Battlefield: 1942 is a tactical first-person shooter set in World War II. It introduces combined arms tactics, using tanks and dive-bombers, submarines and carriers, and machinegun nests with AA-artillery. Every aspect of WWII warfare will be accessible to a player and his friends from an FPS perspective, and the ultimate goal is to win enough campaigns to win the war.

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This is an update to this article:
Moddb.com

An update has been released (June 26):
Imagetools.itch.io

What has been done:

- The backbone for the template system: you can now edit the object parameters, add new object templates, then add these objects to the map (currently through the features.ini file in the Levels/ folder). The object templates are placed in the Data/ folder. Currently only a small set has been implemented: you can add static objects (trees, stones), also you can construct simple hierarchies (which are not yet simulated, and unable to move). The tank in the plain view at the level start is an example (you can find its data in Data/Objects/Vehicles/Stuart/). The template system is a bit more complicated than that of Battlefield, as you can notice, but I think it will also give more flexibility. I'm planning more things to do here, like for example the inverse kinematics: where you can have, for example, the moving parts of a construction connected in the form of or a rhomboid (or a triangle with a plunger, see below) (which you couldn't have in BF1942/2). This may be especially convenient for things like artillery (where you can have moving parts connected in multiple points):

150mm sFH18 howitzer base borden

- The object collisions are now fully capable triangle meshes: BVH for the static objects, for the dynamic objects PhysX supports only convexes, so the convex mesh type was implemented, but complex (i.e. concave) objects will probably require convex splitting/decomposition, which hasn't yet been done. Still you can use this type of mesh even for the static objects (via "MeshType CONVEX" to the CollisionModelTemplate). The visualization of the collision geometry is currently disabled (due to the amount of objects in the scene which will easily overwhelm the drawer -- I'll probably fix it later), so you won't see much difference anyways (with the exception maybe that the balls will hit something in the air as without the decomposition the convex may overhang the mesh).

col

Screenshots and videos:

stu3

Shows the object hierarchy

What's next?

- Probably the vehicles. I'll try to make them moving in the next release. I'm not sure if it will be the tank tracks yet (this is a serious matter to do), but the wheeled ones quite maybe.

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Post comment Comments  (0 - 10 of 208)
^Vadim_Chistyakov^
^Vadim_Chistyakov^ - - 83 comments

I played constantly in computer clubs in 2003.
The game never gets old.

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Guest
Guest - - 697,797 comments

ู‚ู†ูฃู†ูฃู…ู†ูฃู…ูฃูฃ

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kast7n
kast7n - - 3 comments

you can get the game already patched with multiplayer (the game also includes fhsw mod and fhsw europe mappacks but u can play normal bf1942) in FHSW europe discord Discord.com

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H3llBaron
H3llBaron - - 898 comments

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ahmed.iraq
ahmed.iraq - - 2 comments

Please I want to download the full game. Because I don't own the game. I want a direct link to download Battlefield 1942 desert combat.

Thanks

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Guest
Guest - - 697,797 comments

Steamunlocked

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Guest
Guest - - 697,797 comments

where can i download the og game and not just mods?

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ahmed.iraq
ahmed.iraq - - 2 comments

Where do I download?

battlefield1942desertcombat

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Andrey15
Andrey15 - - 270 comments

Hello,

Here or here:

Moddb.com

Moddb.com

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buschhans
buschhans - - 568 comments

Great work, im really happy about this Mod. The development goes on, thats happy News for us. Hope a lot of the people sign in for the Tournement. :)

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