Battlefield 1942

Tanelorn DC Mod (1.4)


[quote]Tanelorn\'s Desert Combat 0.35 modification v0.65 This mod is an attempt to achieve the following: - correct known issues - improve game balance - enhance uniqueness between sides -
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Make the equipment parallel real equipment more closely I have not created this mod to rival the DC team. Instead, I have made this mod to offer an alternate set of behaviors for comparison. It is my intention that the mod be used to determine how my changes improve or harm gameplay. I truly believe that my mod adds more diversity between sides. It also improves immersion by making the equipment behave more closely to what you would expect from real world counterparts. I *HAVE NOT* taken a truly realistic posture, as we all know how superior US equipment is to third world counterparts. So please give this mod a try. It\'s a swift download, and makes no permanent or extensive changes to your DC directory. *** INSTALLATION *** The zip file is organized to reflect the directory structure of your BF1942/mods folder. You will see one folder within this zip file, called DC_Tanelorn. This folder goes into your Mods directory. The following files are included in this zip (with pathnames) /mods/DC_Tanelorn/init.con /mods/DC_Tanelorn/archives/objects.rfa /mods/DC_Tanelorn/archives/bf1942/game.rfa /mods/DC_Tanelorn/archives/menu.rfa To create a shortcut to this mod, I suggest duplicating your Desert Combat shortcut, and in the target field: replace +game DesertCombat with +game DC_tanelorn While it is not necessary to play the mod, in order to see the DC movie and hear the DC music, you will need to copy the movie and music files from Desert Combat to the DC Tanelorn folders. They are located in: /mods/DesertCombat/Movies and /mods/DesertCombat/music respectively. *** end installation *** *** version info *** v0.66 (seventh release) Proximity detonations fixed due to changes in 1.4 Some rocket trails fixed due to changes in 1.4 Minigun heatup and cooldown adjusted Hellfires and AT-2 velocity increased, blast radius reduced Hydras increased effectiveness vs. soft targets Shilka gun given tracers v 0.65 (sixth release) SCUD given lower armor class (from Bradley class to Shilka class) BRDMs given higher armor class (From HMMWV class to SHilka class) M2 Bradley given 25mm HEDP autocannon BRDM given .50 cal SMAW made more effective vs. helis RPG made more effective vs. helis Set SMAW and RPG to manual reload to keep sight up after firing 7.62x54 made more effective vs. air UH60 minigun toned down Shotgun pattern tightened, fire rate increased slightly Anti-Tank class given AKS-74U and MP5 RPG sight slightly changed to improve visibility *** known issue: RPG rocket remains on model after firing due to manual reload v 0.61 (fifth release) All iron sights set to be free of extraneous graphics v 0.6 (fourth release) class weapons adjusted shilka hit points reduced spandrel damage to medium armor reduced from instakill changes to tank machinegun sound files zpu weapon blast radius increased. Removed zoom for shotguns changed material class for shotguns to prevent vehicle destruction v 0.55 (third release) Added iron sight graphics to RPG7 Adjusted damage values and ammo count for RPG and SMAW Adjusted mortar damage for reduced effectiveness vs. tanks v 0.5 (second release) Added iron sight graphics to the firearms Removed extra missile ammo for Mi24 Hind *** end version info *** In addition to changes to specific equipment, some generic changes have been made. Most importantly, many new projectiles have been created so there can be more diversity between the weapons. These additions include new projectiles AND material definitions. For example, in 0.35, the assault rifles used the original BF1942 bullets. I have created many new projectiles which are a specific caliber instead of being weapon specific. For example, I have made 9mm, 5.56, 7.62x39, 7.62x54, .50cal, 25mm HEDP, 20mm, etc. This allows for easy projectile assignment to weapons. If you know the caliber of a weapon, you simply select that caliber projectile for it. No guessing what BF1942 weapon most closely resembles your weapon. It will not be noted below, but most weapons now use unique projectiles. Additionally, the prefect accuracy bug was corrected for firearms. Each firearm has been assigned an accuracy appropriate to it\'s real counterpart. I will not note these changes in the weapon descriptions, but rest assured, I\'ve fixed them. The following changes have been made (by order of item). Minor changes not listed. - Firearms -- M249 This is more an anti-infantry weapon now. Advantage: easier to control Disadvantage: Ineffective against vehicles Changes: Uses M16 bullet. Lower recoil, less max spread, faster recovery. -- PKM This is more of a support weapon now. Advantage: High power (2 shot kill vs. infantry), can harm aircraft Disadvantage: Poor control when not prone Changes: Increased recoil and recovery time when not prone. 100 round clip. -- M16 This weapon was given more controllability. It is basically unchanged. Advantage: Easy to control, very accurate Disadvantage: least powerful of the rifles Changes: slight changes to recoil, recovery, accuracy -- AKM This weapon was nearly unchanged, but it was given slightly more power Advantage: Slightly more power, can harm soft armor Disadvantage: Higher recoil, harder to control Changes: slight changes to recoil, recovery, accuracy, damage -- Sniper rifles Nearly no changes to behavior. M25 was given a mildot reticle -- AK74SU This weapon was greatly changed. It comes much closer to the real weapon, giving it strong differences from the MP5. Advantage: Powerful as a M16, swift recovery Disadvantage: High recoil, less accurate than a rifle Changes: Increased recoil, changed projectile -- MP5 The MP5 was mostly adjusted for accuracy and recoil. As in real life, the MP5 is now very controllable in automatic fire. It is a very good CQB weapon and is the only weapon that performs well on the move. Advantage: Very low recoil, controllable while moving Disadvantage: weak bullet, moderate accuracy Changes: Reduced recoil, increased recovery, reduced max spread - Vehicles -- BRDM Hit points increased from 50 to 75 (HMMWV had 100 HP) -- BRDM Spandrel Fire time between shots reduced Total ammunition reduced to 10 missiles Hit points increased from 50 to 75 (HMMWV had 100 HP) -- HMMWV Hit points reduced from 100 to 50 -- HMMWV TOW Reload time between missiles increased TOW damage increased Hit points reduced from 100 to 50 -- M168 Vulcan Changed minimum gun angle to be parallel with the ground Reduced vehicle recoil -- Shilka Changed minimum gun angle to be parallel with the ground Removed exposed gunner Increased rate of fire to match M168 Reduced vehicle recoil -- M1A2 Increased hit points from 100 to 150 Reduced vehicle recoil Created .50 cal M2 browning weapon Created 7.62x54 M240 coax machinegun -- T72 Reduced vehicle recoil Uses M2 browning and M240 coax -- Artillery vehicles (shell) 75 rounds reduced vehicle recoil damage vs. armor reduced splash radius increased -- Artillery rocket vehicles Reduced vehicle recoil Increased rocket magazine reload time (except SCUD) - Aircraft -- Mig29, F16 Increased rocket speed and straightened rocket arc -- Apache Removed extra rocket magazines Gave 25mm high explosive dual purpose nose cannon ammo -- Hind Removed extra rocket magazines Gave .50 cal rapid fire nose cannon 64 FFAR rockets 4 AT-3s The changes listed above comprise the majority and most remarkable of the changes I have made to DC 0.35a. If you want to use this mod in a multiplayer game, you must have the modified files on every machine playing. Obviously, then, you will probably be restricted to LAN play unless some brave soul chooses to run an internet server for it. I\'ve playtested these changes with a LAN group of 5 people, and we were quite satisfied with the changes. This is the first release, and, of course, it won\'t be too long before DC 0.4 is released. So you must keep in mind this mod is experimental only, and is intended to demonstrate an alternate game-balance system. I hope you have fun playing it, I sure do. And make sure to check out my sound mod as well. P.S. There is a known issue with the M1 and T72 browning and coax machine guns. Because they were custom created and I am not experienced with sound scripting, there is a problem with the weapon sounds. Currently, these two weapons do not make sounds when fired. If anyone can look at the weapon code (under the M1 folder in the objects.rfa) and tell me what\'s wrong, please contact me. I\'ll greatly appreciate the help. [/quote]
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