#1 Re: Videos and Screenshots » Random BF screenshots you want to share » 2021-01-18 21:14:26

Black Mamba wrote:
Skull Kid wrote:

A lonsome Tiger tank... somewhere outside the Reichstag... April, 1945.
https://am3pap002files.storage.live.com … pmode=none

This map is a masterpiece.

Couldn't agree more. The developers of Forgotten Hope Secret Weapon knows what they're doing.

#2 Re: Videos and Screenshots » Random BF screenshots you want to share » 2021-01-18 01:32:53

A lonsome Tiger tank... somewhere outside the Reichstag... April, 1945.
y4mXnkQReIV72pDm9sxGHz-Rxewc49BzOfxIX11lc5KhYOP6tPKRjYaGTK_5aeX_k6HtM66vTZMrqENVJD74vSzN3jLR5ypuoW4GsxFd7AnX26vJ03ZLpP_fZVqTin7CLIrwJgv6aYly-drP6AqfwxhqP4afdE-CPiDGZfWUiQRUBmTZDTEtDxodcJE_GTStdCW?width=1024&height=576&cropmode=none

#3 Re: BF1942 Discussion » Locking vehicles from within the console? » 2020-10-02 20:21:50

*BUMP*

My bad for bumping an old thread, but to lock a vehicle while in-game just use the commands in the following order:

"ObjectTemplate.active name-of-vehicle"

"ObjectTemplate.DontClearTeamOnExit 1"

#4 Re: BF1942 Discussion » Battlecraft 1942 (unlimited objects) » 2020-03-06 13:09:05

Crash wrote:
Skull Kid wrote:

I am still troubleshooting as of why Battlecraft 1942 won't accept the .lst file generated by LstGen which was developed by fluxtah back in the day... awesome tool. Quickly and easily generates a .lst file out of the extracted objects.rfa archive.

Do you have to run this in the battlecraft directory?

No. lstGen by fluxtah was originally made for the Desert Combat mod, but seems to work somewhat fine in generating an .lst file for any mod. Well... sorta...

EDIT: March 6, 2020 @ 12:15
Now I can finally load Berlin-1945-Streets from Secret Weapon without having to load the Forgotten Hope one first. Thanks Crash!

EDIT2: March 6, 2020 @ 12:58
I would need a way to conveniently creating a .lst file, without having to input one line at a time into a .lst file, as that would take ages... I know the developers of BattleGroup42 has split the .lst file into several one's. So, what would be the simplest way to do that for me?

#5 Re: BF1942 Discussion » Battlecraft 1942 (unlimited objects) » 2020-03-06 12:54:13

Alrighty Crash, I'll look into Battlecraft 1942 again.

#6 Re: BF1942 Discussion » Battlecraft 1942 (unlimited objects) » 2020-03-05 20:21:55

Black Mamba: Sadly I don't. I know they're downloadable form www.bf-games.net though

#7 Re: BF1942 Discussion » Battlecraft 1942 (unlimited objects) » 2020-03-05 17:39:18

My last edit seemed to be rushed. I will use Battlecraft 1942 as my main editor. Although I need to use lstGen by fluxtah to generate a working .lst file.

#8 Re: BF1942 Discussion » Battlecraft 1942 (unlimited objects) » 2020-03-05 15:45:45

If anybody has a different version of lstGen than 0.1a from Fluxtah, preferably newer version, feel free to share it here.

EDIT (March 3, 2020 @ 15:09): I've basically now officially ended my troubleshooting with Battlecraft 1942. Editor42 is my tool to make maps from now on, with Battlecraft 1942 as a "starting gun" for a new map.

#9 Re: BF1942 Discussion » Battlecraft 1942 (unlimited objects) » 2020-02-26 16:17:01

I've been since today in OllyDBG and tried to figure out why Battlecraft 1942 crashes when loading the lstGen generated fhsw.lst. It's really weird, because if I remove some objects from the .lst, it accepts it just fine.

#10 Re: BF1942 Discussion » Battlecraft 1942 (unlimited objects) » 2020-02-20 17:57:05

I am still troubleshooting as of why Battlecraft 1942 won't accept the .lst file generated by LstGen which was developed by fluxtah back in the day... awesome tool. Quickly and easily generates a .lst file out of the extracted objects.rfa archive.

#11 Re: BF1942 Discussion » Battlecraft 1942 (unlimited objects) » 2020-01-24 20:36:35

Black Mamba wrote:
Skull Kid wrote:

I seem to have been able to successfully patch Battlecraft 1942 to be able to load an infinite amount of objects. With success I loaded several maps of the Forgotten Hope Secret Weapon mini mod (not so "mini" since a few updates back of course).

If anybody here uses Battlecraft 1942, I am more than happy to upload the result. smile

You mean an infinite amount of static objects? I thought the most objects that could be placed on a map were 2048 objects? (which is already a lot of objects). Anything more than that number would fry your CPU, unless you use a lot of objects with a low amount of polygons.

This could be moved to the modding section.

Well, basically, no "points" show up at all if that "1024" prompt shows up, nor if the "2048" prompt shows up, so this would bypass that limit.

My current problems is that Battlecraft 1942 crashes when trying to load an object from "(None)" when clicking it... got to do some more research.

#12 BF1942 Discussion » Battlecraft 1942 (unlimited objects) » 2020-01-24 19:28:33

Skull Kid
Replies: 21

I seem to have been able to successfully patch Battlecraft 1942 to be able to load an infinite amount of objects. With success I loaded several maps of the Forgotten Hope Secret Weapon mini mod (not so "mini" since a few updates back of course).

If anybody here uses Battlecraft 1942, I am more than happy to upload the result. smile

#13 Re: Technical Help » Need help with tank treads » 2020-01-01 18:43:07

Happy new 2020.

Right now I've got a problem getting this script to work in Gmax. Any clue why it says that the "DOSCommand" and "SetiniSetting" is not available features?

#14 Re: Technical Help » Battlefield 1942 debugger won't launch? (On my friends computer) » 2019-11-12 09:36:27

Much so, I did the same steps... I deactivated my optical devices, and very much so. The debugger won't launch at all. Well, I guess the problem is solved then. Thanks tuia! big_smile

#15 Re: Technical Help » Battlefield 1942 debugger won't launch? (On my friends computer) » 2019-11-12 08:59:20

tuia wrote:

I think the BF1942 debugger needs a virtual or physical CD/DVD drive installed. It is a copy protection left from original BF1942.exe. It checks for any drive, if there isn't any, it won't launch without giving any warning.

Hmm… if I remember correctly, my friend's desktop has no optical device in it... I'll ask him about this as well.

#17 Technical Help » Battlefield 1942 debugger won't launch? (On my friends computer) » 2019-11-11 20:08:12

Skull Kid
Replies: 13

Alright. So me and my friend have been troubleshooting this for months, but to no avail. It seems to me we have tried everything to get his debugger working, but it won't even launch. 

No log from the debugger, nothing from the Windows Event Viewer. He also turned of the Data Execution Prevention (DEP), turned off his anti-virus (ESET), Windows Smartscreen and I suppose he also tried his best to bypass/turn off User Account Control.

Yes, he is administrator, as it's his computer and he is the only user on it. However, strangely enough it works on his laptop, but not his desktop.

He even tried transfering his Battlefield 1942 installation from his laptop to his desktop but not even that helped.

So, we are pretty much close to give up… until I knew I had yet to ask the master minds over here at Team-Simple smile

Well, does anybody have a clue what it could be? the "bf1942_r.exe" isn't as said launching at all. It's like he never double-clicked it.

#18 Re: Technical Help » Editor42 crashing upon saving Fall of Berlin (1945) from FHSW? » 2019-08-23 07:29:50

Vertigo wrote:

Are you using Editor42-0.31  or  .41 ?  Can't recall what it was now, but .41 gave me some grief.
Went back to .31

I use the latest version, 0.41 beta.

#19 Re: Technical Help » Editor42 crashing upon saving Fall of Berlin (1945) from FHSW? » 2019-08-23 00:09:16

I think I've found the solution... I had to patch the BF1942.exe, to allow for 4 GB to be used by the operating system for the executable. It works with the Ratte in Fall of Berlin now.

I made a patch in the shape of "_001" with the "\Conquest" folder only in the map's root directory, along with ObjectsSpawns.con and ObjectSpawnTemplates.con.

#20 Technical Help » Editor42 crashing upon saving Fall of Berlin (1945) from FHSW? » 2019-08-22 23:22:52

Skull Kid
Replies: 4

So, I get this General Protection Fault when trying to add the "Ratte" tank to this particular map.

I know I have succeeded in doing it before, but now it simply does not work. So if anybody here knows what can be done to make Editor42 function with saving this map, feel free to post here.

Or you could simply download Editor42 and Forgotten Hope Secret Weapon and try for yourself. I extracted all RFA archives and all maps. Actually, I extracted the entire mod folder from "FHSW".

Lastly, I tried Berlin Outskirts (1945) as well. That map saves just fine I believe. So I suspect the error lies in the map Fall of Berlin itself. I can save objects with Ctrl+S alright, but same for heightmap does not work.

#21 Re: Technical Help » Need help with tank treads » 2019-07-30 01:30:10

I could upload it on any hosting service. But I thought it would be better to host it on a site like bfmods.com. No idea, but I will check with the management over there.

EDIT: I just sent the management of bfmods.com a private message regarding this tool. Hopefully I get a reply soon. If anybody wants this tool right away, here's a link to MediaFire.

#22 Re: Technical Help » Need help with tank treads » 2019-07-25 22:34:33

Alright, I got his permission. Now, just need to find a place to host the ZIP archive.

#23 Re: Technical Help » Need help with tank treads » 2019-07-25 22:01:51

Sure can. I will ask him for permission first though I'm sure he'll gladly comply!

#24 Re: Technical Help » Need help with tank treads » 2019-07-25 01:05:42

I actually got in touch with neddy299 (developer and creator of this script for the .con importer) and he sent me version 0.19b (the latest one) which actually still works in 3ds Max 2020, except the textures doesn't appear at all when imported in 2020, works fine in 3ds Max 5 though.

#25 Re: Technical Help » Need help with tank treads » 2019-07-20 23:24:53

I keep getting from MaxScript in 3ds Max 5.0 "Error: could not find compiled con file."

Was it something I missed?

Thanks in advance to anyone who knows how to use this PCon utility! smile

EDIT: I found it. The Pcon.exe has to be in "\tmpmax". My bad.

#26 Re: BF1942 Discussion » Locking vehicles from within the console? » 2019-06-27 19:31:08

It seems though teamonvehicle is not adjustable in-game, I will try it with the debugger.

EDIT: Doesn't work in the debugger either.

#27 Re: BF1942 Discussion » Locking vehicles from within the console? » 2019-06-25 12:02:09

Yes Bud, that sounds correct. That's also what I was trying to do.

Black Mamba, I am using a modified BF1942.exe, which I modified myself (thanks to Tuia for the help) to unlock the console to become like the debugger, except it won't list the commands you search for with the tab key.

#28 Re: BF1942 Discussion » Locking vehicles from within the console? » 2019-06-25 00:21:34

Black Mamba wrote:

The only command I can think of is ObjectTemplate.teamOnVehicle 0/1/2, but that's for the whole team, not just one player. That command is used in many maps, mostly Pacific maps with carriers and big ships. These ships are always locked to one team.

As for using this command from the console, I imagine you used the BF1942 Debugger to do this? Otherwise I imagine you would get the standard ''Unauthorized command'' error dialog in the console.

I actually modified the executable thanks to Tuia's help on how to modify the original exe file. Except I cannot seem to get it working when trying the ".teamonvehicle" command, I will se what I can do about it.

#29 BF1942 Discussion » Locking vehicles from within the console? » 2019-06-24 23:49:24

Skull Kid
Replies: 12

I have recently tried to lock a vehicle from within the console that I spawn myself, without fiddling around in WinRFA. Does anybody here know if this can be done?

#30 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-03-14 16:58:47

bud wrote:
Skull Kid wrote:

I hereby declare this problem solved! The 4 GB patch did it! big_smile

okey, and what is this 4 GB patch ? smile

ps- pellejöns wink

Hehe, it's this patch that allows 32-bit programs to use 4 GB of RAM, instead of 2 GB smile

The developers of Secret Weapon recommends it.
https://ntcore.com/?page_id=371

Board footer