DC_Extended is an extension of Desert Combat for Battlefield 1942. It's
purpose is to add certain weapons that I feel would make the game more fun to play,
modify existing weapons to compensate for minor annoyances and to modify certain
official maps to take advantage of the new weapons.
The idea is that using existing models and program code from Desert Combat you
can tweak things here and there to make it a little more fun to play.
DC_Extended also provides the ability to use the modified vehicles and standard vehicles
on the same map at the same time. Only certain maps will have this ability when all the map changes
Since the release of DC 0.39k, DC_Extended also addresses a lot of balance issues that were
introduced with 0.39k. The damage system for most weapons has been overhauled to be more fun to
DC Extended DC 0.39K mods ========================= Version 0.39k.1 Last updated : 16/8/2003 @ 22:17 EST Description ----------- DC_Extended is an extension of Desert Combat for Battlefield 1942. It's purpose is to add certain weapons that I feel would make the game more fun to play, modify existing weapons to compensate for minor annoyances and to modify certain official maps to take advantage of the new weapons. The idea is that using existing models and program code from Desert Combat you can tweak things here and there to make it a little more fun to play. DC_Extended also provides the ability to use the modified vehicles and standard vehicles on the same map at the same time. Only certain maps will have this ability when all the map changes are complete. Since the release of DC 0.39k, DC_Extended also addresses a lot of balance issues that were introduced with 0.39k. The damage system for most weapons has been overhauled to be more fun to play with. Highlights ---------- These are the simple highlights of what DC_Extended adds to Desert Combat - Player guided SAM missiles - Player guided SCUD missile - SAM sites - M.O.A.B. - Parachuting Desert Patrol Vehicles - More guns on Hind and Blackhawk - Ural ammo supply truck. Also lays minefields. - Helipad with seahawk on destroyers - Phalanx guns on ships Important notes --------------- Please read through this readme file first before asking questions. It's likely the answer you're looking for is already in this file. Please read the disclaimer at the end before you install. Please read the license at the end before you distribute this file and/or decompile the files to access the source code. Contact me at DC_Extended@Hotmail.com IF you have any problems. Requirements ------------ DC_Extended requires the following: - Battlefield 1942 - 1.4 patch of Battlefield 1942 - Desert Combat modification version 0.39k (www.DesertCombat.com) - Some common sense to properly install and set up. Install ------- 1 - Unzip the file into the /Battlefield 1942/MODS folder of Battlefield1942 Note: DO NOT... I repeat; DO NOT create a DC_Extended folder in /MODS. Unzip the file directly to /Battlefield 1942/MODS folder. If you have a default BF1942 installation you'll be unzipping this to: "C:\Program Files\EA GAMES\Battlefield 1942\Mods" 2 - Create shortcut on desktop to launch DC Extended 3 - "Target" for shortcut is: "C:\Program Files\EA GAMES\Battlefield 1942\BF1942.exe" +game DC_Extended 4 - "Start in" for shorcut is: "C:\Program Files\EA GAMES\Battlefield 1942" 5 - Replace the "C:\Program Files\EA GAMES\Battlefield 1942" appropriately if your installation is different. Instruction manual ------------------ To fully appreciate the changes in the DC_Extended weaponry it's suggested that you read and understand the combat manual. See CombatManual.txt for all the details. Changes done ------------ Version 0.39k.1 - Adapted vehicles to new DCX standard - Converted El Alamein to include DCX vehicles - Adjusted MOAB blast - Adjusted SCUD blast radius - Increased Tomahawk blast force - Fixed Hellfire splash damage and direct hit force - Desert patrol Vehicle converted to DCX format - Springs adjusted on DPV - Torque adjusted on DPV to counter oversteer. Differential adjusted to compensate for lower torque - AC-130 will now paradrop DPVs - M-1974 and M-109 damage system restored to DC 0.38d level - Bots can now use SA-3Truck and fire missiles. they can't guide them yet though - Restored Browninghippo back to DC 0.38d level - Restored M203 and AK47GP30 to DC 0.38d level - Changed M203 damage system to be less powerful in splash damage and more in direct hits - Changed AK47GP30 damage to reflect M203 instead of mortar - Stinger adjusted to be more effective against helicopters - DC_Extended modified maps: . Bocage (SAM site , Ural , SCUD ) . El_Alamein (SAM site, Ural , SA-3Truck, SCUD) . Gazala (SAM Site , Ural , SA-3Truck , SCUD) . Guadalcanal (Fletcher, Gato) . Iwo_Jima (Fletcher) . Midway (Fletcher , Gato) . Omaha_Beach (Fletcher) . Wake (Fletcher) Version 0.38d.9 - SAMs have a more powerful blast. They were weakened in the last release. A little too weak. - SAM has a 'health' bar. It's like a timer that shows you how long you have left before it self destructs. - Pressing "E" to exit the SAM will now instantly destroy it - Detonator (Secondary fire) now works perfectly. In all the tests the Detonator never failed to blow up the rocket. - SAM has a "Death camera". When the SAM blows up you'll be able to see the area where it exploded for 1 second before switching back to the launcher. This is a cool feature for filming movies. - Added "Death cam" to SCUD - Added timer to SCUD engine - Adjusted smoke effect on SCUD - Adjusted armor on AC-130 - Added timer to Tomahawk - Adjusted Tomahawk lifespan - Increased Tomahawk turn rates - Decreased Tomahawk speed - Decreased Tomahawk bomblet power - Fixed entry point to Tomahawk turret on Fletcher Note: This version was not released to the public. It was used for internal testing only. Version 0.38d.8 - Reverted AA_Allies and ZPU-4 back to original - Created a new SAM site with a radar bunker and one SAM launcher - Removed SAM complex from El Alamein - El Alamein: Added 2 SAM Sites to Iraqi base. Added 3 SAM Sites to U.S. base - Bocage: Added SAM site and Ural to U.S. and Iraqi base - Added helipad to fletcher with a Seahawk - Made a Seahawk with a modified Blackhawk - Seahawk has 2 browning guns and 3 torpedos - Removed startup videos for faster game start - Altered SAM and stinger damage system to be less effective against ground units - Altered AC-130 damage system to be more vulnerable to stingers and SAMs - Altered SCUD damage system to be more vulnerable to stingers and SAMs - Call artillery removed from Seahawk pilot position - Added SA-3 truck with guided SAMs - Added SA-3 truck to El Alamein , Gazala - Added guided Tomahawk to Fletcher destroyer - Added guided Tomahawk to Gato SUB - Gazala: Added SAM sites to Iraqi and U.S. base - Added deployable wings to Tomahawk - Added booster smoke effect to Tomahawk. Smoke trail stops after a few seconds - Added floaters to Tomahawk to help with under-water launching - Modified damage system to allow Tomahawk intercepting - Adjusted Tomahawk engine for proper startup boosting - Removed AI from using any fletcher positions to avoid game crashes - Omaha beach: Altered map to use enhanced Fletcher - Fixed smoke effects on SCUD and SAM - Added flares to seahawk - Temporarily removed Hind for debugging (Will return with more enhancements in next build) - Temporarily removed Apache for debugging (Will return with more enhancements in next build) Version 0.38d.7 - Removed "Dr.Strangelove" from SCUD - Cut down armor on SCUD to make it easier to shoot down - Reduced ammo count on SCUD launcher - Increased reload time on SCUD launcher - Engine auto-ignites on SCUD - Engine auto-ignites on SAM - Downgraded SCUD controls to be more balistic missile and less cruise missile - Adjusted SAM material and explosion force - Re-enabled Arty camera on SCUD launcher - Change the SAM site to 6 missile rack with control table - Disabled Bot AI from using SAM sites. This was causing game crashes - Disabled Bot AI from using the SCUD - Adjusted Humvee parachuting position - Downgraded the blast force on the SAM - Added ammobox dropping to Ural truck - Added landmine dropping to Ural truck - Added a 3 SAM launcher complex to El Alamein at the Opposition base - Added modified Ural trucks to the Coalition and Opposition base in El Alamein Version 0.38d.6 - Removed single player conversions to arty vehicles (again) - Converted SCUD to single player - SCUD ramp is operated by RAMP UP/RAMP DOWN buttons - SCUD is player guided - Changed model on player guided SAM - Adjusted launch position on SAM site - SAM sites are now replacements for AA guns. Radar bunkers restored - Vehicles that have passed single-player testing: . AC-130 with MOAB and HUMVEE parachute drop . AH-64 with radar . Blackhawk with extra minigun . Hind with 2 extra door guns . Player controlled stinger . The stinger passed testing but handles too weird to be released. . SAM Sites (U.S. & Iraqi) . SCUD Launcher & SCUD rocket - Vehicles that have passed multi-player testing: . AC-130 with MOAB and HUMVEE parachute drop . AH-64 with radar . Blackhawk with extra minigun . Hind with 2 extra door guns . Player controlled stinger . The stinger passed testing but handles too weird to be released. . SAM sites . There's a slight glitch on client systems for the first fraction of a second of flight then it re-establishes itself all on it's own. I have no idea where this is coming from. Note: Hold down the Fire button for a few seconds when launching the missile to make sure the engine properly engages. . SCUD launcher and rocket . Same glitch and fire trigger note as above. Version 0.38d.5 - Fixed a bug with the Apache radar - AC-130; Transfered MOAB bombing duties to loadmaster. - AC-130; Removed SCUD model from under the plane. - Adjusted Humvee parachute centering - Converted Radar bunkers to SAM sites - SAM Sites use Player controlled rockets . Use SAM launcher to control general aiming . Press "Fire" to launch SAM. Your view now switches to the SAM's onboard camera. . Press "E" key to exit SAM and return to normal view. SAM will shut down and rop to the earth . SAM has a lifespan of 20 seconds. Then it self destructs. . Throttle speed is fixed. You can only pitch, roll and yaw. - Added ContentCrc32.Con files to avoid multiplayer problems Version 0.38d.4 - M-109 , M-1974 , MLRS , BM21 and SCUD are now single player driver/gunner . This will prevent other people or bots from driving away with your arty vehicle while you're trying to line up a shot. - Fixed arty AI for single player driver/gunner . A side effect of this change is that the bots are much more deadly with the arty vehicles. They now have a much easier time lining up their shots. - Reduced SCUD Azimuth settings. . Since it's now single player driver/gunner the SCUD turret doesn't need to turn as much. - AC-130 can parachute Humvees. . Position #6 (Loadmaster) can still operate the rear doors. He'll also have 2 humvees available to drop out the back. As soon as the Humvees appear 3 parachutes will deploy to slow it down. The Humvee is on a cargo rack. If you can reach the Humvee before it touches the ground you can get in and drive away. Be careful, you can drive it off the rack before it reaches the ground. Version 0.38d.3 - Fixed Helicopter AI routines for Apache, Hind and Blackhawk - Removed SA-3 , SA-9 and single player arty from previous version . There are problems with the single player artys so they've been removed temporarily. Note: This version was unreleased. We used it on our server to test the helicopter changes Version 0.38d.2 - Added left and right waist gunners for the Hind. . Left side machine gun is operated by position #3 . Right side machine gun is operated by position #4 . You should use the ramp up/ ramp down controls to open the doors to get a better view before you start shooting at stuff . Machine guns are modified brownings. - Changed Rocket ramp on SA-3 - Added SA-3 to El Alamein (it's parked near the Shilka) - Adjusted rotation of SCUD rocket ramp - Added Medical and ammo supply to BlackHawk - Converted M-1974 to single player. . A single player drives and mans the gun. It used to have a seperate gunner and driver. - Converted M-109 to 2 players. . One player drives and shoots the main gun. The other player mans the top mounted machine gun. It used to have a driver, main gunner and machine gunner. - Converted SCUD to single player. . A single player drives the SCUD vehicle and fires the rockets. It used to be that the driver and rocket operator were seperate. - Converted MLRS to single player. . A single player drives the MLRS vehicle and fires the rockets. It used to be that the driver and rocket operator were seperate. - Converted BM21 to single player. . A single player drives the BM21 vehicle and fires the rockets. It used to be that the driver and rocket operator were seperate. - Converted SA-3 to single player. . A single player drives the SA-3 vehicle and fires the rockets. It used to be that the driver and rocket operator were seperate. Version 0.38d.1 - SCUD no longer has "heat" on secondary fire - SCUD launcher can turn on azimuth for easier targeting - Added left side gunner to blackhawk Version 0.35e.3 - Added MOAB to AC-130 . Currently the MOAB is carried under the belly. Eventually it will be dropped out of the rear ramp. Currently the pilot fires the MOAB with the secondary fire button. Calling in artillery has been disabled. It will be re-enabled when the ramp operator will be the one to launch the MOAB. There's only 1 MOAB per AC-130 so use it well. You have to land to get another one. The MOAB is the most powerful weapon in the game. It's only half as powerful as the scud but has 4 times the blast radius. This is because in real life MOABs aren't as powerful against armor but the blast radius is huge! Be very careful when using it. - Added SA-3 "Goa" . The SA-3 is a SAM launcher. Currently it looks exactly like the BM21. It will launch up to 4 SAMs before it has to reload. Each SAM has a proxy sensor so it will detonate when it gets near an enemy. A direct hit is not necessary. - Added SA-9 "Gaskin" . The SA-9 is a SAM launcher. Currently it looks exactly like the BRDM2 Spandrel. This is because a real SA-9 "Gaskin" looks very close to the BRDM2. A real SA-9 has only 4 rockets but the Spandrel has 5 rocket tubes so I made the SA-9 launch 5 rockets. The SA-9 rockets are currently the same as the SA-3 rockets. This could change in the near future. - Added Radar to Apache. AH-64A Apache now becomes AH-64D Apache "Longbow" - Added SA-9 to El_Alamein map (it's parked to the right of the Shilka) - Added SA-9 to DC_Air_Gazala (it's parked to the left of the shilka) Planned changes --------------- - Stinger missile player controlled in flight (fix bug, then release) - Blackhawk fix to passenger camera "3" bug - Ability to fire handheld weapons from passenger positions (all vehicles) - Parachute Humvee as spawn point for soldiers (limited life) - Countermesures (Flares) to airplanes (fix bug, then release) ( F-16, A-10, AC-130, Apache, Blackhawk, Hind, SU-25, MIG-29) - Blackhawk climbing rope - SAM proximity trigger (fix bug, then release) - Blocked driver's seat when gunner operates arty vehicles (fix bugs, then release) - Apache longbow with guided missiles (fix bug, then release) - Replace Blackhawk on carrier with seahawk - Add SAM missiles to carrier - Guided torpedoes on SUB (in progress) - Guided torpedoes on Seahawk - SA-9 "Gaskin" - Avenger (Humvee with SAMs) - Recon satelite. Moves slowly. Fixed altitude. Zoom camera. Calls artillery - Menu music and video - Other weapons, vehicle modifications and map changes as they come to mind - Map changes. . Add dedicated SAM sites to following maps . Iwo Jima . Midway . Wake . Guadalcanal . Kharkov . Market Garden . Tobruk Bugs & Issues ------------- - Bots won't drop MOAB from AC-130 - Bots won't return to base to get another MOAB - Left gun on blackhawk points backwards on spawn. Should point forwards like right side gun - Player guided SAM can destroy ground units - Guided missile warheads need some work - Bots can't use SAM sites - Bots can't fly player guided missiles. - Bots can't use vehicles with player guided missiles. FAQ --- Q: What's the purpose of this mod? A: To add some extra features to DC to make it just a bit more fun. Q: Where did this mod originate? A: My friends and I were playing DC and took a break. We talked about how cool certain features or weapons would be if they were added to DC. So from there I did some research and started working on ways to extend DC's capabilities. Q: Do I need to install Desert Combat again or another copy of it? A: No. DC_Extended is an extension to your current installation of Desert Combat Q: Will this affect my current Desert Combat install? A: No. DC_Extended is a new mod on it's own. Q: Are there any new models? A: No. I don't have tools to do 3D models and I don't want to learn either. All the changes are done through coding of the .CON files. Q: Are you part of the DC team? A: No. I'm simply a DC fan who likes to hack the DC files. Q: Do your changes affect game balance? A: Yes they do. But I try to do other changes to compensate. Q: What will happen when the next version of DC comes out? A: My mod should still work but I'll be bringing it up to date to follow suit. Q: Is there a public server to play online? A: As of right now I'm not sure if anybody has done so. Q: Can I request my own modifications? A: Sure you can. I reserve the right to implement the modification or not to. Q: How do I get in touch with you? A: e-mail me at DC_Extended@Hotmail.com Q: Why are you so cool? A: I'm not and I don't like brown-nosing. Just enjoy the mod and if you like it a simple thank you will put a smile on my face. Credits ------- - Parachute code for vehicles: TurdBurgalar and many others on BF42.COM. - Guided rocket code: Phil and Tom of the BF42.com forums for the discovery. Wasteland MOD (wasteland.bf42.com) for the code. Disclaimer ---------- Use at your own risk. I will not be held responsible for any damages to your Battlefield 1942 installation or your Desert Combat installation or anything else for that matter. License ------- Total FREEWARE! I only ask you keep the original file intact for everyone's sake. You can distribute it free of charge. You can also hack away at it and rip some code from it if you want. Just don't call it DC_Extended anymore. Find your own name. I don't want to have 20 different versions of DC_Extended floating around so please respect the name of my mini-mod for everyone's sake. I do NOT require any credits for my work. All the code is free to use for map specific vehicles and any other mods. Thanks and enjoy the mini-mod. Zeuser DC_Extended@Hotmail.com
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