Over 200 new items including object primitives which allow mappers to create new maps with much more variety than ever available before.
Many more vehicles - including more vehicles with emplaced weapons which are usable by players in single and multi-player gameplay.
20 new terrains - which broaden the gameplay experience and bring back snow to the latest game in the delta force series.
Unlocked Map Editor - includes map editor which allows the mapper to specify the default color for cammo on a given terrain - thus allowing the mapper to specify arctic or jungle cammo for their custom maps. New med also includes screenshots for virtually all new items to aid mappers in the creation of new maps.
New Weapons:
550 Sig Sniper Rifle
M-20 Silenced Sniper Rifle
M4A1SD (silenced scoped assualt rifle - available to medics too)
OICW
RPK-74
Delay Mine
Throwing Knives
Other features:
Ambient lighting
New Environment Files
Snow and Rain effects
Vehicles with Arctic Camo
Snow trees / foliage
As usual, using this in a Novaworld Server will get you punted and banned..
I Created a New Installer that creates desktop icons with correct file extensions.
Option to install to non standard path.
About 350 new Items...some from Farcry....
13 new terrains.
New weapons.
New player skins.
New Vehicles.
Female Player.
A 6 mission Campaign.
Multiplayer Maps Supplied.
Includes a copy of Pappy's 2.05C Unlocked med with desktop shortcut and extensions.
Uses Standard DFBHD.exe file, so it can be Coop Patched with "Coop Me Now".
Here is the DF1 Villa Collection for BHD, JO, or DFX. This pack includes the original drug lords villa and the walls, towers and stair ramps.
This is an early conversion I started on years ago and never got around to finishing. All the hard work is completed, only slight adjustment or upgrades is needed to port these to JO or DFX. (You'll need special collision volumes so vehicles can't pass through the structures).
As always, please include me somewhere if you use the models in your mod. Some of these have been floating around for awhile in a few bhd mods. Now you can have these models in your mod and make any appropriate changes necessary because you'll have the source files too!
This tutorial demonstrates various techniques that can be used to move and manipulate vehicles and teammates with way points, area triggers, and event code in Delta Force: Black Hawk Down. .mis, .bms, .wac, and .til files included, all of which should be copied into your DF:BHD install directory. See included text files for installation and use! ** UPDATE to v0.91 April 28 2003 ** Corrected the event for the delta teammate who begins onboard the fast rope helicopter to attack the correct enemy when he stops - new .bms and .mis files included as a result. Credits in text files updated. Enjoy :-)
Our aim with this version is to try and slow down the run and gun style of play and make you use a more tactical approach. Now that the AI are smarter, sharper and have weapons to match, your game play has to change. If you advance to fast you will die. We have a "No AI Re-Spawn" policy in our maps made for our TIOcoop92. So once you have battled hard for that ground, it's yours, no AI re-spawn. Our 92 test server has sixty maps in rotation, all with no AI re-spawn. You are able to install our Mod with BHD only or with BHDTS installed on your computer. Both BHD and BHDTS players can join a TIOcoop Mod server and play together. It does not matter what game type map is being hosted. Our Mod is a BHD Mod and when hosted on Novaworld it will display as a BHD server.
WHAT TO EXPECT IN THE TIOCOOP192 VERSION
NEW GAME MENU
NEW MISSION EDITOR
NEW AI (Artificial Intelligence)
NEW PLAYER CHARACTERS
NEW EFFECTS
NEW SOUNDS
NEW WEAPONS
NEW VEHICLES
NEW FOLIAGE
NEW BUILDINGS
NEW VOLCANIC THEME
NEW THINGS THAT EXPLODE OR GO BOOM
64 hz Server Patch is a small edit to the game executable, required only for server hosts and affecting all connected players. This change forces values that were previously only customizable for LAN servers, now on servers hosted on NovaWorld. With the current speed of providers, everyone can now enjoy the game to its fullest.
This patch does not magically eliminate lag, the latency generated by your joining-player distance to the server will still remain. Players with high distance-based ping, will still need to shoot infront of their enemy, but they will have naturally less packet loss as the server will refresh at a much faster rate, leading to a significant reduction in the perception of lag.
What are the benefits and practical effects of this community server patch?
A huge decrease in the number of situations where players would teleport while moving, making perceived enemy player movement smoother and easier to aim at.
Now all bullets from all weapons on the server are more effective. Previously, 1/3 of the bullets of all weapons (e.g CAR15) were eaten due to the default low server data refresh rate of 16 hz.
All in-game sound effects can now be heard audibly. At 16 hz, many gunshots and ambient sounds were not played because they started at times when there were no packets to transmit to the player joining the server. Now all players can hear weapons, vehicles and the environment in their real accurate state.
All of a player's mouse and keyboard inputs are transmitted faster to the server, making it easier to execute movements they've really wanted to do on the server. Easy to notice when a player prones.
While it doesn't lower the minimum ping your players can have on a server, their ping tends to not fluctuate as much as it used to.
Movements made by all vehicles are now smoother and synchronized, making it possible for a player e.g. To hit another player who is in the window of a Black Hawk with much less difficulty than before.
Maps load much faster for everyone.
Video comparing 16, 48 and 64 hz:
Why did NovaWorld's servers run at 16 hz and why should we use more than that?
Limitations of the time the game was developed culminated in methods and adjustments to accommodate players with slower connections such as dial-up. Today, everyone plays with connections capable of handling higher refresh rates, so there is no longer any need to degrade gameplay quality. No more players teleporting for no reason.
Why we shouldn't use more than 64 hz?
Although we can go further and reach 128 hz and we've tested higher limits, the game is not prepared for this and may present some problems in animations and other things. 64 is the sweet spot, perfectly matching the frame rate at which both the server and the game is designed to run on natively. This rate is also in line with current gaming standards, allowing new players to have fun and not be negatively impacted.
Compatibility
This patch is not compatible with modifications that also change the game executable.