Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Ok. Just got done "enabling" team switching in Instant battle mode. (or Skirmish mode as it's referred to in the code)
This is a major change to the menu since I had to completely re-organize how the "tabs" are coded in the meme file in order to make it work. So I will probably release a beta for testing once I'm done and satisfied with Operation Harvest. After that I will release the first beta and then continue to work on porting more maps/improving other things in the mod.
Thus far I've done the following:
1. Ported meshes for Eryx and Predator anti tank handwepaons. The original BF242 ones didn't match BF2 very well, so I fixed that. I also fixed the reload animation of the USATP Predator while I was at it. 2. Changed HUD near minimap. See previous posts on details 3. Added some alpha to the top/back black bars in the loading screen. Now the load screen looks nearly identical to the BF2 one. The only thing not matching is a few font colors and the lack of a text status on the bottom indicating which files it's loading while it loads. But that is a engine limitation in BF1942 as you can't really display that information. There's no menu hook for it. 3. Overhaul of the Kit selection menu while in Instant Battle mode (or Skirmish mode). You can now switch teams while in Instant Battle! You no longer need to start a local COOP server for this luxury! BF2 lets you switch teams in this mode, so I saw no reason not to do this. I likely need to redesign the Instant Battle main menu to reflect this fact. 4. Make some tweaks to vehicles. I can't recall exactly which ones right now. 5. Generated a couple new ragdoll animations as I was not satisfied with a couple of them from the original set I made awhile back. The animation when shot in the back while standing was redone and also redid the one for prone. Now the soldier doesn't pop up and do a flip if he dies in prone. It was funny to watch, but I don't think even BF2 did this... 6. Added secondary MedPack that lets you place medpacks on the map like the BF2 version does. 7. Converted claymores to new AP mine triggering system. No longer uses PCOs and death bubbles. 8. Converted a few more gun fire sounds for some of the vehicles to make things more BF2 like. 9. Added supply drop handweapon to most kits. Now you can get a one time supply drop request via a special smoke grenade much like the vehicle drop weapon on the squad kits. I don't plan on placing any ammo boxes/medic lockers since BF2 did not have them (and I removed the ones I did place when I converted the new maps I made from the DesertCombat mod). The Supply drops should be a good compromise for this. 10. Added additional nodes in the Ingame HUD to allow more then 6 weapons on a kit. Mainly to make room for the supply drop handweapon and the secondary medpacks. 11. Moved some other menu elements around to fit the new minimap design. Medic/Ammo status icons moved to bottom left corner with flag capture status icons re-arranged.
I've been doing a ton of changes so I can't even recall all of them at the moment, so those are just the ones I can remember.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Got a new video to show you:
I just finished Operation Harvest. So thus far the mod has 3 maps done. I plan on doing Dalian Plant next. Once that's done I'll do the first public release of the mod. But for now I may do a closed beta of the mod as it is now to make sure there's no major issues.
As you can see in that map, I got the road meshes process figured out so all future maps will have something like this.
I have Cameras in your head!
Shrooms
[ 03:16 ] [ 04 Jun 2014 ]
Guest
Awesome stuff are the euro forces tanks there for testing?
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
None thus far. The maps I have worked with did not have them in the spawner templates. Even if they did it is not likely I would port them at this point as getting new maps in has higher priority.
All that's left to do for this map is make TDM and CTF game modes. I already got bots working on the map. I took the old pathmaps from the old version of this map and edited/improved them to better match this rebuilt version. As you can see the map looks miles better then the original from years back.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Small update. Dalian Plant is done. I'm already working on the next map.
I'm almost done prepping Strike at Karkand for lightmapping. Yep. I've got all the assets for Strike at Karkand ported and am now building this map. It sure was a doozy though. It had over 180+ new assets to port. But a lot of stuff is also used in other maps like Daqing Oilfields which I think will be the final map I do before the first release. So I'm hoping it will shave off a lot of time needed to port some of the other maps post release.
The only part that may be time consuming for this map is the road meshes. This is a close quarters map and the terrain design calls for quite a bit of roads, so I expect to spend a good chunk of time on road work. But seeing how good the roads look in the previous maps thus far, it will be time well spent.
I also finished another new vehicle port. The AA weapons found on the aircraft carrier are now ported and fully functional. Complete with HUD and gun fire sounds. It was something lacking from the old BF242 and now that I had the BF2 meshes for the stationary stinger/TOW weapons ported, it seemed out of place not to have these ported as well. So expect those to be usable in Dalian Plant and all future maps that have the BF2 aircraft carrier.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Indeed. I'm almost done with the lightmaps and already got bots working in the map. Lets just say Karkand with 256 bots is pure insanity! Good luck trying to cap a control point.
Did I mention the bots know how to use the artillery? They use it quite well on this map.