Search found 645 matches

by Senshi
Mon Mar 18, 2013 9:05 am
Forum: 1942 Modding Discussion
Topic: [SSM] Repacking modded Midway
Replies: 22
Views: 36814

Re: [SSM] Repacking modded Midway

To truly test online functionality, you need to start a dedicated server locally and then connect to it with your game. This is as close as possible to a real online server environment, at least the networking works all the same. Should be a specific .exe for that in your game folder.
by Senshi
Sun Mar 17, 2013 10:06 am
Forum: 1942 Modding Discussion
Topic: [SSM] Repacking modded Midway
Replies: 22
Views: 36814

Re: [SSM] Repacking modded Midway

Glad you found a solution! If the tutorial there sucks ( I agree, it looks very cluttered), feel free to create a new one here in the new forum in the tutorial section :) .
by Senshi
Sat Mar 16, 2013 2:13 am
Forum: 1942 Modding Discussion
Topic: [SSM] Repacking modded Midway
Replies: 22
Views: 36814

Re: [SSM] Repacking modded Midway

If you worked through those tutorials and still have issues, you should have said so. Just saying nothing about your prior experience and work and requesting a "tell me everything" simply is not very effective. I am pissed off a bit, but you just have to try and see it from my view (which ...
by Senshi
Fri Mar 15, 2013 3:59 pm
Forum: 1942 Modding Discussion
Topic: [SSM] Repacking modded Midway
Replies: 22
Views: 36814

Re: [SSM] Repacking modded Midway

Seriously, at least try to search for these kind of things...this has been in our basic tutorials for over five years (upper right, "BASIC TUTORIALS" button):

http://bfmods.com/tutorial7c59.php?page ... oints.html
by Senshi
Thu Mar 14, 2013 9:29 am
Forum: 1942 Modding Discussion
Topic: [SSM] Repacking modded Midway
Replies: 22
Views: 36814

Re: [SSM] Repacking modded Midway

You renamed the .rfa without renaming any of the internal references in the files contained there, I assume. If you want to duplicatea level to a new name, you have to make sure that EVERY path reference in the map files gets changed as well, lest they point to "levels\midway" and not &quo...
by Senshi
Wed Mar 13, 2013 9:12 am
Forum: 1942 Modding Discussion
Topic: Open sights?
Replies: 10
Views: 21489

Re: Open sights?

Way to necro a two year old thread, Bothunter... :roll:
by Senshi
Tue Mar 12, 2013 9:36 am
Forum: 1942 Modding Discussion
Topic: Making a vehicle "store"
Replies: 4
Views: 7274

Re: Making a vehicle "store"

Variables and if else in BF42 are very limited in usability, sadly. They apparently planned to implement them fully, but then noticed that they didn't really need it at all so they didn't invest anything more in it.
by Senshi
Tue Mar 05, 2013 10:10 am
Forum: 1942 Modding Discussion
Topic: BFMDT 2.76 www.bfmods.com Development Thread
Replies: 60
Views: 476347

Re: BFMDT 2.76 www.bfmods.com Developement Thread

@BotHunter: Gmax has probably an entirely different syntax than 3ds Max. Especially Max8-13. I seriously doubt my script set will work at all with GMax, so I can't help there, sorry :/ . You should use the original MDT plugin for GMax. On to the main topic: I had a long talk with Red Hair yesterday,...
by Senshi
Thu Feb 28, 2013 8:54 am
Forum: 1942 Modding Discussion
Topic: BFMDT 2.76 www.bfmods.com Development Thread
Replies: 60
Views: 476347

Re: BFMDT 2.76 www.bfmods.com Developement Thread

Oh right, should have written that I uploaded a new version. However, that version still did have some flaws that I noticed immediately after uploading and tried to fix em (like the horrible position interpretation in Max13 on importing level staticobjects.con. I fiddled quite a bit with it, but did...
by Senshi
Wed Feb 27, 2013 3:13 pm
Forum: 1942 Modding Discussion
Topic: Making a walking mecha?
Replies: 14
Views: 20819

Re: Making a walking mecha?

Follow my vid link, the mod link is in the vid description...

http://battlefield2.filefront.com/file/ ... orld;15131