The main reason I decided to pick this mod back up again, is because I FINALLY found out how to merge the load screen with the Ready screen! Something the previous developer (Sting was responsible for most of the menu changes to this mod) had failed to do. I also got rid of the "white boxes" that appear on the loading screen until the map finishes loading. The team flags that used to appear on the loading screen will instead be displayed on the ready screen.
The simplest way I can explain this is that I "copied" the load screen and make it the new "Ready Screen". The screen you see immediately after the load screen vanishes. However now, I've removed all the original Ready Screen elements except for the Ready button (since had I removed that, you would be stuck on the ready screen forever. ), and replaced it with the load screen minus the loading bar.
They are still separate menu elements but I've disabled the "transitions" that cause the load screen to fade out and the ready screen to fade in. Technically the transitions are still there. I couldn't outright remove them since when I did, the Ready button stopped working and the would be stuck on the ready screen forever. However I found the float values that define the "time" it takes for the transitions to occur and simply set them to zero. I've also removed some unneeded cull nodes in my load screen duplicate and removed a few effect nodes that related to the alpha fading. So now it instantly transitions to the new ready screen with no noticeable effect to the end user. This is because the ready screen is now an exact replica of the load screen (code wise). Since the ready screen contained pretty much all the same information that Sting already added to the load screen, I just had to copy and paste the load screen nodes into the new ready screen split node. I've also added some new text and renamed the Ready button to "Join Game".
Another improvement is to the load screen it self. I solved the white boxes issue and altered how the load screen is presented. Instead of there being the static background with the minimap being the only thing that changes per map, I've altered the lay out so that the "background" that appears behind the frame is part of the same texture file as the minimap. I redid the loading screen frame so it has some alpha so that the new load screen image can appear behind it. The only part not obscured by the top loading frame will be the minimap of coarse. I saved a template of the new layout to a GIMP xcf file so that I have all the layers in the right place when I build new loading screens for new maps. So not only does the loading screen look better, I've added the "background" image that BF2 uses for each map so the background can be unique per map as well as the minimap that is shown. So overall big improvement.
As result of removing most of the old DC static objects and other non BF2 assets. The old maps WILL NOT be compatible with the new version of this mod. Due to this, I've changed the mod id from "BF242" to "BF2". The lexicon still has it localized as Battlefield 242 however. I may change the name of the mod if there is some good name suggestions. But Battlefield 242 must be part of the new name.
Ok here's a video:
I'll post more as I get stuff into the mod. There won't be a release until I get one or two additional maps into the mod. The booster pack maps don't count. I'll wait until I get some vanilla maps in before I get it released.
I haven't decided on the final name this new mod will have, so I'll just go with that.
EDIT:
Been too busy with other things right now so haven't worked on BF242 mod in nearly a month. However I did finish Strike at Karkand and tied up all the loose ends in the mod, so there's nothing incomplete in it that I know of. So I went ahead and uploaded it as it stands now. It's only got 4 or 5 maps I think, but they look really good, so have fun!
Client Archive:
BF242_Redux_v1_client.rar
Server Archive (only for use on remote dedicated servers):
BF242_Redux_v1_ServerFiles.rar
Snippet of ReadMe file:
This mod features the following maps:
Dalian Plant
Midnight Sun
Operation Harvest
Operation Road Rage
Strike at Karkand
Features:
1. Commander UAV trailer for commander assets similar to BF2.
2. Full Bot support on all available maps.
3. Fixed more bugs that were present in original BF242 mod.
4. Stripped out unused assets. Old BF242 maps will NOT be compatible with this mod!
5. Ported new stationary weapons from BF2. Stationary TOW and Stinger weapons replace the old ones.
6. Wasp Carrier object (present on Dalian Plant) now have the Anti-Aircraft minigun and missle launchers present in BF2.
7. All maps now use DDS DXT1c format textures for lightmaps. This should improve game performance on low end graphics hardware.
8. Revamp of main menu to look more like BF2.
9. Rebuilt loading screen. Now looks more like BF2.
10.Replaced the "Ready" screen at the map's round start with a copy the loading screen. There is now no transition from the load screen
and the ready screen so it's even more like BF2's load screen system.
11.Menu mods to singleplayer menu enable more then 64 bots in Instant Battle mode.
No EXE hack required! Just set the slider to something above 400% to get more bots! (exe hack still required for more bots in multiplayer)
12.Replaced meshes on Anti-Tank handweapons. Now use the BF2 weapons with matching shell ejection effects.
13.Replaced all dropped kit geometries with those from BF2.
14.Mod uses Ragdoll animations. A couple animations were redone just for this mod.
15.Maps have CTF game mode. However note that currently the capture radio prompts are all in English currently as BF2 doesn't have them
localized in the MEC/China languages.
16.Made changes to ingame HUD including the ability to have more then 6 handweapons on a kit and a revamped minimap area.
17.Many other improvements/additions I can't recall at the time of writing this document.