looked around a bit and saw you couldn't add the destructible tire on the back of the willy without problems. I woke up the next day with the dumbest idea.
Make the tire a PCO. I thought that it would just need no entrance points, and spawned with a spawner with the "ObjectTemplate.NrOfObjectToSpawn 1" and the "ObjectTemplate.holdObject 1." Very dumb, yes, but it should work, since the Ratte in secret weapons uses that idea for the gun ports.

Re: Battlefield Heroes mod for BF1942...

Posted: Thu Mar 28, 2013 3:17 am
by buschhans
I like this picture, that makes me happy for the day.:)
Image

I will check tomorrow or when you have time for upload is.:)
If we have enough stuff we can give it to moddb or bfgames for example?:)