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General Mod Chat: Urban Ops Mod Show Case

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Here's my Mod face book page so you guys can add me and like what I post. https://www.facebook.com/profile.php?id=100011373860645

News: March Interview

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This month's interview is with site owner ~BLÃÐE~ No one got back to me in time so i figured i would interview myself lol Have a read >>HERE<< Get to know the People behind the scene, site owners, mappers, coder... Anyone you would like to see interviewed?

News: TIO COOP Mod

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The TIO COOP 1.9.1 Mod is for BHD:TS We have added the 191 version to the downloads >>HERE<< It adds some cool feature to game with new weapons, sounds and re skins of most things. There are servers up so jump in for a game of coop. TIO COOP 1.9.2 is coming out later this year For more information drop by there site and find out more http://www.tiocoop.com

News: April Interview

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This month's interview is with JB*AUS* from Australian Universal Soldiers Have a read >>HERE<< Get to know the People behind the scene, site owners, mappers, coder... Anyone you would like to see interviewed?

News: DF2 Evolution (EVO Mod) 1.0.3 update

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An update to the EVO Mod bring it up to version 1.0.3 *UNZIP ALL FILES TO YOUR DF2 GAME FOLDER* (wherever your DF2.exe file is) Includes 2 dll files, as well as"EVOClient2.exe" and "EVOClient4.exe" It will auto-detect your Windows version and auto-run the necessary EVOClient which then reports your EVO version to the server. BEGINNING FRIDAY APRIL 8th - THE SERVER WILL AUTO-PUNT ALL PLAYERS WHO DO NOT HAVE LATEST VERSION. Updates in this version include... M4 NADE GLITCH FIXED Fixed glitches in some buildings New buildings including "Kulkulcan's Temple." New items including the "Dragon!

News: DF BHD Revival

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Dear Older Gamers, This is a message to announce the development of DF BHD Revival, an update to the classic PC game Delta Force: Black Hawk Down (inc team sabre). As players we are making this for players and will there for be addressing old issues and creating lots of new functionality. While under development we are calling this project, BHD Revival. Once we're ready to release, we may rename the update. Why? Everyone involved with this project remembers BHD in the old days, busy servers and great times. We all want that time back. Its that simple. How? Breaking down our update into seperate componants, we are hoping to address the following:- - Display : More screen ratios -> Support more screen ratio options; 16:9, 16:10 etc. (all games) - Organisation : Clan Management -> Centrally stored lists of clans, ranks and players. - Organisation : Leagues & Tournements -> Centrally scored and organised leagues and tournements. - Gameplay : Left lean bug -> Make player equally visible when left leaning. (all games) - Gameplay : No f4 mode -> Remove third person view. (server / host option) - Gameplay : Ammo discarding -> After reloading remining bullets in clip will be digarded. (server / host option) - Gameplay : Loadout affects speed -> As ammo is depleated, player speed increases. (server / host option) - Gameplay : Loadout change scope -> Optional scope for various weapons. (all games) - Servers : Anti-Cheat -> Server based anti-cheat software that does not require a client installation. (server / host option) - Servers : Central Server List -> Single central server list, to replace pinger and novalogic. This will enable direct game connection and will not require a VPN like game ranger. (all games) - Servers : Central Server Stats -> A new updated stats system, with protected stats, medal and rank loss and much more. (all games) - Servers : Protected Player StatS -> Players will be required to signup to a central website and assign IP addresses to their account. (all games) - Servers : Rentable Services -> To help cover our expenses and provide prize funds, we maybe offering our hosting solutions. More Ideas - A *World Cup* for national BHD teams, like the former Squad Warfare - Clan leagues based on ClanBase and ESL - New GameType like in CS. If you die of a headshot or knife, you remain dead and must wait till the end of map. Want to help? Throughour this project we will need help, from people of all skillsets. If you have something to offer, get in touch. We dont just want workers, we'll need testers and your ideas. If you'd like to participate again, get in touch. We will post a list of required jobs as we need them. We're hoping to revive DF BHD one piece at at time. With your support, we can make this happen. Thank you BHD Revival Team More information coming soon. https://www.facebook.com/groups/593167714165139/

Delta Force Xtreme 2: Is there any Save Files

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it would be nice because it is hard to finish all levels

News: BHD Full Features App

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Revive your favorite missions. Sets Global AI difficulty and applies the /d argument which enables the user to enjoy all the features of custom missions. Play BHD and TS with custom features enabled. Choose from 3 levels of difficulty. Difficulty levels for BHD will feature Regenerating Health for Low difficulty ranging to Degrading Health for High difficulty. NOTE: Version 1.0.1.2 is configured for (Single Player only) Available >>HERE<<

News: Happy 12th Birthday Nova-Outpost

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Happy Birthday to us 12years ago i started this site and we are still here today! Lets hope for another 12 to come. We are not done yet we still have some new stuff coming, Mods, Maps... Thanks to those who have support us over the years.

Delta Force Xtreme 2: About delta force x2 mod

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I didn't download sg-serendibity map any of the forum or forums I just installed the sg mod for dfx2 I dont know why this is, I downloaded the sg mod for delta force x2 and I play for coop mission by this map I can't reach further unfortunately on this map

News: THQ Nordic Acquires All Of NovaLogic's Franchises

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THQ Nordic Acquired Delta Force, Comanche, Joint Operations and other Franchises Vienna Austria, Agoura Hills CA USA, October 31, 2016: Today, THQ Nordic announced that an asset purchase agreement with NovaLogic Inc. containing all games and/or projects owned by NovaLogic Inc has been closed. In essence, that means that they’re back at it again with the acquisition of partly forgotten, but classic game IPs and this time is all about first-person military themed game franchises like groundbreaking and genre defining Delta Force, Comanche or Joint Ops. Novalogic’s games struck a strong chord with the market from the late 80s throughout the 00s, with its strong focus on military simulations like for example with the F-22 series, the Comanche series, and, last but not least, the Delta Force series. “After 30 years of creating ground breaking Computer and Video Games we are proud to pass the baton to THQ Nordic. As individuals, they are enthusiastic gamers and as a company have shown the agility and acumen needed to propel our industry towards a much-needed reset”, comments John Garcia, owner, founder and CEO of NovaLogic Inc. “We are happy to see the franchises we created in such capable hands.” “NovaLogic pioneered military simulations and military-themed multiplayer shooters with vehicular combat and also clearly targeted at an adult audience,” said Reinhard Pollice, Business and Product Development Director, THQ Nordic. “We are extremely satisfied with the new additions to our portfolio, and also very thrilled about how to continue some of said franchises, we are open for talks in this regard if any developer approaches us with a concept for a potential sequel to any IP.” Here is an extract of the acquired franchises and brands: Delta Force Series Comanche Series Joint Operations Series Armored Fist Series Tachyon: The Fringe F-22 – Series F-16 Series NovaLogic Trademark and more... Read it here https://www.thqnordic.com/article/thq-nordic-acquires-all-novalogics-franchises

General Mod Chat: Urban Operations 1.1 Download

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ok doses any one have thee old 1.0 of aw not aw2 but yes I did fix all the terrains as there is three airport one's in it but it come's with out the road but its in desert snow and jungle. so you have 234 terrains that all of them are used the same way as I did for all of them in snow desert jungle it gives the person more to put tile's down for there own look of any road or grass mud sand and other.

News: A Message from John Garcia

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i'm excited now, not to flame the guy but he has let a huge community down with his lack of support and understanding what the community wants, i appreciate the effort and time put into these platforms but he made money from his projects and we paid it, hope the next owner's understand that this is a fan based game and listen to our needs for better gaming experience. take care john. sincerly sandsniper

Delta Force Xtreme 2: About delta force x2 mod

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This is the place where I stuck in https://mega.nz/#!ahZnibRA!99oNNmFTtbXqykPVPz6ASYUQ58ST1Qtl3ahv-dg-V78

News: JOStats with PHP 5.6+ support

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Since BabStats.com went do a few months ago with no update in years it has left some avid fans of stats in a situation. NovaHQ have come to the rescue once again, this time with an update to use the Stats on PHP 5.6 NovaHQ wrote: Since there are a lot of people still wanting to host stats for Joint Operations, I've managed to fix the code base for JOStats so that it works with PHP 5.6+. There were a ton of edits but it's now fully working on PHP 5.6+ so you no longer have to find a host with PHP 5.2 to run stats. Please make sure you read the Readme-NovaHQ.txt file before you install or upgrade your stats. It has all the information you need to install / upgrade your JOStats. If you need more help, please post in the forums >>HERE<<.

News: Merry Christmas Everyone

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We could like to wish everyone and very Merry Christmas and Happy New Year!!! Thanks to the members and viewers that have kept the site alive. Some may think the games are dead but in fact there have been hundreds of maps made and submitted on NovaHQ this year alone, new mods were released with some about to be released. The news THQ Nordic buying Novalogic out was the big one of the year. Lets see what happens next year. Merry Christmas Everyone!

General Mod Chat: Porting DFLW Terrains to BHD

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Porting DFLW Terrains to BHD First off you will need a few tools to get you going FwO Raven's PFF Extractor Utility BHD Mod Tools Photoshop Lets get started Open the FwO Raven's PFF Extractor, point it to you DFLW Directory, look for the Dflw.pff file. Now you should see a list of files packed into the .pff. On the bottom left side is a drop down box, click it and scroll down to TRN, click on it and the files will reload showing only the Terrain files. Ok pick a terrain G5.TRN, right click Extract to Desktop. Open the file with an editor or notepad if you don’t have one and you will see. Code:: terrain_name "g5" terrain_creator "John Brophy" ;terrain values color_map g5_c elev_map g5_d detail_map g5_m detail_texture g5_det detail_tilerate 200 water_height 0 ;default, if zero will take from mission We will need 2 files from the above information. You will need to get the g5_c.tga and the g5_d.pcx from the Terrain.pff Open g5_d.pcx with your paint editor (Photoshop) and save it as g5_d.raw file So now we had g5_c.tga and 5g_d.raw these are the only 2 files we will need to keep for this section. Alpha Channel While you have your Paint program open, open the g5.tga and the g5_d.raw images. Add an Alpha Channel to g5.tga now click on the g5.raw image, select the image (drag curser from corner to corner) then copy the image (Ctrl+C). Go back to g5.tga, click on Alpha Channel, select image (drag curser from corner to corner) then paste (Ctrl+V) save as g5.tga in 32bit On your Desktop create 2 folders Terrain and Tools. Put the g5_c.tga into Terrain folder and g5_d.raw into the Tools folder Extract your BHD Mods Tools to your Desktop, go through it and copy the TrnGen.exe into your Tools folder. Also copy the Sample.tpj from Sample folder and paste it in to the Tools folder. In the Tools folder we now have Tools/TrnGen.exe Tools/g5_d.raw Tools/Sample.tpj Rename the Sample.tpj to g5.tpj then open it in your editor. Code:: terrainname "Sample" creator "Novalogic" path "your path here\" ;be sure to have a backwards slash at the end of path depthmap "sample_d.raw" output "sample" lock_topleft 0 0 lock_topright 0 0 lock_bottomleft 0 0 lock_bottomright 0 0 Change to below Code:: terrainname "g5" creator "Novalogic port by 2DNED" path "C:\Users\Phillbert\Desktop\Tools\" ;be sure to have a backwards slash at the end of path depthmap "g5_d.raw" output "g5" lock_topleft 0 0 lock_topright 0 0 lock_bottomleft 0 0 lock_bottomright 0 0 Save and Close the g5.tpj *Note you will have to change the path to suit yourself Open TrnGem.exe, click on File> Open and then click on the g5.tpj file then click on Build> Begin Build. The process will take a few minutes until it says Build Complete at bottom, close program. You will now have 688 files in your Tools folder, you need to fish out the TrnGen.exe, g5_d.raw, g5.tpj and most important g5.cpt. The rest of the files are rubbish and can be deleted. Add the g5.cpt to your Terrain folder so now you have Terrain/g5.cpt Terrain/g5_c.tga Now to the terrain file, I don’t like the one in the BHD Mod Tools so we will grab one from the BHD .pff. Open FwO Raven's PFF Extractor and point it to your BHD Directory, look for resource.pff, select TRN in the drop down box. We will extract DVD1.TRN to your Desktop. Rename the file to g5.TRN then open it in your editor Code:: terrain_name "" terrain_creator "Chris Tamburrino" ;terrain values water_height 0 ;default, if zero will take from mission polytrn_colormap dvd1_c.tga polytrn_detailmap det_grav.tga polytrn_polydata dvd1.cpt polytrn_tilestrip trntile1.tga polytrn_charmap dvd1_m.pcx polytrn_foliagemap dvd1_f.pcx polytrn_detaildensity 160 polytrn_sectorcount 8 ; width of sectors polytrn_wrapx 0 ; do we wrap on X? polytrn_wrapy 0 ; do we wrap on Y? polytrn_origin -4 -4 ; move terrain origin by this amount (X,Y) polytrn_sectors 1 2 1 1 2 1 2 1 ; width here must match above polytrn_sectors 1 2 1 1 2 1 2 1 polytrn_sectors 1 2 1 1 2 1 2 1 polytrn_sectors 1 2 1 1 2 1 2 1 polytrn_sectors 1 2 1 2 2 1 2 1 polytrn_sectors 1 2 2 2 3 2 2 1 polytrn_sectors 1 2 2 2 4 1 2 1 polytrn_sectors 1 2 2 2 1 1 2 1 You will need to change the code to below Code:: terrain_name "g5" terrain_creator "Chris Tamburrino" ;terrain values water_height 0 ;default, if zero will take from mission polytrn_colormap g5_c.tga polytrn_detailmap det_grav.tga polytrn_polydata g5.cpt polytrn_tilestrip trntile1.tga polytrn_charmap dvd1_m.pcx polytrn_foliagemap dvd1_f.pcx polytrn_detaildensity 160 polytrn_sectorcount 8 ; width of sectors polytrn_wrapx 1 ; do we wrap on X? polytrn_wrapy 1 ; do we wrap on Y? polytrn_origin -4 -4 ; move terrain origin by this amount (X,Y) polytrn_sectors 1 3 1 3 1 3 1 3 ; width here must match above polytrn_sectors 2 4 2 4 2 4 2 4 polytrn_sectors 1 3 1 3 1 3 1 3 polytrn_sectors 2 4 2 4 2 4 2 4 polytrn_sectors 1 3 1 3 1 3 1 3 polytrn_sectors 2 4 2 4 2 4 2 4 polytrn_sectors 1 3 1 3 1 3 1 3 polytrn_sectors 2 4 2 4 2 4 2 4 Once you have finished editing the g5.TRN save and close it. Move the g5.TRN file in to the Terrain folder. Now you essentially have your terrain converted ready for use. You might noticed a few things, one being the terrain is too bright and in some cases the mountains are tall and steep sides. Terrain to Bright In your .trn file we had polytrn_detailmap det_grav.tga You need to use the FwO Raven's PFF Extractor to find det_grav.tga and extract it from the Resource.pff in BHD. Next we need to rename it from det_grav.tga to g5_detail.tga Open g5_detail in your Paint program and change the contrast so it is a little darker, save and put it in to your Terrain folder. Go to your Terrain folder and open the g5.TRN file in your editor/notepad and change det_grav.tga to g5_detail.tga, save and close Copy the 4 Terrain folder files in to your BHD Directory. Now you need to add the /d command for the game to read the files from the game directory. Add a space then /d to the end of your BHD Shortcut "C:\Program Files (x86)\NovaLogic\Delta Force Black Hawk Down\dfbhd.exe" /d Terrain to Steep/Jagged Open the g5.raw files in you Paint program and play with Contrast to make it a bit darker and this will flatten the mountains. You will have to use the TrnGen.exe again to make a new g5.cpt file

Delta Force Xtreme 2: i'm making a mod

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StandAlone wrote: Yes it is and you can come on to my teamspeak 3 I am on it now if you do have it i installed it, look forward too chatting with you

General Mod Chat: Porting BHD Terrain to JO

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Porting BHD Terrain to JO You will need a few tools to get you going JO Mod Tools FwO Raven's PFF Extractor Tool Photoshop Let’s get started Open FwO Raven's PFF Extractor, point it to your BHD Directory, look for the resource.pff file. Now you should see a list of files packed into the .pff. On the bottom left side is a drop down box, click it and scroll down to TRN, click on it and the files will reload showing only the Terrain files. Ok pick a terrain dvg1.TRN, right click Extract to Desktop. Open the file with an editor or notepad if you don’t have one and you will see Code:: polytrn_colormap dvg1_c.tga polytrn_detailmap det_grav.tga polytrn_polydata dvg1.cpt polytrn_tilestrip trntile10.tga polytrn_charmap dvg1_m.pcx polytrn_foliagemap dvg1_f.pcx You will need to extract dvg1_c.tga, dvg1.cpt and dvg1_f.pcx using FwO Raven's PFF Extractor. At this point you need to make a folder called Terrain and place the extracted files in to it. Open dvg1_c.tga file in Photoshop and delete the Alpha Channel as it is not needed. Save the file as 24bit image, BHD uses 32 bit images and JO uses 24bit image. Unzip your JO Mod Tools and look for DPTH2CDEP.exe Open DPTH2CDEP and point it to your Terrain folder. Click Open and it will convert the .cpt file so it is now compatible with JO. You will notice you now have a new file in your Terrain folder called dvg1JO.cpt. Delete the original dvg1.cpt and rename the dvg1JO.cpt file to dvg1.cpt So in our Terrain folder we have Terrain\dvg1.cpt (Converted CPT) Terrain\dvg1_c.tga (TGA in 24bit) Terrain\dvg1_f.tga Now we will grab a JO Terrain file and copy the BHD information in to it. Open FwO Raven's PFF Extractor, point it to your JO Directory and look for the resource.pff file. We will grab the Dvcx2.trn, extract it to your Desktop and open with your editor Code:: terrain_name "Dvxc2" terrain_creator "Brophy" ;terrain values water_height 26 ;default, if zero will take from mission polytrn_colormap Dvxc2_c.tga polytrn_detailmap Det_d6.tga polytrn_detailmap_c1 Det_dg1.tga polytrn_detailmap_c2 Det_dsc5.tga polytrn_detailmap_c3 Det_mr2.tga polytrn_detailmap2 Det_d1d.tga polytrn_detailmapdist DetgrsD3.tga polytrn_polydata Dvxc2.cpt polytrn_tilestrip trntile10.tga polytrn_charmap Dvxc2_m.pcx polytrn_foliagemap Dvxc2_f.pcx polytrn_detailblendmap Dvxc2_d1.tga water_rgb 108,81,48 water_murk .3 polytrn_detaildensity 128 polytrn_detaildensity2 8 polytrn_sectorcount 8 ; width of sectors polytrn_wrapx 0 ; do we wrap on X? polytrn_wrapy 0 ; do we wrap on Y? polytrn_origin -4 -4 ; move terrain origin by this amount (X,Y) polytrn_sectors 4 4 1 0 0 0 3 4 ; width here must match above polytrn_sectors 4 4 1 0 0 0 3 4 polytrn_sectors 4 4 1 0 0 0 3 4 polytrn_sectors 4 4 1 0 2 0 3 4 polytrn_sectors 4 4 1 0 0 0 3 4 polytrn_sectors 4 4 1 0 0 0 3 4 polytrn_sectors 4 4 1 0 0 0 3 4 polytrn_sectors 4 4 1 0 0 0 3 4 lock_topleft 0 1 lock_topright 0 1 lock_bottomleft 1 1 lock_bottomright 1 1 You will need to change some of the coding to suit. Code:: terrain_name " dvg1" terrain_creator "Brophy ported by 2DNED" ;terrain values water_height 26 ;default, if zero will take from mission polytrn_colormap dvg1_c.tga polytrn_detailmap Det_d6.tga polytrn_detailmap_c1 Det_dg1.tga polytrn_detailmap_c2 Det_dsc5.tga polytrn_detailmap_c3 Det_mr2.tga polytrn_detailmap2 Det_d1d.tga polytrn_detailmapdist DetgrsD3.tga polytrn_polydata dvg1.cpt polytrn_tilestrip trntile10.tga polytrn_charmap Dvxc2_m.pcx polytrn_foliagemap dvg1_f.pcx polytrn_detailblendmap Dvxc2_d1.tga water_rgb 108,81,48 water_murk .3 polytrn_detaildensity 128 polytrn_detaildensity2 8 polytrn_sectorcount 8 ; width of sectors polytrn_wrapx 1 ; do we wrap on X? polytrn_wrapy 1 ; do we wrap on Y? polytrn_origin -4 -4 ; move terrain origin by this amount (X,Y) polytrn_sectors 1 3 1 3 1 3 1 3 ; width here must match above polytrn_sectors 2 4 2 4 2 4 2 4 polytrn_sectors 1 3 1 0 1 3 1 3 polytrn_sectors 2 4 2 4 2 4 2 4 polytrn_sectors 1 3 1 3 1 3 1 3 polytrn_sectors 2 4 2 4 2 4 2 4 polytrn_sectors 1 3 1 3 1 3 1 3 polytrn_sectors 2 4 2 4 2 4 2 4 lock_topleft 0 0 lock_topright 1 1 lock_bottomleft 0 0 lock_bottomright 1 1 Once you have change the code, save and close the file. So now we are ready to try the terrain out. Copy the files in the Terrain folder in to your JO Directory Open you MedEditor and make a map, go play it.

News: Merry Christmas Everyone

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Hopefully THQ will give us something good. Thanks for all your hard work Blade!
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