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Hey everybody welcome back to another update! Today we wanted to show off some more of our updated content.

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Hey everybody welcome back to another update! Today we wanted to show off some more of our updated content. You can see some of the updated features in the video today such as weapon blur, sun flare effect, explosion impact craters as well as some newly updated weapon models. Please keep in mind this is from a 2 month old build so tons of stuff has been added and or fixed since then. But without further ado lets get to the gameplay!

Huge thanks goes out to ChrisT|GamingZone for the video!

We also wanted to show off 2 of our newest Pacific fighter planes which are in the form of floatplanes!

This floatplane version of the F4F-3 was developed for use at forward island bases in the Pacific, before the construction of airfields. It was inspired by appearance of the A6M2-N "Rufe", a modification of the Mitsubishi A6M2 "Zeke". BuNo 4038 was modified to become the F4F-3S "Wildcatfish". Twin floats, manufactured by Edo Aircraft Corporation, were fitted. To restore the stability, small auxiliary fins were added to the tailplane. Because this was still insufficient, a ventral fin was added later.

The F4F-3S was first flown 28 February 1943. The weight and drag of the floats reduced the maximum speed to 241 mph (388 km/h). As the performance of the basic F4F-3 was already below that of the Zero, the F4F-3S was clearly of limited usefulness. In any case, the construction of the airfields at forward bases by the "Seabees" was surprisingly quick. Only one was converted.

Next we have the iconic Zero floatplane version known as the Rufe.

The Nakajima A6M2-N (Navy Type 2 Interceptor/Fighter-Bomber) was a single engine, single-crew seaplane based on the Mitsubishi A6M Zero Model 11, Allied reporting name Rufe. In 1941, the Japanese Navy ordered the Nakajima Aircraft Company to build a fighter/seaplane by modifying the Type 0 already in production. The main changes to the Type 0 were the elimination of the landing gear system, adding a large center line float and two small outrigger floats to the wings. Extra fuel was carried in the main float.

The A6M2-N was deployed in 1942, and referred to as the "Suisen 2" ("Hydro fighter type 2"). The function of the aircraft was to support amphibious operations and defend remote bases that had no runways. A6M2-N seaplanes were also effective in harassing American PT boats at night. They were very difficult to detect, even with primitive radar. The large float and wing pontoons of the A6M2-N degraded its performance by about 20%, enough so that the aircraft was not usually a match for even the first generation of Allied fighters. A total of 327 were built, including the original prototype.

In addition to those 2 planes we also have 2 versions of the Douglas A-20 in the form of the American A-20G Havoc, and the British variant called the Boston.

The Douglas DB-7/A-20 Havoc was the most-produced attack bomber during World War II. A total of 7,477 DB-7/A-20s were built, most at Douglas, although 380 were built at the Boeing plant in Seattle, Wash. The Havoc was a mid-wing, twin-engine, three-place medium bomber that earned a reputation for getting its crews home, even when both crew and aircraft suffered crippling blows. It was called the “Boston” when in service with England’s Royal Air Force.

It entered production when, despite official neutrality in 1938, there was little doubt in the United States that the country should support its allies, Britain and France. The French saw the secret bomber project at the Douglas Santa Monica, Calif., facility and ordered the first 107 DB-7s; they were to be delivered to the French Purchasing Commission at Santa Monica starting in October, with deliveries made by ship to Casablanca. The French then ordered another 270 DB-7s. Before the fall of France in June 1940, half had been accepted, but many were still en route. Sixteen had been diverted to Belgium’s Aviation Militaire.

The United Kingdom took over 162 of the DB-7s intended for France as well as Belgium, which also had fallen. By the time the United States entered World War II at the end of 1941, British Havocs and Bostons had already performed well for most of the year against German targets in North Africa and Europe. The U.S. Army Air Corps designated the plane the A-20 Havoc, and it served in every theater of the war.

More than half of the DB-7/A-20s built went into service in other countries, predominantly the Soviet Union. Versions also included the F-3 photoreconnaissance aircraft and the P-70 night fighter.

That's all folks! Until next time!

Comments
roman9441
roman9441

look awesome

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al13326
al13326

As I watched the video, I noticed that the country names was overlapping in team selection UI. It would be better if this will be simplified like "China", "Japan", "USA" etc. before the build's release.

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Anthony817 Author
Anthony817

Oh yes those are all getting changed before the first release no worries.

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ChrisT|GamingZone
ChrisT|GamingZone

Glad to help projects like Battlefield 1944. Can't wait to see the release version for this mod :D

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MasterChiefRulZ
MasterChiefRulZ

This is gonna be great. Gonna Lan party with this one for sure. B)

EDIT:
Personally not a fan of suppression fx, was wanting more of a regular BF1942/BF2 experience. Is there a way to disable it? Or a simple way to mod it out?

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Anthony817 Author
Anthony817

Eh not sure about that, the effect is tied to both the weapon projectile and weapon blur shader.

The idea was to have a more visceral graphical experience when taking heavy fire from LMG's so they can have a role for suppressant fire. Something more like what you would experience in COD or later Battlefield games. So we have visible tracers, suppression and blood effect when you take fire and are hit by bullets. All visual cues to tell you that you need to take cover. The way LMG's are handled in games is not realistic, so to simulate how they would be used in real life, games add suppressant effect to make the role more useful from a gameplay standpoint.

Check this video out to see why I am making the decision to have this feature in the mod.

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BF2all
BF2all

Even in reality the "effects" are not exaggerated, unless you are in a shack or car.
Like they said in the clip, suppression is mostly driven of the fear of death or injuries.
Youtube.com Youtu.be
loud ( sonic cracks + ricochets + particle effects + Flybys )

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Anthony817 Author
Anthony817

Hell Let Loose and PR have it as well, and I quite like how they handled it. We don't have a lot of hyper realistic mil-sim gameplay, but like the video says it is meant to convey fear. When you have tons of bullets flying over your head you are not going to be able to think straight. We do have all of those other effects too like the sonic cracks.

Heat of Battle mod has it as well, and phale worked on all of our weapon projectiles. Even the guy who recorded the video gameplay took note of how much it felt like the gunplay from HOB mod. For that reason the gunplay in our mod will be nigh identical to how it is in that mod purely because I was such a fan of how he did it in his mod I asked him to help us out with it for this mod. One thing we do make a bit more deadly however are the way the snipers need 1 well placed shot in the upper torso or head to down the enemy, but limbs are 2 shots and snipers are done as they are in Hell Let Loose where you don't have to full zoom out to cycle another round. Additionally our Support class LMG's are done pretty much the same way they are in Hell Let Loose where you can brace the LMG standing to slightly zoom in and hip fire. Crouching and doing this is more accurate, and then finally if you fully go prone you can aim down sights and have even better accuracy.

Here is another recent gameplay video that Euwinpro uploaded but I didn't get around to using for a news update. In this one you can see how the LMG's are handled when he is playing as the Chinese faction and uses the DP-28.

And don't worry about the voice lines for the US soldiers saying "There's a Jap" when he spots German infantry. It was a voice pack that was tested out but fully changed since this video was made. Now it say "Infantry spotted".

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BF2all
BF2all

Never played HLL or HOB. And it's not particular about mil sim.
Just was often scared when got shoot on in Arma. Guess it was the loud sonic cracks.

Dirty lense and one shoot sniper is a good thing to have. You are lucky to have someone
how takes care about tweaking the weapons. Also nice that Euwinpro works on the hud, he's hud a pro.
Looking forward to what he comes up with, even though i like your current minimap.

If you wouldn't have mentioned 'JAP' i would have overheard it :)
The gameplay looks good. Will you work also on server/online stuff?

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Anthony817 Author
Anthony817

Oh yes we always planned to have online up and running eventually, but the priority was always to get singleplayer working on 100% of maps first. After all a mod is dead if all of the maps can not be experienced with bots offline. ;)

And yes, we have a great team who is dedicated to getting the content feeling the best that is possibly can. We are lucky to have such a well oiled machine even if we have few people, the ones we do have are great devs! I seriously couldn't do it without them!

Oh also here is the new HUD that Euwinpro did for us. He hasn't sent it over to me to add to the mod yet because it is still W.I.P. but this will give you an idea how it will look.

Cdn.discordapp.com

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BF2all
BF2all

Alright, thx for the info, making huds is also a though job.
Cool stuff, like the circle capture bar. A bit more 1944 "pigmentation" would be cool.
Since it is WIP i guess he will implement more things like his widescreen hud fix Youtu.be etc.

edit: server, sure SP first, but was wondering why many nice mods never do at least some online sessions. One could use this Moddb.com (haven't tested it)
Looking forward, Good Luck

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Anthony817 Author
Anthony817

Oh yes, that was one of the things I asked him to do was HD font and proper widescreen. I did ask for dynamic HUD too. So we will have things like headshots shown there, and also when you get a headshot you will hear something like this sound.

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MasterChiefRulZ
MasterChiefRulZ

I understand the application of suppression in games. Alot of people prefer the tactical game over arcade shooter so adding tactical suppression elements will probably be popular for MP. I just never cared for it personally.

I may tinker on my end to create my own personal build minus the suppression for a more arcade feel like classic BF1942/BF2. Regardless I'm looking forward to BF1944's release day. :)

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Anthony817 Author
Anthony817

All I can tell you is that you will have to look in the projectiles file for weapons, as well as our weapon blur effect does also affect the suppression from both guns, as well as explosion effects too. So that should be a hint as to how you would be able to turn that effect off. But COD and BF3 did have suppression too and those are both arcade style shooters, or at least in the case of BF3 I would classify it as semi-realistic I mean at least in as far as comparing to an arena shooter hehe. But I do get that you would rather remove it, so I hope those clues will help you to understand how to disable it on your end.

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GreggBravo
GreggBravo

when do we have a beta?

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Anthony817 Author
Anthony817

We will just have a full release, as we have enough people testing privately for us currently. We hope to have something at the end of the year but no promises.

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GreggBravo
GreggBravo

I look forward to the mod the idea is good but will it have multiplayer?

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Anthony817 Author
Anthony817

Multiplayer has been the plan from day 1, but first we wanted to focus on singleplayer support then have a server or 2 out up.

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