Search found 572 matches

by Diamondback
Sun Jan 29, 2023 6:27 pm
Forum: 1942 Modding Discussion
Topic: Is this possible or is there a patch for this?
Replies: 1
Views: 232

Re: Is this possible or is there a patch for this?

I'm not sure this exists in BF1942. Do you have a code sample to show us what it would look like please?
by Diamondback
Sat Jan 28, 2023 6:56 pm
Forum: 1942 Modding Discussion
Topic: Problem with a custom track object
Replies: 0
Views: 228

Problem with a custom track object

Hi guys, I have a problem with a map which uses the controllable train that exe made. The locomotive and the train wagons keep disconnecting and/or derailing from the railway bridge part of the track, which is a custom track model without the roadbed attached (bridge_rail_m1). The invisible guardrai...
by Diamondback
Wed Jul 13, 2022 4:31 pm
Forum: Modding/Mapping Tutorials
Topic: Versioning your mod/map/patch
Replies: 1
Views: 1092

Versioning your mod/map/patch

A useful resource on how to version your mod project: Semanting Versioning

And here: Best Practices for Versioning a Release
by Diamondback
Tue Jul 12, 2022 2:43 am
Forum: Battlefield 2, 2142 and Vietnam Discussion
Topic: BF Vietnam fall damage freeze
Replies: 0
Views: 2070

BF Vietnam fall damage freeze

In BF Vietnam, when you receive damage from falling from a high surface to the ground, your gun is temporarily disabled. I cannot seem to find a setting to disable this completely, would anyone be able to point me in the right direction please? I've checked in the animations.rfa of BF Vietnam, but n...
by Diamondback
Thu Jan 20, 2022 1:49 pm
Forum: New here?
Topic: Zeuser, the DCX guy is here
Replies: 2
Views: 4921

Re: Zeuser, the DCX guy is here

Hello, nice to have you back!
by Diamondback
Thu Jan 20, 2022 2:40 am
Forum: Completed Work
Topic: a mix of stuff from many mods into 1 dc final map
Replies: 8
Views: 52818

Re: a mix of stuff from many mods into 1 dc final map

Great videos. I like the destroyable buildings. Perhaps adding the dark smoke and fire effects to the wrecks would be nice. One thing I've always wanted to see in DC are correct weapon reload animations for all the hand weapons. I noticed that some hand weapons use the default vanilla BF reload anim...
by Diamondback
Fri Jan 07, 2022 4:12 pm
Forum: 1942 Modding Discussion
Topic: Different minimap based on player or vehicle position
Replies: 0
Views: 4813

Different minimap based on player or vehicle position

In BFV in one of the maps when you go down in the tunnels your minimap changes to a subterranean minimap. This is accomplished by the game checking the player's position: if the position is below a certain Y coordinate (vertical position) at a certain location (X and Z coordinates of inside the tunn...
by Diamondback
Wed Dec 29, 2021 7:06 pm
Forum: Modding/Mapping Tutorials
Topic: Battleclaft ain't working in Windows 10
Replies: 7
Views: 8938

Re: Battleclaft ain't working in Windows 10

I get both of those errors, they are common and don't really affect anything with Battlecraft 42. ED42 is a pain in the ass, it is mainly used for texturing the ground, as it has a really good feature for that. Also no object limit, and a really neat forest tool... other than that, I'd steer toward...
by Diamondback
Wed Dec 29, 2021 6:57 pm
Forum: BF1942 (Vanilla)
Topic: Strasbourg
Replies: 22
Views: 52522

Re: Strasbourg

Hi all! Hope all of you had a Merry Christmas. I updated the Strasbourg map file. It now includes the following changes: - Increased view distance from 400 to 1050 - Increased fog end parameter from 500 to 1000 - Moved the Pak40 spawner from north of West_Bridge CP to north of East_Bridge CP - Locke...
by Diamondback
Wed Dec 29, 2021 6:56 pm
Forum: BF1942 (Vanilla)
Topic: Strasbourg Day 2
Replies: 0
Views: 1349

Strasbourg Day 2

This is a tank conversion map of the latest version of my Strasbourg map. Only tanks, mobile and static artillery, APCs and scouts cars can be found in this map. The Allied side starts with 240 tickets while the Axis start with 200 tickets. All flags are held by the Axis at map start. There are five...