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Archives/bf1942/Levels/DC_No_Fly_Zone.rfa
bf1942/levels/DC_No_Fly_Zone/changelog.txt
.5j
- fixed tex on static
- replaced mi8 with hind on day2
.5g
- day2 fixed hp
- day1 added ctf
- fixed heli spawn for mi8
.5h
- set load screen
- set mission briefing
- removed pantsyr code
- added spawn wreck effects by barake
- added radardome wreck
.5g
- moved f14 f15 and harrier around to fix take crash
- heightmap adjustments
- added hydra harrier
- added comeplete texture with new roads and shadows
- added secret rearm strip;P
.5f
day2
- fixed spawns
- added rescue heli
.5e
- stuff
.5d
- heightmap tweaks
- adjusted object spawn
*added extra mirage spawn and a su
*removed ural tanker
*etc
.5c
- S&D + air cps swaped days
- object spawn clean up on aircp var.
- added f14
- added ammoboxes to vills + healthcab
- changed hp
controlltower 14000
hangar 12000
radardome 10000
- remove 7th class !!!do not chose in menu!!!!
.5b
- dc 5c comp.
.5a
- optimised colmeshes for hangars
- added iggy clouds
- modfied detail.dds
- reduced viewdistance
- reduced tree and objects ammount
- tonz of heightmap tweaks
- added S&D feature
*radardome is now destroyable, and has sa3 connected to it, spawns
*f16/mig spawns connected to controll tower
.4d
- fixed lightmap
- fixed envmaping
- added shaded tex by gabriel
- minor fixes
.4c
- added civ vehicles to village at river
- added m2 and wreck meshes
- added lodcode for objects
- added several mesh fixes by gabriel
- added new skybox
- tweaked specular color on water
- added road layout
- added new ingame map
- some heightmap fixes
- set load screen to "f16"
- minor fixes
.4b
- added f15 (f14 left out for now)
- lightmap test(bad contras, some statics bad lm, no lightmap in day2 yet)
- minor fixes
- fixed missing tex tiles
- minor heightmap changes
- fixed rotation on soldier spawns for controll tower
- ground tex and static object fixes added (by gabriel)
- added ladders and boxes to object bundles (by barake)
.4a
- new draft tex
- raised viewdistance and fog start
- contiued work on trees
- added day2, air superiority battle
around 3 air cps (with 150 radius 5 secs to change and value of 50)
.3i
- 1.45 bug fix
- us set to 2xa10 hangars
- lowered tickets to 100
- bsped us barrack
- few trees
- some fence added to opp base
- 2x scuds added :P
.3h
- added soldierspawns to des objects (controll tower spawn roation messed up)
- connected bomber spawns to hangars (su, a10, f14 only spawn inside hangars aslong as these exsist)
- added ammo to all runways
- added trees (only halfdone)
- added repair suply depot to hangars
- added us barracke (needs fix: floor bug, and art changes)
- raised HP of des objects to 20000
.3g
- new terrain tex
- reduced some vehicles
- added ural tanker
- changed mat id on airfield to 15
.3f
- terrain changes
- new draft terrain tex
- re added the big hangar
- bsped all meshes
.3e
- replaced iraq hangar with slightly smaller and simpler low poly version
(bad mesh entrance is too low, ceiling missing tile)
- fixed some stuff on the controll tower object
- fixed invisiable tower
- readded pantsyr(with fixed .4b code)
- removed underground bunker
- removed some more ground vehicles
- added extra su
- set planes to spawn 3x
.3d
- removed all sam bases, and cps
- converted US base to destroyable, adding sam and zpus
- reduced ground vehciles
- ground bunker from destroyable to static
- terrain work
- ac130 removed
.3c
- destroyable supplydepots removed
- replaced by normal cp for the samsite (airbase remains bombable)
- bunch of stuff
- new draft tex (north iraq scheme)
- moved two sambases closer to airport
- added some more roads
- fixed river coast
.3b
-added 4 sam bases with destroyabel suplydepot
-changed controll tower so its like the other bombable objects
-added some vehicles
-added destroyabel bridges
-reduced samsites at airbase
-tried fixing SnD so round ends after all buildings destroyed
.3a
-scrapped secondary bases
-added scenery, extended roads and brigdes
-remove a bunch of stuff
-first stage of Search and Destroy
*controll tower destroyable by c4 (took me something between 6 and 20 c4)
*hangar and vehicle bunker take damage from all weapons(takes about 50 ac130 rounds, or extensive bombing)
.2b
-removed pantsyr(network crash in .39)
-optimised col mesh on underground vehicle bunker
-resized big radar
<iggy> transparent true;
[13:59] <iggy> depthWrite false;
[13:59] <iggy> alphaTestRef 0.7;
<iggy> GeometryTemplate.setLodDistance 0 0
[14:03] <iggy> GeometryTemplate.setLodDistance 1 15
[14:03] <iggy> GeometryTemplate.setLodDistance 2 35
[14:03] <iggy> GeometryTemplate.setLodDistance 3 70
[14:03] <iggy> GeometryTemplate.setLodDistance 4 100
[14:03] <iggy> GeometryTemplate.setLodDistance 5 300
[14:03] <iggy> so the last entry has a really far value