Video games, etc.
Still alive :) It's been a while haha, I've been tempted to play a few rounds of BFV now and then but getting it running on modern machines is tricky.
It's a shame because on a whim one week I reworked all the weapon handling, plus rebalanced a few maps I wasn't completely happy with (*cough* Breakout) and other stuff that I can't test anymore.
Will you be given the option of manually selecting a mirror if you want to?
Sorry for the lack of updates, been a bit busy. I'm still working on a 0.3 though, with more weapons like the Type 100 SMG, a handheld MG42 and the ability to pistol whip people, more maps, and plenty more tweaks.
When you add a new static object to the 'cached objects' list, under the 'Type' drop-down list select 'VEHICLE_WRECKS'. It should then show a variety of wrecked German and American vehicles you can place. Hope this helps =)
I'm still adding the finishing touches and plan to release it this weekend.
No, it's a complete mod with 11 maps. The zombie one is just me succumbing to popular culture and experimenting with, shall we say, 'unorthodox' modding techniques ;)
Did the crash happen just as you were about to respawn? If so, what kit were you using?
What skills do you feel you'll be able to bring to the mod? Modelers and animators are what we require most.
2 new maps already done, plus the Russian team is almost finished. I'm still waiting for permission to use someone's PPSh model and still looking for a Mosin-Nagant (although the No.4 can stand in until I find one), then once the Russian team is done there's 2 maps waiting for them.
So, next update: 4 maps, a new team (with an all-new weapon, hopefully two), and a few little enhancements that I've been working on.
Next edition currently WIP, now with the Grenadier class (bolt action rifle such as K98 and M1903 Springfield + rifle grenades). If anyone has an Arisaka rifle model that is compatible with BF1942, please let me know, or I'll have to give the Japanese a K98 =P
Thanks for the feedback.
I didn't include custom music because I couldn't find anything suitable and get it to work with the game (.bik converter decided not to behave for some reason).
Regarding spawn times: that's the server settings, completely out of control of a mod. If you're starting a local Coop game, mess around with the spawn times as you see fit.
I'm testing a system for spawning in newer maps a bit like Day of Defeat: Source. You'll start off in a 'safe' area and once you've left it you can't get back in, to stop teams from entering spawn areas.
For more weapons - there are only 3 teams (US, Germans, Japanese) so that's why there's not much to be had. If someone's willing to model a PPSh, PPS43, and Type 100 (and possibly make animations too) the Japanese can have a more complete weapon set and I can get the Russian team ingame too.
Is it crashing when the mod first starts (before you can get into the menus) or when you load a particular map?
Also, what OS are you using?
As much as I'd love to, it's difficult at best to get new, high-quality sounds for the newer weapons. Time constraints and the lack of suitable source material mean I haven't made many good new weapon sounds.
The completed 0.41 version will be released by the end of this year - I'm hoping for the end of this month, actually.
Napalm can be found on a specific variant of the F-4 Phantom, which appears in "BFVA Air" and "Operation Irving".
Hmm :\ when I tried doing that it was always a tiny bit off and never aligned correctly. I couldn't get the MP40 anywhere close, had a bit more success with the K98 and No.4 but never perfected it.
I'm assuming you're playing Coop mode. What maps are you having trouble with, and do they crash on loading or during the game?
Khmer Rouge are on the Cambodian Incursion map and the new Operation Eagle Pull. At the moment the Laotian Guerillas are using the Khmer equipment and icons so there's not much to differentiate them in 0.4 (Odanan made some excellent new icons for the two factions, however).
Gah, I've been trying to do exactly the same thing for ages and came so close...:P
Did you adjust the .ske file in the animations or simply turn the 3D model a few degrees?
The alpha of the next version should be available sometime by the end of next week. Let me know if you'd like to participate and I'll provide you with the necessary files :)