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ah, actually the core quake 3 game files are not included on that website, for legal reasons... but you can get it from here: https://mega.nz/file/LosA1AJa#H_VxTArD7 … QKMQ8kMlz8
*shhhh, don't tell the internet police*
updated link: full quake 3 and cpma (v. 1.53) included, ready to play: https://mega.nz/file/f50nwQaS#sMwgzrxFd … J8Lq1jcMPI
In Q3 main menu, choose Mods > CPMA 1.53
Nice, always liked arena shooters and their high learning curves. Different dynamic for sure. How active is the Q3/QL competitive scene nowadays? I really liked the old QuakeCon competitions hosted on Quake Live.
I can't really comment on QL as i haven't jumped into that one since 2011/2012 or so, but it no longer has the playernumbers that it used to have, back in the old days.
They (ID Software) kinda put the final nail in the coffin when Quake Champions was released and QL was dropped by QuakeCon, so the pro players also moved over to QC. But even before that, mistakes were made by ID Software itself, they jumped from a Free2Play model to a monthly subscription model and then finally to a single-payment/retail model, and the patches that were released added unnessary things like Loadouts (which was meant to lure new young blood into the game), but nobody really cared about those additions. Quake 3 CPMA (Challenge ProMode Arena mod) is another thing, it's maintained by its own community, pretty similar to what Team Simple is doing for BF1942. It's pretty dead as well, but you should be able to get games going by privately arranging matches through Discord.
The learning curve is indeed steep, in fact, some of those jumps you see in the video (for example to the red armor ledge), takes days or perhaps weeks to learn and months to perfect. It's not a very welcoming game to new players, they often just get raped and never come back again. It's why that whole genre is a niche and so unpopular. But i love those type of games, it took me years to reach a high level, and the feeling you get when you finally start beating pro players is something truly special.
Nice we should all play some arena shooters sometime. That's the real FPS experience.
You can head over to playmorepromode.com and DL it for 'free', it's abandonware nowadays so nobody cares (like BF1942), if you need help setting it up etc. give me a PM, i'll be happy to help
edit: ah, actually the core quake 3 game files are not included on that website, for legal reasons... but you can get it from here: https://mega.nz/file/LosA1AJa#H_VxTArD7 … QKMQ8kMlz8
*shhhh, don't tell the internet police*
https://www.youtube.com/watch?v=YlIpO-Ae6cw
POV video of me (pada) back when i was still actively and competitively playing Quake 3 (cpma mod), i would say it's my favorite duel game, played it a lot between 2010 and 2017, but originally i came from Jedi Knight 2 multiplayer which will always have a special place in my heart (played between 2002 and 2010). Quake 3 ofcourse has no recoil, and it is a lot faster than BF1942. Now i just play BF1942 for fun because i'm an old fart and i can't really keep up anymore with the Q3 crazy skill ceiling (it's a dead game now anyway)
Technically, BF1942 no longer needs to be installed. It's now fully portable, you can just download the files and run it from the folder. You can also just put it on a USB stick and bring it with you, share it with others etc.
OP, try the one from this link, i'm sure it will run fine as i tested it on many computers, just place somewhere and run:
https://mega.nz/file/GgVXlTCT#M3AGjJxzf … CypoA7-CgU
edit: to clarify, it uses Tuia's installed BF1942 as a base and BFPlus by uuuz, it also has the required DirectPlay file (no need to install that one anymore) and it has the D3D8to9 file already added, which resolves some black screen errors.
That's a lot of words for saying "I suck at using the tiger"
You are right, perhaps i need to boot from MBR and it will turn me into a tanker pro!
All proposals are welcome, but this change, i fear, is not subtle at all. Most players are used to the Tiger strangely bouncing up and down and i can imagine the reactions it would cause such a change. But, it would be, of course, more realistic and a good overall addition.
Actually, different values are possible. We tried it yesterday on uuuz's server, anything between 3.5 and 10 is playable and does not cause any glitching. 10 is the last setting before it starts to behave erratic, when driving the tank up a very steep hill. Perhaps 8 would be a good middle-ground, but i understand that players are stuck in their 20 year old muscle-memory, and won't like to lose their long experience advantage.
But even at 10, the tank still bounces forth and back when you accelerate, brake and fire, but instead of bouncing 3-4 more times, it bounces once and slowly returns back to center.
A main battle tank with 58 tons won't behave like that, yeah, silly decision with ridiculous effect.
Indeed, i compared my changes with the default behavior of the US M10 tank destroyer. With these changes, the Tiger Tank now feels very similar to the M10 but slightly stiffer/heavier/less wobbly in the suspension, which is exactly how it should be if you look at their weights: the M10 weighed 30 tons, the Tiger I weighed 54 to 57 tons (depending on which Ausfuhrung), if you look at footage of a real Tiger I tank driving (see youtube, Tiger #131 of Bovington Museum) you will see that BF's physics simply don't do it justice at all.
We all know BF is not realistic by any means, it's arcadey and fun, but the Tiger should atleast feel heavier and more stable in its maneuverability than for example the lighter M10, this setting enables that. I doubt it has a deep impact on gameplay/balance, it's too subtle for that. I don't think it will make you alot better, but it sure feels less annoying to wait until the bouncing has come to a complete halt.
I wonder if it was really a way to nerf the Tiger, they could have done it in other ways for balancing purposes, for example by allowing more enemy tanks (ratio). It is actually historically correct that a Tiger would be outnumbered and take on many enemy tanks at the same time.
Perhaps you are right though, but maybe they succeeded *too much* in nerfing it, right now i often see experienced players skip a Tiger tank and hop in a nearby Panzer IV, because as you mentioned, the Tiger also has a ridiculous projectile trajectory/bullet drop going on (in reality the Tiger could shoot very far, effectively at 2km), the Panzer IV doesn't have that. So, besides armor, the Panzer IV is actually the better tank to use in many scenarios, especially from far away in maps such as Aberdeen... i doubt that is what the devs intended to accomplish here.
I guess it would be cool if the SiMPLE server would experiment a bit with this subtle change, that's why i made this post, to gauge if there is any interest to change it. Maybe players are also just too familiar with the default Tiger behavior that they will not be positive about any changes.
@Paul, no worries, this doesn't work in multiplayer, i checked it (only works client-side) and therefor it cannot give any advantage, it would only work if the server implements it (serverside).
Hello everyone,
Some of you have probably seen me playing in the server recently, or maybe not
A short introduction about me: I played BF1942 back in 2003 as a kid offline, did not touch it after that for 17 years, found out about Team Simple's installer and nice online community after the GameSpy shutdown, ended up playing BF1942 on and off since then (i used the alias 'Adolf_Titler' before around 2021)
There were 3 things that always bothered me when playing BF1942, those things were:
- Bad hit registration
- Mouse acceleration during infantry movement
- Tiger tank wobbly physics (most noticeably when braking at high speed)
Thanks to the amazing efforts of Soldierr and uuuz, the first 2 issues have finally been resolved, however the Tiger physics still bother me.
I know many of you have played this game for 20+ years, and have probably grown used to it over time.
However i would like to have your input on a small, subtle change i made to the Tiger tank's physics, which should reduce the wobbling effect when accelerating and braking. It now feels more like a heavy Tiger tank instead of a inflatable rubber duck
First, to compare, just open up a singleplayer game of Market Garden, grab the Tiger tank and drive full speed, then brake, see how the wobbly physics momentum goes on for a long time, which makes it harder to aim as well, and it's not how a massive heavy Tiger should behave.
Then, please try this altered Objects.rfa file, place it inside your mods\bf1942\Archives folder (make sure to back up your original Objects.rfa file) and try doing the same thing again, and you will probably notice a difference.
Please let me know if you think this subtle change is a welcome one, or not, and if not, please state why
It should make it a little bit easier to aim now, because the view is more stable.
* Do note that this will only work in Singleplayer, no use to try it in Multiplayer, the server still uses the default settings even if you have a changed Objects.rfa file
* What was exactly changed? ObjectTemplate.setDamping 3.5 was changed to ObjectTemplate.setDamping 10, a small simple change in the Tiger's physics.con file
File link: https://mega.nz/file/H0lnkJRI#zt8I06aBR … wv8oMJRUA4
greetings, anal_probe
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