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Today I bring you the first update from the 'Front of 2018.

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Update News


Welcome to 2018! A lot has been going on with the mod, and I want to share that news with you today. I was asked a question recently...when is the next release? Well, the short answer is, when I'm done testing. The long answer is...when I'm done testing. Let me explain...

Shortly before the holidays, I decided to revamp the AI of the mod. I poured over countless forum threads from some of the best AI coders this game has seen, and took on the massive task of recoding ALL of Warfront's AI. I wrote some of my own code, I copied a lot of code, I tweaked a lot of code...and now I am testing all that code, map by map. I won't release it if it isn't working, because at the moment SP is all this mod is about, there are no MP servers out there for Warfront.

Also, when adding some newer vehicles that required new projectile information, I had trouble assigning new materials and I realized how sloppy and disorganized my original code and file system was from when I first changed the damage system. So, I redid it as well. From scratch. Meaning I deleted ALL the damage system code and started over. I re-organized the file system, I deleted redundant code, and I made it so I wouldn't have as many problems adding new stuff as time goes on. The mod no longer uses any of the original game's projectile or material information. So I am also testing this, map by map, to make sure that everything works before releasing.

So far, everything is working, and I have only ran into some minor 5-minute fix problems. I would like to say that I will be completely done in a couple of weeks. Maybe before, maybe later, but the one thing I don't want to do is rush this release. It will be another FULL release, and labeled Warfront 3.0. A lot of work has went into this, and I want it to be a good one, to start off 2018 with a bang :)

In the meantime, here's a look at the change log as of today, and some pics of 2 new planes that will make their debut in 3.0...enjoy :)

WarFront v3.0 Changelog (Full Release)

Bug Fixes:
Added M18, Panzer 38(t), and Type 94 to landrep code (were not able to repair)
Fixed a file naming bug that was preventing stationary machine guns from firing projectiles
Fixed Battle Of Britain map issues:
--- Bots will now enter objectives
--- Reduced radar tower hit points from 5000 to 4000
--- Reduced factory hit points from 12000 to 10000
--- Changed splash matId on all objectives from 350 to 330 (500mm to 155mm)
Fixed Stg44 muzzle effect position
Fixed SU-76 muzzle effect position
Fixed inverted traverse of both G4M2 gun positions
Removed crosshairs from He-111 guns
Fixed Tiger I simple & wreck positions
Fixed He-111 simple & wreck positions
Fixed Cromwell simple & wreck positions (re-modeled wreck mesh)
Fixed 1P camera position for P.I.A.T aiming and reload animation
Fixed bad collision mesh area on KV-1/KV-2 hull (wrong matId assigned, was taking no damage)

General Changes:
Completely overhauled the AI system:
--- Re-coded/fixed errors with AI weapons files and consolidated files into one location
--- Re-coded/fixed errors with AI vehicle files and consolidated files into one location
--- Re-coded AI strategies*
--- Re-coded AI behaviours*
--- Re-coded AI radio*
Completely overhauled the damage system:
--- Re-assigned projectile material IDs (mod no longer uses any vanllia BF1942 projectile materials)
--- Re-calculated several projectile damages (handweapons and small caliber cannons)
--- Added new projectiles to weapons that previously shared projectiles
--- Restructured the damage file system
Completely re-worked the lexicon.dat:
--- corrected battle/map names
--- corrected weapon names
--- corrected vehicle names
--- added missing mission objectives for RtR maps
Synced animations to speed of reload (between shots), and increased clip reload times for the following weapons:
--- Arisaka
--- Arisaka Bayonet
--- Arisaka Sniper
--- Carcano
--- Carcano Carbine
--- Carcano Sniper
--- Mosin-Nagant
--- Nagant Carbine
--- Nagant Sniper
--- Springfield
--- Springfield Sniper
Increased clip reload time for the following weapons:
--- K98
--- K98 Sniper
--- No4
--- No4 Sniper
Removed the following weapons (replaced with knives):
--- Arisaka Bayonet
--- K98 Bayonet
--- N04 Bayonet
Reduced ROF on the following weapons:
--- Beretta M1934
--- TT33
--- Type 14 Nambu
Added ragdoll animations (created by Apache Thunder, all credit and thanks go to him)
Added Italian treemeshes from RtR (previously missing on all RtR maps, an oversight on my part)
Added new sounds and re-coded sound files for Me-262 (and variants)
Added new sound for bazooka fire (44Hz only)
Added new sound for panzerschreck fire (44Hz only)
Added new sound for panzerfaust fire (44Hz only)
Reduced depression of He-111 Dorsal MGs from 25° to 2° (was shooting through fuselage)
Increased elevation of He-111 Dorsal MGs from 35° to 45°
Reduced elevation of Stug3 machine gun from 25° to 20°
Adjusted RPG velocities to better reflect effective ranges
Removed smoke effects from RPG projectiles
Replaced existing Type 94 (Isuzu) mesh/texture with new mesh/texture
Replaced existing Tiger II mesh/texture with new mesh/texture
Added exhaust smoke effects & adjusted HPs for damage effects on all applicable sea vessels
Changed magazine capacity of No4 from 5 rounds to 10 rounds, reduced carried magazines to 3
Re-coded fire effects for non-vehicle fires
Re-coded smoke effects for non-vehicle fires
Added Stg44 Assault class for Germans on Battle of the Bulge
Reduced the overall airspeed of the B25 and the G4M2
Adjusted position of Hetzer sprocket to reduce clipping through track
Adjusted position of Panzer 38(t) sprocket to reduce clipping through track
Corrected several skins for time period accuracy
Re-coded Aichi D3A gunsight view (integrated with 1P mesh for a "lean forward" effect)
Re-coded Aichi D3A flight code for more level flight
Adjusted soldier aircraft & daihatsu spawn points on Shokaku, Zuikaku
Increase ROF and decreased reload time of Type 95 AA
Reduced reload time of KV-2 from 20 sec to 15 sec
Reduced reload time of Hetzer from 7 sec to 6 sec
Increased reload time of Stug3 from 4.6 sec to 5.4 sec
Changed Sexton wheels (now uses Sherman wheels)
Added SP/COOP versions (driver now controls the main gun) of the following tanks:
--- Hummel
--- M3 GMC
--- Marder II
--- Priest
--- Sexton
--- SU-76
--- Wespe

Vehicle/Weapon/Static Model Additions:
Added M8 Light Armored Car (Greyhound) to mod
Added Hummel to mod
Added SU-122 to mod
Added F4F Wildcat to mod
Added Ki-45 to mod (original by MegaRaptor, credited in the code files and here)
Added r_ruswc_m1 to mod (small wooden orthodox church, closed)
Added r_ruswh2_m1 to mod (small russian thatch-roofed house, closed)
Added r_ruswh2_burn_m1 to mod (small russian thatch-roofed house, closed and destroyed)
Added r_ruswh3_m1 to mod (small russian thatch-roofed house, closed)
Added r_ruswh_sq_m1 to mod (small, square russian thatch-roofed house, closed)
Added r_ruswh_sq2_m1 to mod (small, square russian thatch-roofed house, closed)
Added stalingrad1_cl_m1 to mod (stalingrad1_m1, closed)

Converted Maps (with SinglePlayer mode):
Remagen (conversion of Single Player version by Zara5ustra)
SaintSauveur (conversion of map by John "PacketlossPete" Buskohl)
Battle_Of_Kursk (conversion and rename of XWW2_Zitadelle, an XWW2 map which I worked on previously)

* The changes made to the AI are all credited to the Battlefield 1942 Single Player community. I poured over thread after thread on the forums, and read countless tutorials written by the AI greats of this game. I take no credit whatsoever for these changes, they were the ideas of many people much smarter than myself.

The F4F Wildcat makes it's debut on Wake Island...



And the Ki-45 also found it's way into the mod. This model is from MegaRaptor, and was included in his public release of the map Solomons_Air_Battle-1943. I made a few mesh changes as well as modeling a few new parts, re-coded it, and re-textured it as well.



That's all I have at the moment... Later!



Wow! Will you evenutally find someone to host a server for you so the mod can be played online?

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bf_takiwa Author

I haven't looked for one, and I would need to (most likely) re-code some things to make it playable over network, and make a server version. I haven't tested that aspect because I knew I had no servers...

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Love your a.i work - it was SO needed. Looking forward to downloaded latest release!

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