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Search found 480 matches
- Tue Jun 03, 2014 3:27 pm
- Forum: Off Topic
- Topic: random stuff :)
- Replies: 324
- Views: 1681955
Re: random stuff :)
Well that seemed to be a conversation ender. ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Sun Jun 01, 2014 2:13 am
- Forum: 1942 Modding Discussion
- Topic: Area 51 mod bugs
- Replies: 11
- Views: 19916
- Fri May 30, 2014 3:07 pm
- Forum: 1942 Modding Discussion
- Topic: Area 51 mod bugs
- Replies: 11
- Views: 19916
Re: Area 51 mod bugs
Okay. I think I'll post the latest version here, but just not as a actual release. so people can work on it and find bugs ect... Sound good?
- Thu May 29, 2014 6:22 pm
- Forum: 1942 Modding Discussion
- Topic: Area 51 mod bugs
- Replies: 11
- Views: 19916
Re: Area 51 mod bugs
Right now what needs to be done most is maps. Which is what I'm working on. I Also think it would be nice if the tanks had more rate of fire at less damage. ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Wed May 28, 2014 8:08 pm
- Forum: 1942 Modding Discussion
- Topic: Area 51 mod bugs
- Replies: 11
- Views: 19916
Re: Area 52 mod bugs
Thanks!
*Phissst* Vilespring. Its Area51, Not Area52![Laughing :lol:](./images/smilies/icon_lol.gif)
*Phissst* Vilespring. Its Area51, Not Area52
![Laughing :lol:](./images/smilies/icon_lol.gif)
- Wed May 28, 2014 4:07 pm
- Forum: 1942 Modding Discussion
- Topic: Area 51 mod bugs
- Replies: 11
- Views: 19916
Re: Area 52 mod bugs
Hey guys!
Would you all mind posting the most crucial bug in Area51?
Thanks!![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Would you all mind posting the most crucial bug in Area51?
Thanks!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Tue May 27, 2014 12:24 am
- Forum: 1942 Modding Discussion
- Topic: Area 51 mod bugs
- Replies: 11
- Views: 19916
Re: Area 52 mod bugs
Still debugging. Also I need to revise some of the maps. ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
I should be able to work on it tonight.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
I should be able to work on it tonight.
- Mon May 26, 2014 11:00 pm
- Forum: 1942 Modding Discussion
- Topic: battlefield 1942 wake demo
- Replies: 24
- Views: 52233
Re: battlefield 1942 wake demo
Ahh yes. I Hate Win7 for BF.
Is there any chance you could run the mod with the BF debugger? It would be really helpful.![Smile :)](./images/smilies/icon_e_smile.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Is there any chance you could run the mod with the BF debugger? It would be really helpful.
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sun May 25, 2014 4:45 pm
- Forum: Mod Downloads
- Topic: Operation Road Rage (for Desert Combat)
- Replies: 12
- Views: 40197
Re: Operation Road Rage (for Desert Combat)
You always have something up your sleeve ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Sat May 24, 2014 4:23 am
- Forum: Off Topic
- Topic: random stuff :)
- Replies: 324
- Views: 1681955
Re: random stuff :)
@ ERYL. Try this in Rigidchips! // [RCD] Val { AILERON(default=0, min=-30, max=30, step=5) ELEVATOR(default=0, min=-30, max=30, step=5) PROP(default=0, min=-10000, max=500000, step=5000) RUDDER(default=0, min=-30, max=30, step=5) } Key { 0:ELEVATOR(step=5) 1:ELEVATOR(step=-5) 2:AILERON(step=5) 3:AIL...