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Tanelorn's Desert Combat 0.35 modification v0.65This mod is an attempt to achieve the following:- correct known issues- improve game balance- enhance uniqueness between sides- Make the equipment parallel real equipment more closelyI 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.rfaTo create a shortcut to this mod, I suggest duplicating your Desert Combat shortcut, and in the target field:replace +game DesertCombat with +game DC_tanelornWhile 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/Moviesand/mods/DesertCombat/musicrespectively.*** end installation ****** version info ***v0.66 (seventh release)Proximity detonations fixed due to changes in 1.4Some rocket trails fixed due to changes in 1.4Minigun heatup and cooldown adjustedHellfires and AT-2 velocity increased, blast radius reducedHydras increased effectiveness vs. soft targetsShilka gun given tracersv 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 autocannonBRDM given .50 cal SMAW made more effective vs. helisRPG made more effective vs. helisSet SMAW and RPG to manual reload to keep sight up after firing7.62x54 made more effective vs. airUH60 minigun toned downShotgun pattern tightened, fire rate increased slightlyAnti-Tank class given AKS-74U and MP5RPG sight slightly changed to improve visibility*** known issue: RPG rocket remains on model after firing due to manual reloadv 0.61 (fifth release)All iron sights set to be free of extraneous graphicsv 0.6 (fourth release)class weapons adjustedshilka hit points reducedspandrel damage to medium armor reduced from instakillchanges to tank machinegun sound fileszpu weapon blast radius increased.Removed zoom for shotgunschanged material class for shotguns to prevent vehicle destructionv 0.55 (third release)Added iron sight graphics to RPG7Adjusted damage values and ammo count for RPG and SMAWAdjusted mortar damage for reduced effectiveness vs. tanksv 0.5 (second release)Added iron sight graphics to the firearmsRemoved 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-- M249This is more an anti-infantry weapon now.Advantage: easier to controlDisadvantage: Ineffective against vehiclesChanges: Uses M16 bullet. Lower recoil, less max spread, faster recovery. -- PKMThis is more of a support weapon now. Advantage: High power (2 shot kill vs. infantry), can harm aircraftDisadvantage: Poor control when not proneChanges: Increased recoil and recovery time when not prone. 100 round clip.-- M16This weapon was given more controllability. It is basically unchanged.Advantage: Easy to control, very accurateDisadvantage: least powerful of the riflesChanges: slight changes to recoil, recovery, accuracy-- AKMThis weapon was nearly unchanged, but it was given slightly more powerAdvantage: Slightly more power, can harm soft armorDisadvantage: Higher recoil, harder to controlChanges: slight changes to recoil, recovery, accuracy, damage-- Sniper riflesNearly no changes to behavior. M25 was given a mildot reticle-- AK74SUThis 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 recoveryDisadvantage: High recoil, less accurate than a rifleChanges: Increased recoil, changed projectile-- MP5The 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 movingDisadvantage: weak bullet, moderate accuracyChanges: Reduced recoil, increased recovery, reduced max spread- Vehicles-- BRDMHit points increased from 50 to 75 (HMMWV had 100 HP)-- BRDM SpandrelFire time between shots reducedTotal ammunition reduced to 10 missilesHit points increased from 50 to 75 (HMMWV had 100 HP)-- HMMWVHit points reduced from 100 to 50 -- HMMWV TOWReload time between missiles increasedTOW damage increased Hit points reduced from 100 to 50 -- M168 VulcanChanged minimum gun angle to be parallel with the groundReduced vehicle recoil-- ShilkaChanged minimum gun angle to be parallel with the groundRemoved exposed gunnerIncreased rate of fire to match M168Reduced vehicle recoil-- M1A2Increased hit points from 100 to 150Reduced vehicle recoilCreated .50 cal M2 browning weaponCreated 7.62x54 M240 coax machinegun-- T72Reduced vehicle recoilUses M2 browning and M240 coax-- Artillery vehicles (shell)75 roundsreduced vehicle recoildamage vs. armor reducedsplash radius increased-- Artillery rocket vehiclesReduced vehicle recoilIncreased rocket magazine reload time (except SCUD)- Aircraft-- Mig29, F16Increased rocket speed and straightened rocket arc-- ApacheRemoved extra rocket magazinesGave 25mm high explosive dual purpose nose cannon ammo-- Hind Removed extra rocket magazinesGave .50 cal rapid fire nose cannon64 FFAR rockets4 AT-3sThe 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.