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Forum moderator: Apache_Thunder  
Forum » Battlefield heroes 42' » Announcements » Battlefield Heroes'42
Battlefield Heroes'42
Apache_ThunderDate: Friday, 2011-03-18, 10:18 PM | Message # 16
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It appears I forgot to update the link after I altered the file name of the file uploaded. (this only effected the client side installer, The server side file uploaded was unchanged). It's fixed now. wink
 
Modding_learnDate: Sunday, 2011-03-20, 5:47 PM | Message # 17
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ok thanks happy
 
GuestDate: Wednesday, 2011-06-01, 2:00 AM | Message # 18
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im very much interested in this as i really want play bfh with custom setups and this seems to be the closest im gonna be able to get. i hope your still workin on it. looking ok so far.
 
Apache_ThunderDate: Wednesday, 2011-06-01, 11:11 AM | Message # 19
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Still am sorta... BFH team haven't added anything worth porting over yet, so haven't done much with the mod. But I will keep it updated like add new maps and such. Also I have a job now, so my actual work time with the mod has been reduced. sad
 
Apache_ThunderDate: Monday, 2011-07-11, 4:07 AM | Message # 20
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Coming soon to v3.0 (will be v2.6 if I can't get new textures for the boats I plan to add) is Wicked Wake.

I got Wicked Wake ingame. It's got all the staticobjects and is fully lightmapped. It now just needs the material map tweaked, vehicles/controlpoints/spawnpoints added, and bots added among a few other things. It's getting there. tongue

Video of what it looks like thus far:



Please note it will take longer to do this map since I have a job now and thus I have a LOT LESS time then I used to. So I can't hammer down entire map conversions in a single day like I used to. sad
 
McFluffDate: Thursday, 2011-07-14, 12:19 PM | Message # 21
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Nice, it seem that the palm tree's look much better converted then the regular one's.

 
Apache_ThunderDate: Saturday, 2011-07-16, 11:54 PM | Message # 22
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The palm trees along with the Pine trees from Alpine Assault don't use sprites, thus I can use the primary LOD mesh for them when porting them. biggrin
 
Apache_ThunderDate: Thursday, 2012-08-02, 9:20 AM | Message # 23
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Finally got it uploaded. V4.0 is here and it's the final release. Currently uploading a new promotional video for the new release.



Change Log:

Quote

Changes in v4.0:

1. Fixed broken network info for the cannon turret for the bri_boat_elin vehicle.
2. Replaced footstep sounds with BFH ones.
3. Fixed a spawn bug on Alpine Assault that would cause someone to spawn at the wrong flag. A spawnpoint for Wood Camp was linked to the wrong spawn group.
4. Simplified mod version text in main menu. (displayed at bottom right corner)
5. Offset mod version text to the left 10+ pixals to make it line up with the background better.
6. Updated Coastal Clash Winter lightmaps to the new DDS standard.
7. Generated a new minimap for Riverside Rush Nights and Victory Village Nights.
8. Added new AiBehaviors file to improve AI. Tweaks courtesy of Dnamro from BFSP forums.
9. Ported a ton of new statics for use in the new map: Lunar Landing.
10. Ported Lunar Landing and new skydome.
11. Created modified digger tank meshes that are added to tanks on Lunar Landing.
12. Alternate space textures for tanks and jeeps.
13. Made a "Day 2" version of Lunar Landing that features jeeps and tanks and expanded combat area.


Download Link:

BFH42_Setup_v4.exe

Non-Installer version:
bfheroes_v4_client.rar

Server Files:
bfheroes_v4_serverfiles.rar
 
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