Warfront 2.0 is a major overhaul to the original BF1942 mod that was released in 2005. New vehicles, new maps, and a redesigned damage system are just a few of the things to be found in this updated version.

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WarFront 2.1 Patch

News

This is a major patch for the WarFront mod, that addresses many of the issues found since last week's release.


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WarFront 2.1 Patch

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This is a major patch for the WarFront mod, that addresses many of the issues found since last week's release. I have fixed everything that was reported, and quite a few things I found during testing, as well as a few things that I wanted to change even before the first release. The mod should be much more playable now :)

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This is a complete list of the changes in this patch:

WarFront v2.1 Changelog
----------------------------------
Added missing minimap icons for vehicles
Anti-Armor class now spawns with a pistol in their kit
Fixed Shotgun projectile code & damage
Fixed GewPzGr40 projectile code, velocity & damage
Fixed Katana projectile code
Adjusted Katana projectile position (increased attack distance) and removed crosshair
Adjusted splash damage material for all vehicles
Added new projectile material for DefGun (8inProjectile)
Fixed DefGun loading issue
Re-modeled Shokaku hull and re-positioned plane spawns to prevent take-off crashes
Re-modeled Zuikaku hull and re-positioned plane spawns to prevent take-off crashes
Re-modeled front sight onType99 for better iron sight view
Adjusted iron sight on Stationary_Type99
Adjusted iron sight on Type99 in Chi-Ha and removed crosshair
Adjusted iron sight on Type99 in Ho-Ha and removed crosshair
Added AmmoBox and MedicBox ammo icons to Ho-Ha
Fixed AmmoBox and MedicBox projectile positions so they won't hit APCs on deploy
Fixed path to MG34 sound
Adjusted iron sight on Stationary_MG34 and removed crosshair
Added Stationary_MG34 vehicle icon
Adjusted iron sight on Stationary_DShK and removed crosshair
Added Stationary_DShK vehicle icon
Changed animation for BerettaM1938 (was using BAR1918 animation, now using MP40 animation)
Fixed sounds on Beretta M1938
Fixed menu name for Italian Elite Paratrooper class (PARATROOPER, ACTIVE PARATROOPS)
Added Breda37 texture
Adjusted iron sight on Stationary_Breda37
Added Stationary_Breda37 vehicle icon
Added Ha-Go wreck mesh and textures
Added Studebaker US-6 wreck mesh (no longer uses Katyusha wreck)
Added Studebaker US-6 textures (no longer uses Katyusha textures)
Fixed path to desert texture for Spitfire
Added correct TZF 9D sight to the Tiger II
New .skn file for Tiger I tracks
Fixed path to missing tower, gunbase, and weapons sounds for several vehicle variants
Tweaked muzzle effects (e_MuzzPanz, e_MuzzPanzSml, e_MuzzArty)
Adjusted muzzle effect position on all land guns
Adjusted projectile position on all land guns
Consolidated variant vehicle weapons to the main vehicle's weapons.con file
Deleted unused or redundant misc. code from several vehicles
Added exhaust and adjusted exhaust positions to all applicable land vehicles
Re-coded Su76Battery so all 3 vehicles fire HE rounds
Fixed path to missing sounds for Su76
Re-modeled Su76 wreck mesh
Fixed Su76 wreck texture
Re-textured BT-7 tracks
Fixed pivot position on M36B2 turret-mounted Browning
Removed coaxial hole texture from M36B2 gunbase texture (vehicle has no coaxial gun)
Adjusted LandMines projectile & damage
Added Hidden Landmine geometry
Fixed path to pacific texture for M3Grant
Added Ki-61 to GuadalCanal map
Fixed bad WillyPatrol spawn on GuadalCanal map
Added SturmTiger to Battle_of_the_Bulge map
Added new Pacific Theater textures for several statics
Added 25mmAA shell ammo icon for Japanese Type99AA gun
Reduced reload time on Type96AA from 3 secs to 1.7secs


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Thanks and enjoy :)

takiwa

Patch Update

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News 4 comments

This is a work-in-progress list of the known bugs and fixes.

Public Release of WarFront v2

Public Release of WarFront v2

News

Today marks the public release of WarFront v2, a mod for Battlefield 1942.

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*** A small update concerning the WarFront release ***

Random Ordnance

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We now have a random generator for the loadouts on several planes :)

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WarFront 2.1 Patch

WarFront 2.1 Patch

Patch

This is a major patch for the WarFront mod, that addresses many of the issues found since last week's release.

WarFront

WarFront

Full Version 2 comments

The public release of the second version of the WarFront mod for Battlefield 1942 has finally arrived!

Comments  (0 - 10 of 45)
Guest
Guest

Do not zoom on guns?It is hard to aim for a zoom without it

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jdoylesapp Creator
jdoylesapp

That feature was a carry-over from the original mod. I was aiming for realism, and of course we can't zoom in real life...but it doesn't work well with bots, because they aren't restricted by zoom for aiming. I was working on iron sights for the guns, with mixed results. If I can't get that implemented in the next release, I will most likely add some zoom back to the hand weapons, although probably not as much as the original game.

Thanks for your feedback :)

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elT34argentino
elT34argentino

your mod is awesome, keep working on it.

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jdoylesapp Creator
jdoylesapp

Thank you :) I should have the patch ready either today or tomorrow...

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elT34argentino
elT34argentino

It would be great if you add some of these weapons: Molotov cocktail, luger p08, panzerfaust,G43, m1 carbine, springfield 1903,breda m35 grenade, webley, svt 40, type 100 smg, satchel charges, tnt.

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jdoylesapp Creator
jdoylesapp

panzerfaust is already in the game, although I believe I only have it on Villers-Bocage atm. I'll add it to more...
Springfield, svt40, and type 100 are on the way :)
Satchel charges and tnt would be kind of redundant, since they do the exact same thing as ExpPacks, but I'll see what I can do.

Thanks for the feedback :)

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MustaschFarmer
MustaschFarmer

Alot of weapons do not function, they do make a sound and play a animation.
The Katana, K98 grenade launcher, A5 Browning shotgun. Also could you give Anti-tank a pistol to defend himself? The bots do nothing against infantry.

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jdoylesapp Creator
jdoylesapp

I hope the patch makes the mod more enjoyable for you :)

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jdoylesapp Creator
jdoylesapp

I have fixed quite a few weapons in the last couple of days, so they will work after the patch is released. And yes, the AT class will get a pistol :)

The Katana, while bigger than a knife, uses the same projectile...which means you have to be close to use it. I will see what I can do to extend the distance of attack.

Thank you very much for the feedback :)

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SGT_HARTSOCK
SGT_HARTSOCK

hey i have a question... how did you added the m1 garand in the us kits? i was trying to do this on my private mod but i couldn't lol

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jdoylesapp Creator
jdoylesapp

It's added through the Kit files in \Objects\Items\USKit. It has to first be a Handweapon with the correct coding and meshes, then you just add it to the kit with an .addTemplate command. You should be able to simply replace aa existing weapon with the M1

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SGT_HARTSOCK
SGT_HARTSOCK

thanks for the reply, yes, i added on the Objects\Kits but when i started a match, the rifle continued to be the no.4 sorry for my english

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jdoylesapp Creator
jdoylesapp

Are you sure the kit you added it to is in the Init.con of the map?

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SGT_HARTSOCK
SGT_HARTSOCK

yeah, i changed both init from the map and from objects.rfa

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jdoylesapp Creator
jdoylesapp

take a look in my files and see if yours match mine...

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