Search found 54 matches
- Tue Jan 10, 2012 1:40 am
- Forum: 1942 Modding Discussion
- Topic: V-1 Targeting
- Replies: 12
- Views: 16845
V-1 Targeting
So, we at dznmods made a V-1 launcher for Battlefield 1942. Here are some pics for shameless self-promo... err... for reference: http://dznmods.tk/images/photoalbum/album_10/launch_t1.jpg http://dznmods.tk/images/photoalbum/album_10/flight_t1.jpg The weapon behaves in a quite realistic manner: it's ...
- Fri Dec 30, 2011 7:58 pm
- Forum: 1942 Modding Discussion
- Topic: Custom Screen Resolution
- Replies: 6
- Views: 8606
Re: Custom Screen Resolution
You probably don't use the "Custom" profile. You have to edit Battlefield 1942\Mods\bf1942\Settings\Profiles\<your profile name>\Video.con You can recognize that you are editing the right file when the numbers say your actual resolution chosen from the options menu, instead of the default ...
- Thu Dec 29, 2011 3:32 pm
- Forum: 1942 Modding Discussion
- Topic: Custom Screen Resolution
- Replies: 6
- Views: 8606
Re: Custom Screen Resolution
The first one is the color depth: 32 gives you more colors, 16 should give you a few more FPS at the cost of image quality. Beware: Changing the second number to invalid values may damage your screen. The second one is the refresh rate. If you have an LCD screen, you should stay with 60, if you have...
- Mon Dec 26, 2011 9:54 pm
- Forum: 1942 Modding Discussion
- Topic: What is the Characteristic of Springs..
- Replies: 2
- Views: 5111
Re: What is the Characteristic of Springs..
As far as I understand it, the homing mechanism is just a spring in a rotationalbundle. The spring rotates (orbits?) very fast around the missile's length axis, forming some kind of cone. In theory, If the spring hits the target, the missile will be turned towards it because of the collision. From m...
- Tue Dec 20, 2011 2:02 am
- Forum: 1942 Modding Discussion
- Topic: obtaining object (pco) locations on a loaded map
- Replies: 3
- Views: 5988
Re: obtaining object (pco) locations on a loaded map
My case was a bit simpler, because my program already knew positions of my objects. You basically want to extract all PCO positions from the memory. The problem is that, after hours and hours of research, I was not able to identify the beginning of the PCO array in the memory. Given that, one could ...
- Tue Dec 20, 2011 12:03 am
- Forum: 1942 Modding Discussion
- Topic: obtaining object (pco) locations on a loaded map
- Replies: 3
- Views: 5988
Re: obtaining object (pco) locations on a loaded map
Hi, Injecting new objects into your game's memory (assuming you are the client) will not work, since your "bogus" data will be overruled by the server. It's a very basic anti-cheating thing. Injecting your data into server's memory though *might* work. I once did something similar, and I e...
- Sun Dec 18, 2011 2:15 pm
- Forum: 1942 Modding Discussion
- Topic: debug modding on the fly ingame
- Replies: 6
- Views: 10253
Re: debug modding on the fly ingame
Hi I've been trying something similar some years ago. The somewhat disappointing thing about multiplay with debug executable is that if you change the game in any meaningful manner (like adding another weapon to a plane, change the round of fire, etc.) then it causes a de-synchronization: all the pl...
- Mon Oct 10, 2011 5:21 pm
- Forum: 1942 Modding Discussion
- Topic: What is the map scale in 1942?
- Replies: 8
- Views: 11144
Re: What is the map scale in 1942?
All measurements are in meters. IIRC, soldiers are 1.5m high, which is quite low, but it somehow made sense for DICE. Also, camera height may not necessarily be on the level with soldier's eyes. I think they set it for whatever felt right. Since in the first person view you are not seeing any part o...
- Sun Oct 02, 2011 7:50 pm
- Forum: 1942 Modding Discussion
- Topic: Map loads slowly
- Replies: 4
- Views: 7250
Re: Map loads slowly
I haven't downloaded the map yet, so here's a wild guess: Maybe you are generating AI pathmaps every time your map loads? What tool did you use to add bots?
- Sun May 01, 2011 11:07 pm
- Forum: 1942 Modding Discussion
- Topic: Disable the item kit
- Replies: 8
- Views: 10220
Re: Disable the item kit
Hmm... use GravityModifier to make it sink slower?