Raised Fist v0.6 Full + 0.61 Patches

Full Game Conversions and Custom maps
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buschhans
Posts: 339
Joined: Wed Jul 18, 2012 12:50 pm

Re: Raised Fist v0.6 Full + 0.61 Patches

Post by buschhans »

Diamondback wrote:Download files for Raised Fist Tournament Edition are now up:

rfte v0.61 Installer (EXE)

rfte v0.61 (ZIP file)

12 spots left.
Is that the only files we need to play?:)

Came there a tournement for the coming autumn?
If do you like the BF 1942 Mods or search a Download please visit: http://hg-clan.blogspot.de/
BeJimmielem

CSM Raised Fist v0 6 Full 0 61 Patches

Post by BeJimmielem »

i gotten to the part where the miao leader kills me, the game just crashes after that, is there anyway to fix this problem? please help and thanx
Diamondback
Posts: 608
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
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Re: Raised Fist v0.6 Full + 0.61 Patches

Post by Diamondback »

buschhans wrote:
Diamondback wrote:Download files for Raised Fist Tournament Edition are now up:

rfte v0.61 Installer (EXE)

rfte v0.61 (ZIP file)

12 spots left.
Is that the only files we need to play?:)

Came there a tournement for the coming autumn?
Correct, these were the only files needed to play in the tournament. Here is a video of the event that occured: https://www.youtube.com/watch?v=EPG5bDqenlk&

@Apache Thunder: To fix the camera position issue with the game.debugShowFullSoldier command, a simple if/else conditional statement does the trick:

Code: Select all

game.debugShowFullSoldier 1

Var v_cam
game.debugShowFullSoldier v_cam

if v_cam == 1

ObjectTemplate.Active USSoldier
ObjectTemplate.SetPoseCameraPos c_BfSoldierStanding 0/1.4/-4.40
ObjectTemplate.SetPoseCameraPos c_BfSoldierCrouching 0/0.87/-4.40
rem Proning is disabled in my mod, but delete this line and unrem the next if its not disabled in this mod
rem ObjectTemplate.SetPoseCameraPos c_BfSoldierLying 0/1.63/-4.40

else
'
ObjectTemplate.Active USSoldier
rem Vanilla cam positions for first person
ObjectTemplate.SetPoseCameraPos c_BfSoldierStanding 0/0.65/0
ObjectTemplate.SetPoseCameraPos c_BfSoldierCrouching 0/0.12/0
rem ObjectTemplate.SetPoseCameraPos c_BfSoldierLying 0/-0.7/0

endIf
Tie the above script to any key. When your soldier respawns, the third person view will still be disabled but the camera positions will be the correct ones for the first-person view, not the third-person cam views. Hope this works as I haven't tested it myself, but it should.
See my Strasbourg map project here.
Diamondback
Posts: 608
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
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Re: Raised Fist v0.6 Full + 0.61 Patches

Post by Diamondback »

Hello all, here is a little update on the mod, courtesy of ziba128. This underground bunker model will be used in a map called rf_frostbite. The model is now finished.

The texturing and lightmapping of the model was done by ziba128, the mesh itself was made by reegad but was left untextured. Ziba also added some nice lamps on the ceiling of the bunker, these are really neat and add a nice cinematic atmosphere inside the bunker. My hats off to him for making this bunker come alive and making it look so good. Thanks ziba!

Here is a short walkthrough video made by ziba128 that shows what the inside of the bunker looks like:

https://youtu.be/SmQ7yFKtPFs
See my Strasbourg map project here.
Diamondback
Posts: 608
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
Contact:

Re: Raised Fist v0.6 Full + 0.61 Patches

Post by Diamondback »

The current progress of rf_frostbite. Most static objects have been placed (this includes the underground bunker), the heightmap is mostly done.

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I have to ask permission to use these railway crossing signals in a public map as they are from FH. Hopefully the FH devs let me use them ;).
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A sneak peek of the underground bunker :)
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Jim2102 also made a new version of rf_pitch_black, this new version includes some pretty nice weather effects:
https://www.youtube.com/watch?v=gwGvSGSFvIg
See my Strasbourg map project here.
User avatar
buschhans
Posts: 339
Joined: Wed Jul 18, 2012 12:50 pm

Re: Raised Fist v0.6 Full + 0.61 Patches

Post by buschhans »

You can ask „Grabbi or Kampfsau“ from the pixel-fighter Group. They have the permission to FH development.
If do you like the BF 1942 Mods or search a Download please visit: http://hg-clan.blogspot.de/
Diamondback
Posts: 608
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
Contact:

Re: Raised Fist v0.6 Full + 0.61 Patches

Post by Diamondback »

See my Strasbourg map project here.
Diamondback
Posts: 608
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
Contact:

Re: Raised Fist v0.6 Full + 0.61 Patches

Post by Diamondback »

A preliminary version of rf_frosbite is now finished, here are some pics:

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The map is far from finished but I would like to host an event on it soon, possibly. The skybox isn't finished and there are a few things I'd like to improve here and there, but here it is.

For anyone that would like to test the map out, I will provide the download link in this post. I have made a special Infiltration game mode where the Allied side has to retrieve a briefcase from a location on the map and bring it to the extraction point, marked by a red X. The Allied side has 15 minutes to find the briefcase and bring it to the extraction point. The Axis side has to defend the briefcase and make sure it does not reach the extraction point.

Installation is simple, simply unzip the file to anywhere you like. The raised_fist and rf_infiltration folders must be placed together in your Mods folder, located by default @ C:\Program Files (x86)\EA GAMES\Battlefield 1942\Mods for Windows XP and up users. The rf_infiltration mod must be selected to activate the special game mode (Mods > rf_infiltration).

The map and the special game mode have not been tested online yet. If anyone wants to test the map out I can provide the server files for it. Please test the map and report any bugs here. Thanks.

Note: the map has a lot of assets from the Secret Weapons expansion, so SW fans are going to like it. Also, please be advised that the download link to the map might change shortly as I am waiting for the Immersed map from Jim2102.

Download link: http://www.mediafire.com/file/h3n6y44ap ... a.zip/file

Many thanks to ziba128, Jim2102 and reegad for helping me work on the map either by developping the map itself or helping create new models for it.
See my Strasbourg map project here.
Diamondback
Posts: 608
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
Contact:

Re: Raised Fist v0.6 Full + 0.61 Patches

Post by Diamondback »

See my Strasbourg map project here.
Diamondback
Posts: 608
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
Contact:

Re: Raised Fist v0.6 Full + 0.61 Patches

Post by Diamondback »

Apache Thunder wrote: Fri Feb 08, 2019 7:19 pm 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 the one that's temperary. What you could do is tie the script to the camera change key? That would be stop gab measure to use. Someone could try patching the EXE to always default with that command set to true instead of false for each new soldier spawn.

Oh also the projectiles do appear to originate from camera crosshair and not soldier. I noticed this when firing large projectiles like RPG and the Keg in my BFH'42 mod. ;)

Oh and for the C key binding to work you'd probably have to disable all camera switch modes for the soldier camera object. The command doesn't work if you used it while already in a third person view or one of the other views. Seems to be specific to first person view.
You are correct about the position of the projectiles. Would there be any way to make them originate from the soldier?
See my Strasbourg map project here.
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