@Apache
I'll have to try leaving the menu.rfa out. I've seen this in other mods, so I assumed it was required.
I've run the DCGF server without the lexiconall.dat and haven't noticed any issues.
Search found 33 matches
- Sat Jan 01, 2011 12:27 am
- Forum: 1942 Modding Discussion
- Topic: Making a server version of a mod
- Replies: 5
- Views: 9149
- Fri Dec 31, 2010 11:20 pm
- Forum: 1942 Modding Discussion
- Topic: Making a server version of a mod
- Replies: 5
- Views: 9149
Re: Making a server version of a mod
Here you go:
init.con
animations.rfa
menu.rfa (with texture files removed)
objects.rfa
standardmesh.rfa
game.rfa
level.rfa's (with texture files removed)
init.con
animations.rfa
menu.rfa (with texture files removed)
objects.rfa
standardmesh.rfa
game.rfa
level.rfa's (with texture files removed)
- Fri Dec 31, 2010 7:34 pm
- Forum: General discussion & notices
- Topic: 1942 Tutorials
- Replies: 27
- Views: 40730
Re: 1942 Tutorials
I was going to review one of your BF1942 animation tutorials on Youtube, and found they are all removed.
Any chance these could be reloaded; pending their replacement by newer versions? I found them quite useful.
Happy New Year
Any chance these could be reloaded; pending their replacement by newer versions? I found them quite useful.
Happy New Year
- Wed Jun 16, 2010 3:50 pm
- Forum: Make a Request!
- Topic: Help tweaking/finishing map
- Replies: 35
- Views: 66834
Re: Help tweaking/finishing map
Here’s what I have so far: (Thumbnail) http://img.villagephotos.com/p/2007-3/1250907/tn_Map.jpg (Edited Map) http://www.gfmod.com/download/longodds.zip I fixed the “broken” mesh on the Memphis Belle. It appears that you renamed the vanilla B17 mesh files including the names inside the shader (*.rs) ...
- Sun Jun 06, 2010 12:42 am
- Forum: Make a Request!
- Topic: Help tweaking/finishing map
- Replies: 35
- Views: 66834
Re: Help tweaking/finishing map
It’s possible to increase the heightmap without having to redo the entire map. I could use Photoshop to increase the heightmap to 4096x4096 and then recode the map to use the larger terrain file. This would prevent seeing the other base area from the edges of the map. I've done this with one of our ...
- Sat Apr 03, 2010 1:29 pm
- Forum: Desert Combat (All versions)
- Topic: DC Global Front 0.2A beta
- Replies: 1
- Views: 18546
DC Global Front 0.2A beta
DC Global Front is a mini-mod for the legendary Desert Combat mod for Battlefield 1942. It adds new armies (faction), vehicles, hand weapons and maps to the DC core build. Some of the DC/vanilla 42 maps have been renamed and reworked to better suit the GF environment. Global Front features a series ...
- Tue Mar 23, 2010 2:42 pm
- Forum: Battlefield 2, 2142 and Vietnam Discussion
- Topic: First mod for bad company 2..
- Replies: 27
- Views: 52822
Re: First mod for bad company 2..
I’m with Senshi on this one. Ever since Battlefield 1942 made its impact on the gaming community, there have been people trying to change it into a CounterStrike clone (infantry heavy). Why? In my opinion, Battlefield is about macro scale vehicle combat with infantry taking a secondary role. Why cha...
- Fri Mar 19, 2010 2:12 pm
- Forum: 1942 Modding Discussion
- Topic: Vista
- Replies: 15
- Views: 23383
Re: Vista
My brother and friend have both Windows 7 & Vista, respectively, and play FH for BF1942 on the pixelfighter server with punkbuster. The only problem is hang-up during map change, which is resolved by hitting escape and reconnecting.
Re: Hello All
Welcome to the site! Always willing to help out a new modder, but I warn you that it can get addictive.
- Sun Mar 14, 2010 2:49 pm
- Forum: 1942 Modding Discussion
- Topic: CSM- Destructable Guard Towers
- Replies: 2
- Views: 6415
Re: CSM- Destructable Guard Towers
DCX’s destructible guard tower uses the vanilla static model mesh “guard tow_m1”. The COL02 mesh for this model has four material I.D.’s : 82, 85, 92 & 99. Doing a quick check in the T72 projectile’s damage system, all of these material I.D.’s have a zero damage modifier vs. this projectile: Mat...