Search found 1163 matches

by Apache Thunder
Wed Mar 17, 2021 4:52 am
Forum: 1942 Modding Discussion
Topic: Counter Clockwise Rotational Bundles?
Replies: 2
Views: 7477

Re: Counter Clockwise Rotational Bundles?

I don't recall such a limitation with rotational bundles. I think the issue is you are using negative values for too many things. Try using positive values for everything except the setContinousRotationSpeed. For non continuous rotation objects it's usually the setAcceleration that you use a negativ...
by Apache Thunder
Thu Apr 30, 2020 6:20 am
Forum: 1942 Modding Discussion
Topic: Unlimited objects in Battlecraft 1942
Replies: 29
Views: 77311

Re: Unlimited objects in Battlecraft 1942

Oh nice. The object limitation was a major problem with this program. I wonder if it still has a breaking point though. I bet if I tried to load one of my Battlefield Heroes'42 maps in it, it will still crash and burn. Some maps have 30,000+ grass objects I setup to replicate the undergrowth in the ...
by Apache Thunder
Thu Apr 30, 2020 6:17 am
Forum: 1942 Modding Discussion
Topic: Some interesting things achieved with c_CGStaticObjects
Replies: 15
Views: 28821

Re: Some interesting things achieved with c_CGStaticObjects

The CTF flag behavior is probably a hard coded thing. Not sure it can be controls via normal means. :(
by Apache Thunder
Sat Apr 18, 2020 1:43 am
Forum: 1942 Modding Discussion
Topic: Some interesting things achieved with c_CGStaticObjects
Replies: 15
Views: 28821

Re: Some interesting things achieved with c_CGStaticObjects

The CTF flags are probably auto spawning on the terrain and don't have any kind of mobility or collision physics like the normal objects in the game. So no surprise that wouldn't work in this case.
by Apache Thunder
Mon Jun 10, 2019 6:02 am
Forum: Battlefield Heroes'42
Topic: Battlefield Heroes mod for BF1942...
Replies: 220
Views: 561417

Re: Battlefield Heroes mod for BF1942...

I think that last download link (the one that still works is the 5.2 version. The older one was posted on my original mega account which was since been pulled so all the links I had that used it were removed. Knowing this, I'm pretty sure the working link is 5.2 since that was the last version I wor...
by Apache Thunder
Fri Feb 08, 2019 7:19 pm
Forum: Mod Downloads
Topic: Raised Fist v0.6 Full + 0.61 Patches
Replies: 28
Views: 143592

Re: Raised Fist v0.6 Full + 0.61 Patches

Ok got around to testing it myself. It seems it's not the active command that's the real issue here. It's the debug command you found. That's the one that doesn't stick. The pose positions do stick even with active command and even after soldier dies and respawns. But the game command seems to be th...
by Apache Thunder
Fri Feb 08, 2019 6:51 pm
Forum: Mod Downloads
Topic: Raised Fist v0.6 Full + 0.61 Patches
Replies: 28
Views: 143592

Re: Raised Fist v0.6 Full + 0.61 Patches

Hmm interesting. have you tried applying the third person code directly to the soldier objects instead of using active command? Active command is typically used for server side mods and stuff and that's probably why it's resetting everytime a player dies. Unless those Camera Pose commands impact fir...
by Apache Thunder
Mon Jan 21, 2019 2:00 am
Forum: Mod Downloads
Topic: Raised Fist v0.6 Full + 0.61 Patches
Replies: 28
Views: 143592

Re: Raised Fist v0.6 Full + 0.61 Patches

How does the third person view thing work? Are the bullets still shooting from the soldier or do they originate from the new camera position? If it's usable enough I may add it to my BFH'42 mod at some point. :D
by Apache Thunder
Fri Apr 06, 2018 3:00 pm
Forum: Battlefield Heroes'42
Topic: Battlefield Heroes mod for BF1942...
Replies: 220
Views: 561417

Re: Battlefield Heroes mod for BF1942...

Finally got around to uploaded the "standalone" version of Battlefield Heroes'42. (also my original mega account was nuked so any mega links I had to the last version no longer worked) This will probably be the final build of the mod: https://mega.nz/#!qChRSbBS!JerXvxBV_GtUv1KUCSMrrduvkoMc...
by Apache Thunder
Fri Aug 18, 2017 4:59 am
Forum: Mod Downloads
Topic: Raised Fist v0.6 Full + 0.61 Patches
Replies: 28
Views: 143592

Re: Raised Fist v0.6 Full + 0.61 Patches

Yeah converting to DDS will reduce lag a LOT. Especially on lower end machines. But it may be tricky to do. I recall that to do it right I had to convert them from greyscale TGAs to 256 color indexed and use the provided palette file. (else the map would lose some of the lighting color the palette g...