BATTLECRAFT 1942 KNOWN ISSUES
IMPORTANT: Battlecraft 1942 created maps can only be joined if they are
being run on a dedicated server with content checking OFF. Content checking
is a new feature in the 1.4 patch. The only other way to get Battlecraft
1942 created maps to function is to host as non-dedicated and have all
clients joining have the same Texture Detail setting as the host computer.
We strongly recommend hosting on a dedicated server.
* Battlecraft 1942 does not create true "mod" folders—you
cannot change to a custom game in Battlefield 1942 with just the information
that Battlecraft 1942 provides. However, the Mod folders still show up
under "Custom Game" in the Battlefield 1942 main menu. Do not
attempt to switch to your Mod unless you have provided the necessary
files to do so.
* Generating Surface Maps on a Large Map causes a crash
* Using more than 7 control points will cause Battlefield 1942 not to
be able to launch—this is a problem with Battlefield 1942, not
Battlecraft 1942
* Choosing to create a new mod and canceling out will radically damage
an open level. We strongly advise, first of all, saving before starting
a new level, and second, not canceling the creation of a new level in
a new mod.
* Battlecraft 1942 allows users to create two mods with the same name.
Doing so causes severe problems with deleting/creating levels.
* Upon install of BC, Clicking "No" in the New MOD Configuration
dialog, choosing to create new level, and then clicking "OK" on
the Select a Mod box and on the Error message results in a crash.
* Renaming a level through Windows and attempting to load it causes
a crash. This is due to the .RFA file structure.
* There is no way to rename a level once it has been named/created.
There is no way to change it in game or in Battlecraft 1942. This is
due to the .RFA file structure. The only way to rename levels is through
unpacking
* The installer for Battlecraft 1942 does not create an uninstaller.
* Without a BF disc inserted, the user is able to continue with terrain
shadow generation and merging of lightmaps. The user will be presented
with pop ups stating that a disc must me inserted, yet, the user is still
able to continue without one. If user inserts disc, Battlecraft 1942
functions correctly. If no disc is inserted, a crash occurs.
* In order to generate object lightmaps, you must create a folder in
your root Battlefield 1942 directory named "StandardMesh".
Unpack all of the files from the "Samples" folder in the download
with Battlecraft 1942 into this directory.
* Maximum number of objects spawned is not functioning
* There are various objects that contain texture problems or do not
contain any physics—detailed at the end of this document. Many
of the objects listed as not having collision detection are supposed
to be that way.
* There are objects that do not generate a preview image when adding
new objects to the Cached Objects folder—detailed at the end of
this document.
* Jungle Trees lack collision detection.
* The mini-map does not generate textures for water unless you put terrain
beneath the water.
The folliwing objects have the following problems: Afr_bush4_m1: not
properly textured/meshed
Bclas_m1: no collision
Eupaint1_m1: textures flicker
Eupain2_m1: textures flicker
Eutables_m1: weird point manipulation; does not
match with marker in editor
Flowerbox1_m1: not properly textured/meshed
Flowerbox2_m1: not properly textured/meshed
Flowerbox3_m1: not properly textured/meshed
Gibb series (all): no models, or too difficult to see in game
Frwall_m1: no collision
Jungle tree series: no collision
Lcvp_static: cannot load into cache
Oak_tree_m1: no collision
Pacific_palm_4_m1: has a white outline around leaves
Pacific_palm_large_m1: not properly textured/meshed
Pacific_palm_d_m1: not properly textured/meshed
Pacific_palm_c_m1: not properly textured/meshed
Pacific_palm_a_m1: not properly textured/meshed
All Posters (posters_xxx_m1): missing art/texture (appears black)
Rh_pacfac_m1: no collision
Scrap_metal1_m1: no models in-game
Scrap_metal2_m1: no models in-game
Scrap_metal3_m1: no models in-game
Sacks_m1: not fully textured
Sightscene_opturn_m1: cannot load into cache
Sightscene_turn_m1: cannot load into cache
Sightscene_turn1_m1: cannot load into cache
Sightscene3_m1: cannot load into cache
Sightbill1_m1: low-res textures, no collision
Sightbill2_m1: low-res textures, no collision
Signalpanel_m1: no collision
Sidwalkl_m1: no collision
Sidewalkl2_m1: no collision
Skyelala_m1: no model in editor or game
Stonebridge_1_m1: no collision
Stonebridge_2_m1: no collision
Weldtank_m1: cannot load into cache
Wallamp1_m1: no collision
Wreck objects (wreck_xxx_m1): all wreck objects disappear after a few
seconds
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