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The installer on that link has been updated in the last few days, it now includes the two xpacks and doesn't have the mods it used to have, its a vanilla BF1942 install.
Try redownloading it and installing again.
i never even considered Vietnam to be have "3d" maps... though i haven't played it in many years and it was only a few times.
Please explain the "3d" maps you are making to me like a 5yo.
Mines with nametags, also showing distance.
This topic is mostly about the mines, showing the heals, ammo etc is just an extra i added because i already had most of the code to do it. Adding all of that would be visually too different from the current game so by default it will not be like that. I only want to make the mine map enabled by default, because imo it would be a very valuable addition to the game.
For now it will be something like this:
Mines will show up if you are playing on a server which enabled it, or in singleplayer (bots don't use mines anyway).
If you want to enable more (supply depots, control points, but the latter is not yet implemented), you change a setting to enable it. Then if the server allows it you will also see heals, ammo, etc too.
The server will be able to choose which ones to allow, maybe modify some settings too (max distance, etc)
Oh please, don't.
This is exactly the reason why i prefer Battlefield 1942 over any modern game:
The screen is not overloaded with tags and hints and stuff...
Please keep it this way.
You will always have the option to turn it all off, regardless of the server's setting. About the exploration, I think it depends on what people like to explore. When i play modded maps I'm more interested in playing the map, not knowing where i can get more ammo is mostly just an annoyance.
I'm not sure yet how this all will work, but probably you will be able to force the different categories (mines, supply, flags?) off separatedly. Or just turn off all of them.
Any plans to extend the 3D map to control points, like how it’s currently configured in BF Vietnam?
Yes, just haven't got around to it. Drawing icons like in BFV would be a lot of work, but it could be done with colors for now (red, blue, grey). Maybe also the control point names could be added.
this is awesome but its a bit in conflict with nature of battlefield which tries to simulate a battlefield, its helpful to server if only it has a very small radius, like you can see the tag when you are in 10 or 5 meters of it.
Currently the tags for mines are displayed starting at 65m, faintly, like distant nametags, and get less transparent as you get closer, this way you can conviniently drive around upcoming mines. I'm open to change this distance to something less. Need to do some tests how the different distances look like. The ingame mine icon shows up at 15m when on-foot-engineer-class and 30m when in vehicle.
Don’t you think it’s could pverload the server?
You mean "overload the server"? No it has no effect on the server. At the moment its just a few extra nametags on some objects.
...the indicator on the right side of the screen is uninformative and very often bugged.
The stuck mine icon bug will be fixed in the next release.
I'm working on a 3D map similiar to the one in BFVietnam, however before finishing it I want to know what people think about this. Currently it consists of two parts: a mine map (for mines placed by teammates) and a supply depot map (heal, ammo, repair point).
This is how it looks now:
The supply depot map is mostly meant to be used with mods or maps you aren't familiar with, to make finding ammo/heal easier or for players who are new to the game and don't know where to find these.
The mine map is more important for me, imo it would make mines a lot more useful because you wouldn't need to expect everyone running over them if you place a mine. However this is only my opinion, so far i got very mixed feedback about this. Some people think its fine, some think its cheating.
I also figured out a way to configure this per-server, so server owners could decide if they want this or not. However I still haven't decided the defaults.
So my questions are: Should the mine map be enabled by default in client config? If there is an option for servers and a server did not set anything it should be enabled or not? Only enable it if the server allows it?
I also got some requests if it could show ExpPacks, this might become a server configurable option too.
Configuring by the server owner would be done via the welcome message. You can set 10 lines in the server config, but the client only displays the first 5, so the five extra lines can be used for magic strings which bf42plus could interpret and follow.
Please tell me what you think about this!
Your sensitivity is higher when you are not moving? Did you enable plus.correctedLookSensitivity ? By default it is disabled, try disabling it by typing this in the console:
plus.correctedLookSensitivity 0
Thank you everyone for trying out the testmode. Because i did not receive any negative feedback i decided to enable those modifications by default in the new version.
Version 1.3.4 is released: https://github.com/uuuzbf/bf42plus/releases
If you already have an older version you will get an update notification the next time you start Battlefield.
Added an optional fix for the issue of higher on-foot mouse sensitivity when moving. To enable it type plus.correctedLookSensitivity 1 in the console or enable it in bf42plus.ini
The game may run more smoother and in multiplayer the time it takes for the server to process your input may be decreased by a bit. To disable these patches type plus.smootherGameplay 0 in the console or disable it in bf42plus.ini. For more details see the README
The mod now works on Windows XP
If you have a missing CD-key in registry or it is public (can be found online), a new unique one will be used automatically
I know this blind testing was not perfect, it does rely on the player to form a honest opinion before the test state is revealed. I didn't make a proper blind test because it wouldn't have worth the effort, and it would be even more complicated for testers.
The fact that running the FPU at a higher precision makes the game smoother was discovered back in january by Soldierr and me. We were researching the input delay problem caused by the game timing the frames a bit wrong, and "overfeeding" the server with player input. I traced it back to inaccurate math, and Soldierr made a patch to change the Direct3D API call to not mess with FPU states, so the game runs with higher floating point precision (basically the game can do math more accurately). When we first tested this i noticed that the game was kinda running a bit smoother, then Soldierr also said it, so we knew that we aren't just imagining this.
I got some feedback about the tests, none of it was negative, which is what i was curious about. If it does nothing for somebody, its good. If somebody's game will run better in any way, its great. This means that i can just enable this by default and at worst it won't have any effect.
I made this mod because i had all this information about how to improve the game, and it felt wrong to just sit on it. Leaving hints amongst hundreds of forum posts won't help players have a better experience in this game. Even at this point i don't know what exactly you discovered that i "rediscovered".
Please if any of you know anything about this game that may improve it, just write it down properly, don't sit on it. Also i'd like to ask you to keep this topic about the mod or possible improvements to the game. I think all of you have the common goal of keeping this game populated so we all can enjoy it.
If you get an error about "MSVCP140.dll not found", you need to install this package from Microsoft: https://aka.ms/vs/17/release/vc_redist.x86.exe
The x86 package is needed on both 32-bit and 64-bit windows, because BF is a 32-bit program. I tested the mod on Windows 7, it works. The next release will work on XP too.
I had a look at this problem, i'm not sure anymore if its a bug or intentional feature. Probably a bug, horizontal movement may be added twice when moving. The issue is both server and clientside (both sides calculate this value), so it cannot be fixed directly without having glitches when playing on servers. I implemented a workaround by halving the horizontal look sensitivity when moving. I noticed that when moving the vertical sensitivity was half of the horizontal, so fixing it this way seems more natural than doubling the "standing" sensitivity. The option will be in the next release of bf42plus, but DISABLED by default, because it changes how the game feels quite a bit. If somebody wants this it can be enabled, but i don't want to force this kind of change on everyone.
Here is a custom build (v1.3.3) that includes the code: https://update.bf1942.hu/release/1.3.3- … dsound.dll
Note that you will probably have to adjust your infantry mouse sensitivity, as it will be a bit unusual.
To enable it use this console command:
plus.correctedLookSensitivity 1
Or modify the setting in bf42plus.ini
when i open and trying to download it i i have pc virus alarm and cant open it why?
Its a false positive, i can't really do anything about it. I can promise you that there is nothing malicious in that file, the source code is available, and it was compiled directly from that.
I checked it on virustotal, it only shows 2 detections, which is actually better than i expected.
Try adding an exception to the file.
Yes, purty much. Because the desync issues begin with your pc and windows installation. For example flying is lightyears better on fat32 UEFI systems than on MBR. However tanking or infing is better on MBR. Depends on the rig too. There is so much going on
Another funny thing is with snipers
So, whenever someone used to say that this guy or that guy is a really good inf or a pilot, It's just that their system allows them to be but also limits them to that particular class.. you can be an unkillable sniper but the minute you pick up the medic class, you're getting hit from everywhere
Those are some interesting claims, assuming there are really things like "planes better on UEFI boots", that means there is something really broken in the game code, and if something is broken, it can be fixed. I don't see any reason why the game coudn't be just "good" on any system capable of running it at a stable framerate.
About the performance patch, even if it will be default-enabled, there will always be the option to disable it.
Some details about this experiment:
Version 1.3.* includes a test mode with blind testing to try out some new patches.
By default the experiment is disabled, unless you enable it, it is completely inactive.
When the experiment is enabled some patches are applied to the game with 50% chance, decided at each start (or map change when the game restarts). It is not revealed if the patches are enabled or not until the end of the map, when the scoreboard shows. This is to allow you to form an opinion about the gameplay experience without knowing for sure if the patches are on or not.
On map end the message "High precision mode was ENABLED/DISABLED" is displayed in chat, and on the yellow kill message on the middle of the screen. Because these messages are easy to miss, in version 1.3.3 "ENABLED" or "DISABLED" is also applied to each player's name, so it will be pretty obvious in the scoreboard.
If you are really curious or don't want to wait for the map to end, you can type plus.testStatus in the console to reveal if the patches are enabled or not.
Basically, it should make the game smoother, also should reduce latency between client and server (not the ping, but how fast the server reacts to your actions).
Type
plus.highPrecBlindTest 1
in the console, will take effect after next restart.
OR
Change the highPrecBlindTest config option in bf42plus.ini to on, which is located in the game directory, near BF1942.exe and dsound.dll
To disable call the console command with 0, or set the config option in the file to off.
I want to enable these patches by default in the mod, but i don't have data how it affects different setups. The patch that makes the game smoother also has a very small performance impact. On modern systems this is not noticeable, on ancient CPUs it might cause worse performance, however i don't have old hardware to test on (i have a 10 year old cpu, that is considered modern in this context).
Please report your experiences either here or on Discord to me (username: uuuzbf). If you are testing on older systems it would be helpful to include CPU type and OS version too.
I released a hotfix (1.3.2) because buddy colors weren't saved propery when players had some special characters in their names. Thank you tragic for reporting!
The problematic cases were: names starting with spaces, names ending with spaces, names starting with [, names containing =, names containing non-ascii characters like éáű or cyrillic
Version 1.3 is released, including the custom buddy colors.
For details see https://github.com/uuuzbf/bf42plus/releases
I will publish the update to the update server tomorrow (sunday) morning. After that your game should prompt for updating when u start it next.
But at same time i wonder how it would looks for those who use the x2 fonts file.
I use large fonts, so you can see how it looks, it doesn't make much of a difference.
@uuuz
indeed, just the lobby had the blurry fonts - in game and console fonts were back to a crisp look.
This is because the main menu now uses the same resolution as your ingame resolution to avoid resolution changes. Improving the menu/HUD looks when the set resolution is not 800x600 is planned, but it is very difficult, the menu system is hardcoded to 800x600.
after the winecfg step the version string shows up and the former crisp fonts are getting a bit squishy/blurry.
Only in the game's main menu or on the ingame HUD too? Btw i'm glad u got it working, i will include the extra installation steps for wine in the readme.
To everyone: i need your opinion. I made a patch that gradually lowers other player's nametags when u get close to them, so you can actually see it instead of it going off-screen. I have been using this patch for over a year and noticed that i miss it when i use bf42plus, which doesn't have it. I want to include it in the mod and enable it by default, what do you all think, is it a good idea or it should be disabled by default? In my opinion its clearly an improvement, but i don't want the mod's defaults to be too different from vanilla.
hi uuuz,
wine player here - i've put the dll in the correct directory and fired the game up - but bf42plus.ini doesen't get created. that leads to the question: does it work correctly under the wine-emulator?
I haven't yet tested the mod under wine. Does it work besides not creating the config file? I will try to test it under a virtual machine.
a patch for "perfect" hits would be great too
just saying
If there are some things that objectively improve the gameplay then i'd be glad to look into it and implement them, but most things i heard about aren't really verifiable.
Also yes, i did not make the patch everyone calls "reg patch". It was made by one of the BFSoldiers (known as Soldierr here and on dc)
Currently i'm working on the custom buddy colors, its almost done.
...have you ever thought about trying to enable the dormant weather system code in bf1942?...
I haven't really looked at the graphics part of the game. I was mostly reversing the object system, menus, HUD, networking, etc. I tried the cloud patch, it looks interesting, maybe it could be added as an option later, but i still have to figure out a couple things to do that. For now i'm focusing on things that improve the game's stability/usability.
Does this mean I don't have to switch my resolution every time i exit the game? If so, I'm sold!
Yes, the game shouldn't mess with desktop resolution and the window size of other running programs anymore.
However, now there is no "is no more" message in the centre of the screen after you die on your own or suicide
This is intentional. If you get teamkilled the "xy killed a teammate" message is displayed on the center, but it is immediatedly overwritten with your "yourname is no more" death message. I removed the "... is no more" messages from the center field, so now you can see who teamkilled you.
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