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noname







-=PFC=-TeamSpeak
85.214.86.156:1942

Pixel-Fighter.com munity TS-2
Spawn Point (RD)
----PUBLIC--- (RP)
Forgotten Hope 1 (RS)
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  -=PFC=-Mappack Collection No 1   Editorial
Description: 19 Maps including:

- St. Mere Eglise*
St. Mere Eglise


- Normandy Drop Glider*



- Essen*
Essen


- The Fall of Tobruk
The Fall of Tobruk


- Telemark*
Telemark


- Bastogne
Bastogne

- Eagles Nest*
Eagles Nest

- Monte Cassino*
Monte Cassino

- Way to Foy*
Way to Foy

- Nuenen-1944
Nuenen-1944


- Battle of El Alamein
Battle of El Alamein


- Pegasusnight
Pegasusnight


- Dunkerque
Dunkerque


- Kiev-1941
Kiev-1941


- StalingradWinter*
StalingradWinter


- Wesel*
Wesel


- Mont St. Michele*
Mont_St_Michel


- Somewhere in Russia
Somewhere_in_Russia


- Oahu*
Oahu





Installerversion size: 750MB

*Notice: all our previous versions our maps will be overwritten during install process, if you have some older versions of our MappingTeam!




These maps are played at: Pixel-Fighter.com munity Server!



(Fixed version)



Version: No 1 Filesize: 71.53 MB
Added on: 10-Dec-2007 Downloads: 3914 Rating: 10.0 (3 Votes)
HomePage | Rate Resource | Details | Editorial
Category: Mappacks/Pixel-Fighter MappingTeam

  -=PFC=- Mappack No 2 
Description:
Mappack No 2

Installer exe (286 MB)


Dinant_1940
Dinant 1940


Iwo Jima Day 1
Iwo Jima Day 1


Kiev-1943
Kiev-1943


North Sea Docks
North Sea Docks


Rheinmetall Panzer
Rheimetall Panzer


Stalin Line
Stalin Line


Ulithi Atoll
Ulithi Atoll


Added:

Operation Baytown FIXED !

Operation Baytown FIXED !!!



Removed:

Storm over CoralSea (buggy)
Pegasusnight (caused crahses)


Version: 2 Filesize: 272.75 MB
Added on: 14-Apr-2008 Downloads: 3025
HomePage | Rate Resource | Details
Category: Mappacks/Pixel-Fighter MappingTeam

  -=PFC=-Mappack No 1 Add On 
Description: This file contains 7 new maps from our -=PFC=- MappingTeam including the new Mosquito for FH 0.7 and many more new stuff !!!

White_Beach




Omaha_Beach




Kwai_River





Storm_over_Coral_Sea




Berlin_Outskirts




Operation_Baytown




Battle_of_Foy-Classic



Version: 1.5 Filesize: 113.20 MB
Added on: 23-Feb-2008 Downloads: 2444
HomePage | Rate Resource | Details
Category: Mappacks/Pixel-Fighter MappingTeam

  -=PFC=- Firefox Toolbar 
Description: -=PFC=- Firefox Toolbar with autoupdate function!

Click on the picture to install your -=PFC=- Toolbar for Firefox 2.x with auto update function!



-=PFC=- Firefox Toolbar
Version: 2.x Filesize: 53.71 Kb
Added on: 02-Apr-2008 Downloads: 2264
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Category: -=PFC=- Tools

  Edit FH 1 Toolbox #Codename enIGma WITHOUT MS Frameworks   Editorial
Description: Version: 1.1.2.56 WITHOUT Frameworks
FH1-Toolbox
Supported operation system:
Windows XP (Frameworks 1.1 required!) or Windows Vista

FH-1 Toolbox



Language support Toolbox in V. 1.1.2.56

Default: English
Optional: German
Optional: Francais
Optional: Espanol
Optional: Italian
Optional: Flamic / Dutch
Optional: Norwegian
Optional: Finnish
Optional: Swedish

The Toolbox possibilities:

- new Bf1942 players can download all necessary files to play
Forgotten Hope 1 and Forgotten Hope "Secret Weapons".


- new mappacks, old mappacks and single maps can be downloaded
directly into the FH map folder.


- a button to connect directly onto the PFC FH1 server,

- and a implemented browser to read all the favourite FH sites.

- to download/update Custom Themes, Sound-& Texture Packs,
Client Patches und Punkbuster

- to watch your personal Lifestats Data from the -=PFC=- Server


- New layout and faster connect to the servers,
a faster Enigma Code

Server Meter

- Translation of the codes into
Spanish, French, Norwegian, Flamic / Dutch,
English and German language

- New skins for the ambitious User.

After having reached gold status, the "Enigma" will be improved
and updated "On the fly", with automatically downloaded
and installed files.
-=PFC=-

Version: 1.1.2.54 Filesize: 10.49 MB
Added on: 02-Apr-2008 Downloads: 2122
HomePage | Rate Resource | Details | Editorial
Category: -=PFC=- Tools

  Fanmappack 7 for FH 0.7 
Description: FORGOTTEN HOPE FAN MAPPACK
FOR FORGOTTEN HOPE 0.7

NOTES:
-Vehicle names in ALL CAPS are CUSTOM MADE for the map.
-Most of these new vehicles are modified FH or Bf1942 models. The only models and skins that I can take full credit for are the Cape Hatteras lighthouse,
icebergs, PBY Catalina, Ki-45 Toryu and Ko-Hyoteki Type A midget submarine.


***********************************************************
ARCTIC CONVOY-1942
***********************************************************
By: Megaraptor
Teams: Britain vs. Germany
Theater: Arctic
Location: Off the north coast of Norway.
Date: Late 1942
Theme: Sea/Air
Gameplay: Conquest Head-on
Modes: Conquest, Co-op, SP
Visibility: Night
Terrain: Ocean
Vehicles:
Britain: 2 Fletcher class destroyers, 2 escort carriers, 6 Liberty Ships, 3 Fairey Swordfish armed with depth charges, 3 Grumman Martlet Mk.1 fighters.
Germany: 3 Type VIIC U-boats, 1 TYPE IXB FLEET U-BOAT, 1 TYPE XIV "MILCHKUH" SUPPLY U-BOAT, 2 Torpedoschnellboot, 2 Ju88 bombers, 2 Bf109 fighters.

Background: The United States began supplying lend-lease material to the United Kingdom and the USSR in 1941. Beacause of the Axis presence controlling
access to the Baltic and Black Seas, there were only 3 ways to get war material to the USSR - by land through Iran, by sea to Vladivostok and then over
4,000 miles of rail through Siberia, or by convoy through the Arctic Ocean around Norway to the northern ports of Archangelesk and Murmansk. The northern
route was fraught with danger from the rough seas and icebergs, not to mention German surface raiders, U-boats and land based bombers. The most infamous
Arctic convoy was PQ-17, which scattered due to a false report that the German battleship Tirpitz was headed towards the convoy. German U-boats and aircraft
then picked off the transports one by one, sinking 24 out of 35 ships. These losses, coupled with losses on other convoys forced the Allies to wait until
the arrival of winter to send out more convoys.

This map takes place during "Polar Night", the time of year in the Arctic during which there is 24-hour darkness. The Northern Lights are in the sky, and
uncharted icebergs dot the ocean. The Allied convoy is protected by 2 destroyers and 2 escort carriers. The Germans have a force of submarines and torpedo
boats, as well as land based aircraft. The map is a conquest map with 3 control points in the ocean. The Allied Liberty Ships do not respawn when sunk. If
you end up sunk, lifeboats are available. You'll need them - the water kills in minutes.

SPECIAL NOTE: Changes to Submarines:
-Can no longer view Arty cameras with deck gun.
-Submarines have 3 weapons slots: 1=Captain, pilots sub and fires torpedoes, 2=Deck gunner, 3=AA gunner.
-Deck gunners and AA gunners will drown when the submarine dives. To avoid drowning, climb inside the submarine by pressing the "4" or "5" keys. (Special
thanks to Captain_Henry at the FH forums for suggesting this).
-Submarines have 2 MG34 machine guns mounted on the conning tower. You can't switch to these guns using number keys. Use these by going up to the gun and
pressing "E."
-Type VIIC submarine has 1x88mm deck gun and 1x20mm AA gun.
-Type VIIC submarine has 14 torpedoes, 4 bow tubes with 2 reloads (12 total) and 1 stern tube with 1 reload (2 total).
-Type IXB submarine is larger and faster than Type VIIC, has greater torpedo capacity (22), more AA (2x20mm), has heavier deck gun (105mm), more HP's.
-Type IXB submarine has 22 torpedoes, 4 bow tubes with 3 reloads (16 total) and 2 stern tubes with 2 reloads (6 total).
-Type XIV submarine has no torpedoes, extra AAA (3x20mm), can resupply and repair submarines and torpedo boats.


***********************************************************
BATAAN
***********************************************************
By: Real-BadSeed
Teams: USA vs. Japan
Theater: Philippines
Location: Bataan Peninsula, Philippines
Date: May 1942
Theme: Infantry
Gameplay: Conquest-Head On
Modes: Conquest, Co-op, SP
Visibility: Hazy
Terrain: Jungle Swamp

Background: After capturing most of the Philippines, the remaining American and Filipino troops retreated to the Bataan Peninsula. There they prepared to
make a last stand against the Japanese advance. This map takes place in a jungle swamp, with a river running down the middle.


***********************************************************
BATTLE FOR ORTONA
***********************************************************
By: Lili Marlene
Teams: Canada vs. Germany
Theater: Italy
Location: Ortona, Italy
Date: December 20-28, 1943
Theme: Mixed Arms
Gameplay: Conquest-Head On
Modes: Conquest
Visibility: Clear
Terrain: Mountainous

Background: During the battles along the German Winter Line, the German-held town of Ortona straddled an important coastal road. Canadian soldiers were
tasked with capturing the town, which they did after 8 days of bitter street fighting while suffering heavy casualties. This map takes place in mountainous
coastal terrain.

NOTES:
-88 TK bug fixed by replacing it with a Pak gun.
-Soldier spawn fixed, was spawning in barbed wire.
-Mortar kits added for each team.
-Ladder in tower fixed.


***********************************************************
BATTLE OF LEYTE GULF
***********************************************************
By: Real-BadSeed
Teams: USA vs. Japan
Theater: Pacific
Location: Leyte Gulf, Philippines
Date: October 23-26, 1944
Theme: Sea
Gameplay: Conquest-Assault
Modes: Conquest
Visibility: Night
Terrain: Ocean

Background: The Battle of Leyte Gulf was the Imperial Japanese Navy's last great attempt to challenge the American fleet. This map recreates a nighttime
attack by a Japanese battleship and destroyers against the US fleet.


***********************************************************
BRECOURT MANOR-1944
***********************************************************
By: Megaraptor
Teams: USA vs. Germany
Theater: Western Europe
Location: near Utah Beach, Normandy, France
Date: June 6, 1944
Theme: Infantry
Gameplay: Conquest-Objective (Americans attack) (Conquest-Assault in Co-op/SP mode)
Modes: Conquest, Co-op, SP
Visibility: Overcast
Terrain: Bocage/trenches
Vehicles:
USA: None
Germany: LEFH18 105MM HOWITZER
Objectives: Destroy all 4 German 105mm howitzers

Background: In the morning of June 6, 1944, after the nighttime parachute drop into Normandy, Easy Company, 506th Parachute Infantry Regiment, 101st
Airborne Division was tasked with silencing a German artillery battery of 4 105mm guns situated at Brecourt Manor, which were firing on Allied troops
landing at Utah Beach. 17 men from Easy Company assaulted the trenches around the German guns, which were defended by around 60 German soldiers. The men
were able to use the trenches as cover to spike the guns and withdraw under fire, returning later with reinforcements to mop up the remaining German
resistance.

This map is an objective based map. In multiplayer, the goal is for the Americans to attack the German trenches and destroy the guns with satchel charges.
If the Americans do this before their tickets run out, they will win. If the Germans can hold them off until their tickets run out, the Germans will win.
In singleplayer and co-op mode, the map is a Conquest-Assault map due to AI limitations.

SPECIAL NOTES:
-101st Airborne skins are by Hanley and from the map The Attack on Carentan-1944 by Pvt. Allen. Used with permission.


***********************************************************
FROZEN FOREST
***********************************************************
By: RussianComrade & Toucinator
Teams: USA vs. Germany
Theater: Western Europe
Location: Western Germany/Low Countries
Date: Winter 1944
Theme: Infantry
Gameplay: Conquest-Head On
Modes: Conquest, Co-op, SP
Visibility: Foggy
Terrain: Forest

Background: This is a fictional map taking place in the forests of western Europe during the winter of 1944. This map takes place in densely forested
terrain with snow on the ground.

SPECIAL NOTES:
-Neither team has a permanent base on this map.

***********************************************************
MECHILI
***********************************************************
By: Bonta Kun
Teams: Britain vs. Italy
Theater: North Africa
Location: North Africa
Date: January 24, 1941
Theme: Tanks/Infantry
Gameplay: Conquest-Assault
Modes: Conquest
Visibility: Clear
Terrain: Desert

Background: After the Italian invasion of Egypt, British forces launched a counterattack in December 1940 which decisively defeated the Italian forces, drove
them out of Egypt and captured much of Libya. On January 24th, British and Australian troops fell upon retreating Italian forces near Mechili, knocking out
9 Italian tanks for the loss of 1 cruiser tank and 6 light tanks.


***********************************************************
OPERATION DRUMBEAT-1942
***********************************************************
By: Megaraptor
Teams: USA vs. Germany
Theater: Atlantic
Location: Off Cape Hatteras, North Carolina
Date: Spring 1942
Theme: Sea
Gameplay: Conquest-Objective (Germans attack)
Modes: Conquest, Co-op, SP
Visibility: Clear
Terrain: Ocean with barrier islands
Vehicles:
USA: 2 Fletcher class destroyers, 6 Liberty ships, 2 CIVIL AIR PATROL PIPER CUBS, 1 CONSOLIDATED PBY-5A CATALINA, Willys, 5 inch shore guns, PT BOAT ARMED
WITH DEPTH CHARGES, boats.
Germany: 5 TYPE IXB FLEET U-BOATS, 1 TYPE XIV "MILCHKUH" SUPPLY U-BOAT.
Objectives: Allied Liberty Ships and destroyers.

Background: With the entry of United States into the war against Germany, German Admiral Karl Doenitz saw a chance to strike a strong blow against the
unprotected American coasts. His plan, codenamed Operation Drumbeat, called for German submarines to hit unprotected shipping all along the US eastern coast.
For the first six months of 1942, the Kriegsmarine ran amok along the US eastern seaboard and in the Carribean, sinking hundreds of ships for the loss of
only a handful of U-boats. German submariners called the period "The great Atlantic turkey shoot" and "the second Happy Time." In response, the US
government stationed coastal artillery troops along the eastern coast in Civil War era forts, flew anti-submarine patrols and armed aircraft of the Civil
Air Patrol to attack any submarines they came accross. However, only the introduction of a convoy system along the US east coast in April of 1942 seriously
cut down on the number of ships sunk.

On this map, the goal for the Axis is to sink all 6 Liberty ships plus the 2 US destroyers. If these ships are sunk before the Axis team's tickets run out,
the Axis will win. If they are not sunk, the Allies will win. Neither the Liberty ships nor the destroyers will re-spawn once sunk. The Allies' best assets
are their aircraft, which are all armed with depth charges. Proper use of the Milkcow suply submarine will give the Axis a huge advantage by cutting down on
the distance required to travel to re-arm the submarines.

SPECIAL NOTES: Changes to Submarines:
-Can no longer view Arty cameras with deck gun.
-Submarines have 3 weapons slots: 1=Captain, pilots sub and fires torpedoes, 2=Deck gunner, 3=AA gunner.
-Deck gunners and AA gunners will drown when the submarine dives. To avoid drowning, climb inside the submarine by pressing the "4" or "5" keys. (Special
thanks to Captain_Henry at the FH forums for suggesting this).
-Submarines have 2 MG34 machine guns mounted on the conning tower. You can't switch to these guns using number keys. Use these by going up to the gun and
pressing "E."
-Type IXB submarine has 22 torpedoes, 4 bow tubes with 3 reloads (16 total) and 2 stern tubes with 2 reloads (6 total).
-Type XIV submarine has no torpedoes, extra AAA (3x20mm), can resupply and repair submarines and torpedo boats.


***********************************************************
OPERATION STORMCLOUD-1944
***********************************************************
By: RussianComrade
Teams: USA vs. Japan
Theater: Pacific
Location: Unknown
Date: 1944
Theme: Island
Gameplay: Conquest-Head On
Modes: Conquest, Co-op, SP
Visibility: Clear
Terrain: Island Jungle

Background: A fictional Pacific map with 2 large islands. Teams start off on opposite islands and must fight their way across.


***********************************************************
RUN SILENT RUN DEEP-1943
***********************************************************
By: Megaraptor
Teams: USA vs. Japan
Theater: Pacific
Location: off the Solomon Islands
Date: Mid 1943
Theme: Sea
Gameplay: Conquest-Head on
Modes: Conquest, Co-op, SP
Visibility: Clear
Terrain: Islands and ocean
Vehicles:
USA: Gato class fleet submarine, Liberty Ship, CONSOLIDATED PBY-5A CATALINA, B-25 MITCHELL WITH DEPTH CHARGES.
Japan: TYPE B1 CLASS FLEET SUBMARINE, NAKAJIMA B5N KATE WITH DEPTH CHARGES, YOKOSUKA E14Y FLAOATPLANE, TYPE C1 CLASS FLEET SUBMARINE, TYPE A KO-HYOTEKI CLASS
MIDGET SUBMARINE, Hatsuzuki class destroyers, Tsurumi class supply ships.

Background: The German U-Boat campaign against the Allies is by far the most well-known submarine war of the Second World War, however, the United State's
Navy's submarine campaign against Japan was far more effective. American Gato and Balao class submarines sank thousands of Japanese ships and over 200
warships. On the Axis side, the Japanese fielded some of the most innovative submarine designs of the war, including midget submarines and submarines that
carried aircraft. However, Japanese tactics focused onsingle sub patrols targeting enemy warships rather than shipping.

This map is a fight for the Solomon Islands shipping lanes. There are 3 control points. Both sides have submarines and anti-submarine aircraft. The Americans
have more submarines but their single supply ship is vulnerable. The Japanese have several supply ships and 2 destroyers.

SPECIAL NOTES:
Changes to Submarines:
-American Gato class Can no longer view Arty cameras with deck gun.
-Japanese B1 and C1 class submarines can view Arty cameras.
-Submarines have 3 weapons slots: 1=Captain, pilots sub and fires torpedoes, 2=Deck gunner, 3=AA gunner.
-Deck gunners and AA gunners will drown when the submarine dives. To avoid drowning, climb inside the submarine by pressing the "4" or "5" keys. (Special
thanks to Captain_Henry at the FH forums for suggesting this).
-Submarines have 2 machine guns mounted on the conning tower. You can't switch to these guns using number keys. Use these by going up to the gun and
pressing "E."
-Japanese Type B1 submarine has 1x5inch deck gun and 1x dual 25mm AA gun.
-Japanese Type B1 submarine has 18 torpedoes, 6 bow tubes with 2 reloads. No stern tubes.
-Japanese Type B1 submarine carries 1 Yokosuka E14Y floatplane, launched from a catapult on the bow.
-Japanese Type B1 submarine can repair and resupply E14Y floatplane.
-E14Y floatplane carries pilot and tail gunner, 2 small bombs, can scout for artillery.
-To launch the E14Y, first start the engine until it is running full throttle, and then press and hold the alternate fire button. This will catapult your
plane into the air. The E14Y is slow, has a weak engine and is launched at an angle, so you must launch full throttle otherwise you will stall and dive into
the ocean.
-Japanese Type C1 submarine has 1x5inch deck gun and 1x dual 25mm AA gun.
-Japanese Type C1 submarine has 24 torpedoes, 2 sets of 4 bow tubes with 3 reloads each. No stern tubes. The 2 sets of 4 bow tubes are controlled by fire
and alt fire.
-Japanese Type C1 submarine carries 1 Ko-Hyoteki Type A class midget submarine.
-Japanese Type C1 submarine can re-supply the Ko-Hyoteki.
-Ko-Hyoteki Type A class midget submarine carries 1 crew, is armed with 2 torpedoes in 2 tubes (controlled by fire and alt fire) with no reloads.
-Ko-Hyoteki class is faster than any full-sized submarine, can stay submerged for longer.
-To use the Ko-Hyoteki, you must enter it while the mother sub is surfaced. To leave the mother sub, you must push a directional key, like when using a
landing craft. This will only work when the host sub is at least partially submerged, so launching the midget sub requires 2 people to work together.
-All Japanese submarines have a shallower dive depth than their American and German counterparts.
-American Gato class submarine has 1 3inch deck gun and 1x40mm Bofors AA gun.
-American Gato class submarine 24 torpedoes, 6 bow tubes with 1 reload and 4 stern tubes with 3 reloads.
-American Gato class can dive deeper than any Japanese or German submarine.
-Fixed Gato damage system, hull textures and railing rendering bug.
-B5N2 Kate is antisubmarine variant with radar and depth charges. Using the radar to search for surface targets requires the pilot to fly low over the ocean.


***********************************************************
REICHSBAHN-1945
***********************************************************
By: Xacto
Teams: USA vs. Germany
Theater: Western Europe
Location: Western Germany
Date: Spring 1945
Theme: Tanks
Gameplay: Conquest-Head On
Modes: Conquest, Co-op, SP
Visibility: Clear
Terrain: Hilly

Background: This map takes place during the US advance into the Rhineland region in 1945. The American forces are driving towards Koblenz and the German
defenders are attempting to check their advance.


***********************************************************
SAND DUNES
***********************************************************
By: RussianComrade & Toucinator
Teams: Britain vs. Italy
Theater: North Africa
Location: Unknown
Date: Unknown
Theme: Infantry/light tank
Gameplay: Conquest-Head On
Modes: Conquest, Co-op, SP
Visibility: Clear
Terrain: Desert/Urban

Background: A fictional battle over a small North African town. This is an infantry map with some light tanks in support.


***********************************************************
SOLOMONS AIR BATTLE-1943
***********************************************************
By: Megaraptor
Teams: USA vs. Japan
Theater: Pacific
Location: Northern Solomons
Date: Fall 1943
Theme: Air
Gameplay: Conquest-Double Objective (both sides attack and defend)
Modes: Conquest, Co-op, SP
Visibility: Clear
Terrain: Islands and ocean
Vehicles:
USA: 6 Vought F4U Corsair, 2 P-38 Lightning, 2 North American B-25J Mitchell, 1 NORTH AMERICAN B-25G MITCHELL (WITH 75MM CANNON).
Japan: 3 Mitsubishi G4M "Betty", 6 Mitsubishi A6M Zero-Sen, 1 Mitsubishi A6M2-N "Rufe", 2 KAWASAKI KI-45 TORYU.
Allied Objectives: Destroy 2 Japanese hangars, 1 Japanese radar, 2 Japanese cargo ships.
Axis Objectives: Destroy 1 American radar, 3 American quonset huts, 2 American moored PBY Catalinas, 2 American cargo ships.

Background: All throughout 1943, a relatively unknown air war was raging over the Solomon Islands and New Guinea. US Marine Corps and Army pilots flew
bombing raids against Japanese shipping and bases at Bogainville and Rabaul, and Imperial Japanese Navy and Army planes responded with bombing raids against
Allied instalations and shipping. Wild dogfights between dozens of enemy fighters were common. The pilots sometimes even knew the opposing side's radio
frequencies and would sometimes taunt each other over the airwaves. Many pilots on both sides became aces. One of the most famous Allied squadrons was the
US Marine Corps Squadron VMF-214, known as the "Black Sheep." Commanded by the flambouyant Gregory "Pappy" Boyington, over a period of 5 months from
August 1943 to January 1944 the Black Sheep shot down 204 Japanese aircraft, produced 8 aces (including Boyington who had 26 career victories before being
shot down and captured) and sank several Japanese ships. Richard Bong, the highest scoring US ace of World War 2, scored many of his 40 victories flying
his P-38 over the Solomons and New Guinea. On the Japanese side, the Tainan Air Group contained the highest scoring Japanese aces of the war. Petty Officer
Hiroyoshi Nishizawa, the highest scoring Japanese ace, had 87 victories before being killed in 1944.

This map is an objective based map. Both sides must destroy the other side's airfield facilities, radar and 2 supply ships docked in port. Allied
coastwatchers have situated life rafts and supplies on certain islands to aid downed pilots.

SPECIAL NOTES:
-The B-25G is armed with a 75mm cannon as well as 8 forwards-firing machine guns. The pilot can fire the cannon by pressing alt-fire. The cannon carries 21
rounds. No bombs are carried by the B-25G.
-Removed bombs from F4U Corsair. It's a pure fighter on this map.
-Removed rockets from P-38 Lightning and moved 20mm cannon to the secondary fire position.
-Removed artillery spotter fro A6M2-N Rufe, moved 20mm cannon to the secondary fire position.
-Reduced B-25 bombload to 6.
-Japanese Ki-45 KAId twin engine fighter has pilot, tail gunner, is armed with 2 20mm cannon and 1 37mm cannon.


***********************************************************
VILLERS-BOCAGE-1944
***********************************************************
By: Megaraptor
Teams: Britain vs. Germany
Theater: Western Europe
Location: Villers-Bocage, Normandy, France
Date: June 13, 1944
Theme: Tanks
Gameplay: Conquest-Assault (Germans attack)
Modes: Conquest, Co-op, SP
Visibility: Clear
Terrain: Bocage/urban
Vehicles:
Britain: Cromwell tanks, Bren carrier APCs, Sherman Firefly tanks, Sexton SP artillery, 6 pounder antitank guns,
Germany: Tiger tanks, Panzer IVG tanks, Wespe SP artillery, Sdkfz 222 armored scout cars

Background: A major objective for the Britsh Army after the D-Day landings was the city of Caen. The British began advancing towards Caen shortly after the
initial landings. Outside the town of Villers-Bocage, Waffen-SS Captain Michael Wittman spotted a column of British armor. Rather than reveal his position
by calling for reinforcements over the radio, Wittman led his unit of Tiger tanks straight into the British despite being outnumbered ten to one. Wittman's
Tiger crashed into the British armored column, driving along the length of the column blasting tanks and personnel carriers at close range. Wittman's Tiger
rolled all the way into the town of Villers-Bocage before it was stopped by being blasted with a six-pounder antitank gun. Wittman and his crew escapted the
wreckage and survived. All in all, the German force had destroyed 30 tanks for a loss of 11 of their own, and halted the British advance on Caen.

This map is a close-quarters armored battle map. Fighting starts amongst the hedgerows and sunken lanes and moves into the town as the Germans advance.


***********************************************************
VUOKSI
***********************************************************
By: Civius
Teams: Finland vs. Russia
Theater: Eastern Front
Location: Vuoksi River
Date: 1944
Theme: Infantry/Tanks
Gameplay: Conquest-Assault
Modes: Conquest
Visibility: Clear
Terrain: Forested

Background: During the Russian offensive against Finland in 1944, the Vuoksi River line was a major Finnish defensive line. Although outnumbered,
the Finns won several major victories against the Russian military, ensuring that Finland retained independence in a negotiated peace treaty.


***********************************************************
WHEN TRUMPETS FADE
***********************************************************
By: Natty Wallo
Teams: USA vs. Germany
Theater: Western Europe
Location: Siegfried Line
Date: 1944
Theme: Infantry
Gameplay: Conquest-Head On
Modes: Conquest
Visibility: Clear
Terrain: Forested

Background: This map takes place on the Belgian/German border in november 1944. The Allies are making a push against the German defences along the
Siegfried Line. The Allies objective is to destroy the German artillery and finally take the Schmidt base. This is a Head-On map, the Allies can win
by capturing all ControlPoints. The U.S. lost this fight in WW2, but in this map, as the first snow fall on Heurtgen Forest, they will get another chance. But
in the heat of battle, not all soldiers can be heroes... ::: Based on the movie 'When Trumpets Fade'.

SPECIAL NOTE:
-The wooden bridge east of the fox holes can be destroyed, it respawns as long as the allies have control over
the American fox-holes.
Version: RAR FILE Filesize: 271.80 MB
Added on: 17-Dec-2007 Downloads: 2081
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Category: Mappacks/FileFront FanMappacks

  FH 1 Toolbox #Codename enIGma with MS Frameworks 
Description: Version: 1.0.0.4x WITH Frameworks

FH1-Toolbox
Supported operation system:
Windows XP (Frameworks 1.1 required!) or Windows Vista

FH-1 Toolbox



Language support Toolbox in V. 1.0.0.4x

Default: English
Optional: German
Optional: Francais
Optional: Espanol
Optional: Flamic / Dutch
Optional: Norwegian
Optional: Finnish

FH-1Toolbox

The Toolbox possibilities:

- new Bf1942 players can download all necessary files to play
Forgotten Hope 1 and Forgotten Hope "Secret Weapons".

Server Viewer

- new mappacks, old mappacks and single maps can be downloaded
directly into the FH map folder.

Option Menue

- a button to connect directly onto the PFC FH1 server,

- and a implemented browser to read all the favourite FH sites.

- to download/update Custom Themes, Sound-& Texture Packs,
Client Patches und Punkbuster

Main Menue

- to watch your personal Lifestats Data from the -=PFC=- Server


- New layout and faster connect to the servers,
a faster Enigma Code

- Translation of the codes into
Spanish, French, Norwegian, Flamic / Dutch,
English and German language

- New skins for the ambitious User.

After having reached gold status, the "Enigma" will be improved
and updated "On the fly", with automatically downloaded
and installed files.


Version: 1.00.4x Filesize: 18.12 MB
Added on: 02-Apr-2008 Downloads: 1649 Rating: 10.0 (1 Vote)
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Category: -=PFC=- Tools

  Sound & Texture Pack 
Description: by Mr Cheese and German Bratwurst V 1

Version: 1.0 Filesize: 129.70 MB
Added on: 12-Dec-2007 Downloads: 1521
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Category: Forgotten-Hope + Add On´s/Sound&Texture Packs

  Historical Textures Pack for 0[1].7 by Mr Cheese v2   Editorial
Description: -==-
Version 2
25/12/05

Team: Mr_Cheese, Rikupsoni, Hanley, Scope, Gauntlet

-+-+-+-+-+-+-

Disclaimer: This texture pack was not made to promote any actions or beliefs of Nazism nor Japanese Imperialism. It's only purpose is to put historically accurate textures into the Forgotten Hope mod for the sake of hisotrical authenticity.
If this is distributed to any country where it is illegal to display or distribute any Nazi or imperial imagery,
then you as the user, assume full responsibility, risk and liability, legal or otherwise,
associated with the use of these files.


Version: V2 Filesize: 76.44 MB
Added on: 12-Dec-2007 Downloads: 1437
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Category: Forgotten-Hope + Add On´s/Sound&Texture Packs

  FHSW soundpack upgrade for FH 07 
Description: fhsw soundpack add on for FH07



Has to be put manually into the

..battlefield 1942modsfharchives folder as sound001.rfa

Version: 1.3 Filesize: 11.06 MB
Added on: 12-Dec-2007 Downloads: 1430 Rating: 10.0 (1 Vote)
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Category: Forgotten-Hope + Add On´s/Sound&Texture Packs

  -=PFC=-Mappack 2 Add On .RAR File (380MB) 
Description:
Mappack 2 Add On contains 9 Maps!

Download available as RAR File (380MB) or Installer EXE (480MB)

Wolga



Wismut


Bridge on the River Kwai


Sword Beach_D_Day


Pripjet_Swamps


Raid_on_Midway_D_Day


Halbe


Operation Big-Week-1944


Operation Cobra


+ Kiev-1943 UPDATE FIX !

Version: 2 Add ON Filesize: 36.62 MB
Added on: 11-Nov-2008 Downloads: 1375
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Category: Mappacks/Pixel-Fighter MappingTeam

  PFC-Mappack 2 Add On Installer EXE (480MB) 
Description:
Mappack 2 Add On contains 9 Maps!

Download available as RAR File (380MB) or Installer EXE (480MB)

Wolga



Wismut


Bridge on the River Kwai


Sword Beach_D_Day


Pripjet_Swamps


Raid_on_Midway_D_Day


Halbe


Operation Big-Week-1944


Operation Cobra


+ Kiev-1943 UPDATE FIX !


Version: 2 Add ON Filesize: 4.62 MB
Added on: 11-Nov-2008 Downloads: 1256
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Category: Mappacks/Pixel-Fighter MappingTeam

  Sound & Texture Pack FIX 1.41b 
Description: This patch is for the Texture and Sound Pack 1.0 and fixes the sound problems with the P38 Lightning !

Credits goes to German Bratwurst for this patch!

Version: 1.41b Filesize: 7.77 MB
Added on: 12-Dec-2007 Downloads: 1043
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Category: Forgotten-Hope + Add On´s/Sound&Texture Packs

   Sound & Texture Pack FIX 1.41 
Description: This patch is for the Texture and Sound Pack 1.0 and fixes several bugs. Make sure you install this first after installing the texture and sound pack V 1.0!

Credits goes to Mr.Cheese and German Brautwurst

Version: 1.41 Filesize: 7.77 MB
Added on: 12-Dec-2007 Downloads: 1028
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Category: Forgotten-Hope + Add On´s/Sound&Texture Packs

  Forgotten Hope 0.7 - 1 of 3 (0.7) 
Description:
Forgotten Hope is a modification for Battlefield 1942 that concentrates on adding both a more realistic and more enjoyable playing experience than the original BF1942 and includes many new specially designed custom maps to play in.

The mod includes over 250 new pieces of authentic equipment (more than any other Second World War FPS), with tanks such as the mighty Russian IS-2 heavy tank and the diminutive Japanese Ha-Go light tank, aircraft from the rugged American P47 Thunderbolt to the antiquated British Fairey Swordfish biplane, warships such as the British Ark Royal aircraft carrier and the German Battleship Tirpitz and weapons including the powerful German Panzerfausts and the fearsome Russian PPSh-41 submachine gun.

New gameplay elements include a pilot class, which is now the only class equipped with a parachute, these can be found as pickup kits near most aircraft. There are also kits that contain deployable heavy machine guns, which can be setup anywhere on the map to create defensive strongpoints. Tank combat is greatly enhanced by a specially designed armour code, which determines how much armour anti-tank shells can penetrate, making it advantageous to outflank tanks to attack their weak rear armour. There are also towed anti-tank and anti-aircraft guns, these can be driven to a hidden ambush point then deployed to surprise the enemy.

The infantry class system has also been altered for more realistic and tactical gameplay, most maps will now allow you to choose from close quarters (an SMG armed soldier), assault (a rifleman who can use special rifle grenades), support (armed with a light machine gun), anti-tank (armed with an anti-tank weapon such as the bazooka) and officer (who can act as a spotter for artillery weapons and has an SMG). Sniper kits can now only be found spread around the maps, usually in special sniper hides. There are also paratrooper kits for certain maps that call for them, such as falschrimjager for the invasion of Crete.

All these features are implemented in a historically accurate way, so you won’t find the King Tiger on a map set in 1940. Speaking of maps, we also have many new custom maps (more maps than came with BF9142 infact) in addition to modified versions of some of the more popular original maps. The game also includes four new forces, the Polish, French, Italian and Australian armies. In the future you can expect a host of new features, such as artillery batteries and flame based weapons along with even more accurate equipment for all armies.

So whether you like house to house fighting in Stalingrad, tank battles in the Tunisian desert or dogfights in skies over southern England – Forgotten Hope has something for you.


Version: 0.7 Filesize: 656.22 MB
Added on: 02-Nov-2007 Downloads: 1026
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Category: Forgotten-Hope + Add On´s/FH 0.7 download

  -=PFC=-Mappack No3 
Description:
-=PFC=-Mappack No3

Installer:

ftp://85.214.86.156/mappacks/PFC-Mappack_No3.exe




9 brand new maps are waiting for you:


Sollum


Warsaw



Battleaxe


Battle of Java


St. Mere Eglise II


The Great Pursuit


Battle in Eilendorf


Operation Bagration-1944


Battle of Monte Cassino






Specials & new vehicles in FH:

Germany:
- Panzer IV Ausf. G
- BF109-jabo (E4/G)
- Opelblitz with mobile Pak40
- leichte Feldhaubitze 18 (105mm)

Russia:
- SU-152
- SU-100
- SU-85
- KV-85
- ZSU-37
- Zis 5 with mobile Zis3 Pak
- M30 (122mm)
- 85mm AA Flak

U.S.:
- Easy8
- M18 Hellcat

Japan:
- 47mm Type1
- Ki-27

All maps are equiped with tracers, smoke effects and smoke grenades

Thanks to our Betatesting team helping us to finalize the Mappack right in time !



Version: 3 Filesize: 25.75 MB
Added on: 29-Nov-2009 Downloads: 824
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Category: Mappacks/Pixel-Fighter MappingTeam

  Forgotten Hope V 0.7 - 2 
Description: These files are for the Forgotten Hope mod (2 of 3) and are required to play the Forgotten Hope 0.7 version of the mod.



The mod includes over 250 new pieces of authentic equipment (more than any other Second World War FPS), with tanks such as the mighty Russian IS-2 heavy tank and the diminutive Japanese Ha-Go light tank, aircraft from the rugged American P47 Thunderbolt to the antiquated British Fairey Swordfish biplane, warships such as the British Ark Royal aircraft carrier and the German Battleship Tirpitz and weapons including the powerful German Panzerfausts and the fearsome Russian PPSh-41 submachine gun.

New gameplay elements include a pilot class, which is now the only class equipped with a parachute, these can be found as pickup kits near most aircraft. There are also kits that contain deployable heavy machine guns, which can be setup anywhere on the map to create defensive strongpoints. Tank combat is greatly enhanced by a specially designed armour code, which determines how much armour anti-tank shells can penetrate, making it advantageous to outflank tanks to attack their weak rear armour. There are also towed anti-tank and anti-aircraft guns, these can be driven to a hidden ambush point then deployed to surprise the enemy.

The infantry class system has also been altered for more realistic and tactical gameplay, most maps will now allow you to choose from close quarters (an SMG armed soldier), assault (a rifleman who can use special rifle grenades), support (armed with a light machine gun), anti-tank (armed with an anti-tank weapon such as the bazooka) and officer (who can act as a spotter for artillery weapons and has an SMG). Sniper kits can now only be found spread around the maps, usually in special sniper hides. There are also paratrooper kits for certain maps that call for them, such as falschrimjager for the invasion of Crete.

All these features are implemented in a historically accurate way, so you won’t find the King Tiger on a map set in 1940. Speaking of maps, we also have many new custom maps (more maps than came with BF9142 infact) in addition to modified versions of some of the more popular original maps. The game also includes four new forces, the Polish, French, Italian and Australian armies. In the future you can expect a host of new features, such as artillery batteries and flame based weapons along with even more accurate equipment for all armies.

So whether you like house to house fighting in Stalingrad, tank battles in the Tunisian desert or dogfights in skies over southern England – Forgotten Hope has something for you.

Version: 0.7 Filesize: 586.27 MB
Added on: 02-Nov-2007 Downloads: 733
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Category: Forgotten-Hope + Add On´s/FH 0.7 download

  Forgotten Hope V 0.7 - 3 
Description: These files are for the Forgotten Hope mod (3 of 3) and are required to play the Forgotten Hope 0.7 version of the mod.

Forgotten Hope
is a modification for Battlefield 1942 that concentrates on adding both a more realistic and more enjoyable playing experience than the original BF1942 and includes many new specially designed custom maps to play in.

The mod includes over 250 new pieces of authentic equipment (more than any other Second World War FPS), with tanks such as the mighty Russian IS-2 heavy tank and the diminutive Japanese Ha-Go light tank, aircraft from the rugged American P47 Thunderbolt to the antiquated British Fairey Swordfish biplane, warships such as the British Ark Royal aircraft carrier and the German Battleship Tirpitz and weapons including the powerful German Panzerfausts and the fearsome Russian PPSh-41 submachine gun.

New gameplay elements include a pilot class, which is now the only class equipped with a parachute, these can be found as pickup kits near most aircraft. There are also kits that contain deployable heavy machine guns, which can be setup anywhere on the map to create defensive strongpoints. Tank combat is greatly enhanced by a specially designed armour code, which determines how much armour anti-tank shells can penetrate, making it advantageous to outflank tanks to attack their weak rear armour. There are also towed anti-tank and anti-aircraft guns, these can be driven to a hidden ambush point then deployed to surprise the enemy.

The infantry class system has also been altered for more realistic and tactical gameplay, most maps will now allow you to choose from close quarters (an SMG armed soldier), assault (a rifleman who can use special rifle grenades), support (armed with a light machine gun), anti-tank (armed with an anti-tank weapon such as the bazooka) and officer (who can act as a spotter for artillery weapons and has an SMG). Sniper kits can now only be found spread around the maps, usually in special sniper hides. There are also paratrooper kits for certain maps that call for them, such as falschrimjager for the invasion of Crete.

All these features are implemented in a historically accurate way, so you won’t find the King Tiger on a map set in 1940. Speaking of maps, we also have many new custom maps (more maps than came with BF9142 infact) in addition to modified versions of some of the more popular original maps. The game also includes four new forces, the Polish, French, Italian and Australian armies. In the future you can expect a host of new features, such as artillery batteries and flame based weapons along with even more accurate equipment for all armies.

So whether you like house to house fighting in Stalingrad, tank battles in the Tunisian desert or dogfights in skies over southern England – Forgotten Hope has something for you.
Version: 0.7 Filesize: 661.54 MB
Added on: 02-Nov-2007 Downloads: 677
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Category: Forgotten-Hope + Add On´s/FH 0.7 download

  PFC-Mappack No3 Installer 
Description:
9 brand new maps are waiting for you:

Sollum
Warsaw
Battleaxe
Battle of Java
St. Mere Eglise II
The Great Pursuit
Battle in Eilendorf
Operation Bagration-1944
Battle of Monte Cassino



Specials & new vehicles in FH:

Germany:
- Panzer IV Ausf. G
- BF109-jabo (E4/G)
- Opelblitz with mobile Pak40
- leichte Feldhaubitze 18 (105mm)

Russia:
- SU-152
- SU-100
- SU-85
- KV-85
- ZSU-37
- Zis 5 with mobile Zis3 Pak
- M30 (122mm)
- 85mm AA Flak

U.S.:
- Easy8
- M18 Hellcat

Japan:
- 47mm Type1
- Ki-27

Version: 3 Filesize: 309.94 MB
Added on: 02-Dec-2009 Downloads: 648 Rating: 10.0 (1 Vote)
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Category: Mappacks/Pixel-Fighter MappingTeam

  fh_fanmappack_v_6.rar 
Description:
Fanmappack No 6

- A Day of Zitadelle
- Cretan Village
- Fall Gelb - 1940
- Kiew
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Nuenen 1944
- Operation Lilliput
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Road to Ramelle
- Soletschnogorsk - 1941
- Spurning Fate - 1945
- Stashuv Area

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FH Custom Fan Mappack 6

Tulagi Island - Readme 

Tulagi Island takes place in 1942 and, although the landings on Guadalcanal took the bulk of the ships and Marines of the Operation "Watchtower" invasion force, the assault on the small Japanese-held islands to the north produced by far the heaviest fighting. Tulagi--site of the British Solomon Islands' pre-war colonial center--and the nearby Tanambogo-Gavutu seaplane base were garrisoned by tough Japanese Special Naval Landing Force troops. There was to be no easy win for the American GIs. Tulagi was made by Real-BadSeed.

Stashuv Area-1944 - Readme 

Stashuv Area-1944, has never before been released in an official Mappack. This map takes place in the vicinity of Staszow, Poland, where the first King Tigers in service on the Eastern front saw action! Heavy armor battles took place between 11th and 13th of August 1944 involvingGermany´s Schwere Panzerabteilung 502 and several Soviet tank battalions. In August, the retreating German forces were dug-in on theborder between Poland and Belorussia in an attempt to delay the advancing Red Army. If they could hold their ground for long enough the German defenders expected to be reinforced by men and tanks of the SchwerePzAbt.502, which would enable them to launch a counter-attack. This is a push map - capture the flags in their numbered order, it takes 2 men to capture every flag.Stashuv Area-1944 was made by former fan mapper, and now FH developer Lili Marlene .

Nuenen-1944 - Readme 

Nuenen-1944, was a selection from the the last Mappack that has been refined for FH 0.7. To give you a little background on the map: Nuenen was the scene of one of the many actions that made up Operation Market Garden. Late in the afternoon of September 20th the British 44th Royal Tank Regiment, backed up by American paratroopers of the 101st airborne division attacked the town Nuenen, in pursuit of retreating Geman forces. Unknown to the Allies, the defending German 107th panzerbrigade had just been reinforced, resulting in heavy fighting.Nuenen-1944 was made by mArs.

Kiew - Readme 

Kiew, has never before been released in an official Mappack. This is a semi-fictional map that takes place during the huge 1941 operation that resulted in the capture of Kiev and the largest encirclemant of Soviet troops during the war. While German and Soviet troops are battling around the city of Kiev, German Fallschirmjägers drop behind Russian lines into an industrial district, to seize valuable assets before Soviet authorities can either remove or destroy them. Their mission is to secure the area ahead of the advancing ground troops, and the Red Army must do everything to stop them. Kiew is a mainly infantry map, and was made by former fan mapper, and now FH developer Lili Marlene .

Todtenbruch - Readme 

After suffering heavy casualties, following the 1944 Allied landings in Normandy, German forces had to retreat. In order to prevent Allied forces from entering German soil, they fell back to the fortified positions of the Westwall. On September 20th, the advancing American forces made contact with the German defensive line at the north western edge of Todtenbruch (Deadman's Moor). Todtenbruch, which was made by Knoffhoff is push map which features some special items like a camo helmet skin and an all new German egg grenade, modeled by Arisaka and skinned by Mr.Cheese.

Cretan Village - Readme 

You may remember Cretan Village from the last release of the Fan Mappack. The fighting takes place in the summer of 1941. Northern Crete has fallen to an airborne assault by German Fallschirmjäger and Gebirgsjäger. Only pockets of resistance by British, Australian and New Zealand troops remain in the coastal villages on the south of the island. Fallschirmjäger are being parachuted in to mop up this Allied resistance, they must clear the island village by village while the defenders must hold every inch of ground to prevent the loss of this vital Mediterranean island. This map was created by Mr_Cheese and includes the German egg grenade modelled by Arisaka and coded by Knoffhoff and the smoke grenades by SirFluffy, [FtN]_Toddel, Mr_Cheese, code and concept by Purity, sound tweaking by GeRmAn~BRATWURST.

Attack on Carentan - Readme 

The Attack on Carentan-1944, has never before been released in an official Map pack. American paratroopers of the 101st Airborne Division received orders to take Carentan because of its strategic location where the main roads from Omaha and Utah beaches converge. The town was defended by the German 6th Fallschirmjäger regiment under command of Colonel von der Heydte. Besides having tough defenders, the town was also protected by the waters of the Douve River. Before the invasion the Germans opened the locks at a bridge in La Barquette making the river flood the wetlands around the town. Causeway N13, the locks and the shallow marshlands were the only possible ways to reach the town for the 101st. This map was made by pvt. Allen.

Fall Gelb - Readme 

General Erich von Manstein was the initiator of the Fall Gelb plan (Case Yellow). His aggressive plan was to break through the Allied center with the advantage of surprise, and speed, trap the forces to the north in a pocket, and head on to Paris. To ensure this, the German Army Group B got the order to attack through the Ardennes, to the south of the main Allied strength and close the trap. Fall Gelb features infantry armored and air combat, and was made by Jam and tweaked by Real-BadSeed.

Road to Ramelle - Readme 

Located on the banks of the Merderet River, The town of Ramelle, a fictional location you may remember from the movie Saving Private Ryan, is an important target for both Allied and German soldiers following the Allied landings at Utah and Omaha beaches on June 6th, 1944. The Germans need control of the village and its bridge to move armor up the Cotentin peninsula. in order to defend the port of Cherbourg, while the Allies need to prevent them. Road to Ramelle is an urban push map-mainly for infantry but with small quantities of Allied and German Armor, as well as the occasional air strike. This map was created by Bizness, and includes soldier skins by Hanley

Operation Lilliput - Readme 

Operation Lilliput, has never before been released in an official Mappack. In this 1942 battle, Australian forces engaged the Japanese at the coastal village of Buna in New Guinea at the eastern end of the Kokoda trail. Although allied intelligence predicted small numbers of unprepared defenders, the allied attackers encountered a large force of well-fortified Japanese. This map was made by Real Bad-Seed, and also includes special Australian soldier skins made by Hanley. Operation Lilliput is a push map pitting Australian light armored forces against heavily fortified Japanese troops, in a swampy landscape, broken up by many streams and rivers.

Soletschnogorsk - Readme 

Soletschnogorsk takes place in November 1941, when elements of the German 2nd Panzer Division attacked the town of Soletschnogorsk, about 50km outside of Moscow. Soletschnogorsk is an objective-based map--your goals will be to destroy (or prevent the enemy from doing so) all Russian objectives (which are a radar hut, one T34 and three KV-1s) and capture (or to prevent the enemy from doing so) all control points on this special push map. Soletschnogorsk was made by former fanmapper Lili Marlene, who was assisted by Camel Nele, who helped the objective-mode coding, Knoffhoff, who added the random helmet code and various stuff. Smoke grenades by SirFluffy, [FtN]_Toddel, Mr_Cheese, code and concept by Purity, sound tweaking by GeRmAn~BRATWURST. Like our other fan maps this week, it features a special Wehrmacht skin by Hanley.

A Day of Zitadelle - Readme 

A Day of Zitadelle, was created by Battlegroup 2 developer Benseras. As a special bonus, this map comes its own SU-152, which provided the Red Army with the badly needed punch to deal with the heavy new German armor which saw action at Kursk. The model and skin were originally created by the Operation Anubis mod team and later donated to the Battlegroup 42 mod. The SU-152 was exported by BG42 leader Panzaman and then code tweaked by FH's ctz and FH beta tester Knoffhoff for greater FH compatibility. The Forgotten Hope developer team would like to say thank you to everyone who was involved in the creation of this vehicle, especially the Battlegroup 42 team for their generosity in allowing Benseras to use their model in a Forgotten Hope fan map.

Special mention should also be made ofa nice atmospheric goody for the map-- the bees modelled, skinned and coded by Golem_Moja, who is also the creator of many useful modding tools.

Operation Zitadelle, the code name for the German plan that led to the battle more commonly known today as the Battle of Kursk, was a huge tank battle on the Eastern Front, in mid 1943. This map features the intense tank, large scale armored combat suitable to a map representing part of the largest armored engagement of all time, with more than 2700 tanks and assault guns alone on the German side. In addition to Benseras's work, as well as all the others mentioned earlier, the map was given a final tweaking by Real-BadSeed.

A Spurning Fate - Readme 

Spurning Fate, has never before been released in an official Mappack. It takes place in eastern Germany, April 1945. At this time Allied air superiority made large tank movements during daylight almost impossible for the Wehrmacht. The only reliable way to avoid enemy air power was to fight and move at night. Spurning Fate is a paranoia-inducing game of heavily armed cat and mouse.

Making a virtue of necessity, Axis scientists developed the "Vampir" IR-technology to give their troops an edge in darkness. Starting in late 1944, special units for night fighting entered the field consisting of five PzKpfw V "Panther" Ausf. G, equipped with "Vampir" rigs, as well as one SdKfz 251/20 "Uhu"(on the right) and one escorting SdKfz 251/1 "Falke" (at left)manned with infantry using the Sturmgewehr 44 with an infrared telescopic sight. Although the technology was ready for mass production only a few were employed as the war was close to an end.

Before the history watchdogs start to bark please not that a little historical license was taken, as the team involved in producing Spurning Fate's night-fighting Panthers wished to include both the earlier "Solution A" version of the Vampir technology(at left) as well as the later "Solution B" version(on the right)."Solution B" did not fit well onto the FH Panther G without extensive modification(this version of the Panther G lacked a drivers viewporthatch), so the Panther A was conscripted to fill the gap.

To show you how the IR works in Spurning Fate we have 3 ingame shots for you demonstrating the effect. You can have a look at the map screenshots below them for comparison. On top are the Panther's gunsight, on the bottom left the MG34 and MG42, sight, and last but not least on the right is that of the StG 44.

Sir Fluffy modelled the nightfighting euipment, which was skinned by Lobo and the final coding was done byKnoffhoff and CamelNele, member of the Norwegian Resistance minimod. Furthermore the beautiful new skin for the SdKfz 251/20 "Uhu" and SdKfz 251/1 "Falke" was made by Mr. Cheese, the new uniforms are from Hanley and the map itself as well as the concept is by Lili Marlene.



Version: 6 Filesize: 2048.00 MB
Added on: 03-Nov-2009 Downloads: 527 Rating: 10.0 (1 Vote)
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Category: Mappacks/FileFront FanMappacks

  fh_fanmappack_v_2.rar 
Description:
FH Fanmappack No 2

Battle_for_Ortona / Beta-Testversion

Um die Map zocken zu können müßt Ihr die "battle_for_ortona.rfa" in
folgenden Ordner verschieben!!!!!

......EAGAMES/Battlefield 1942/Mods/FH/archives/bf 1942/levels

Genau da muß die Karte rein, nirgendwo anders!

Greetings Lili aka Tom

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Burma

This is conquest only map!!!

Map is brought to you by Lt. Havoc and FRITZ.
Some skin tweaking also by Havoc.

No other mod is authorized to use any of these maps and to be honest FH makes the maps all they should be.


questions or comments email: lthavoc@cfl.rr.com

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Chartres

Hi.
 
I would like to submit my map for the map contest, it's called Chartres and can be downloaded here: www.saunalahti.fi/~asiiskon/chartres.rar
The readme.txt file is attached to this email.
 
regards,
 
Civius

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Nuenen-1944

Map für die BF1942 Modifikation "Forgotten Hope" in der Version 0.66!
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Update 2nd round:

-Jagdpanzer ersetzt durch Jagdpanther und Respawnzeit leicht erhöht
-"Der letzte Halt"(Flagge) --> minNrToTakeControl 2
-Stug3g spawnt jetzt an "Der letzte Halt"
-verschiedene Texturen verändert
-UniversalCarrier zur Brit. Basis hinzugefügt
-Respawnzeit aller britischen Panzer leicht herabgesetzt
-alle Fahrzeuge --> TeamOnVehicle 1
-neuer Loadscreen
-"OutOfMap" etwas verändert
-verschiedene statische Objekte aus 0.66 eingefügt
-einige Medicclocker durch MedicBox ersetzt (Medicclocker in Kirche entfernt, aufgrund des neuen Heileffektes der Bänke)

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Fakten zur Map:

Autor:        Sven Ehrlich aka mArs

Name:        Nuenen-1944

Gegenüberstehende Parteien:
        Briten gegen Deutsche

Location:     Niederlande/Nuenen (östlich von Eindhoven)

Zeit:         September 1944

Hintergrund:

Am 17. Septemper 1944 startete Operation Market Garden unter britischer Führung. Die             Operation sah vor mit Luftlandetruppen in den Niederlanden zu landen und die verschiedene     Brücke über den Rhein - darunter Arnhem - einzunehmen. Verschiedene Luftlandedivisionen         sprangen bei Arnhem, Nijmegen und Eindhoven ab. Allerdings gab es in Arnhem grosse             Probleme, die gute Verteidigung der Deutschen machte die Einnahme der Brücke in Arnhem             unmöglich. Wichtig war die Zeit mit der die nachrückenden Truppen aus Nijmegen und             Eindhoven nach Arnhem kommen mussten, um die deutschen Linien zu durchbrechen. So machen         sich die amerikanischen Luftlandetruppen aus Eindhoven, zusammen mit zwei britischen             Panzerdivisionen auf dem Weg nach Nijmegen und Arnhem, um die britische Division in             Arnhem zu entlasten. Doch bei Nuenen haben die Deutschen einen Hinterhalt vorbereitet.             Der Vorstoss wird aufgehalten und die Zeit wird knapp. Jede Stunde können die Briten in         Arnhem aufgerieben werden.

Fahnen:

Britische Basis - Britisch (nicht einnehmbar)
An der Kirche - Deutsch
Das Nest - Deutsch
Der letzte Halt - Deutsch

vorhandenenes Material:
   
Briten - 2x GMC, 3x Cromwell, 3x Lend and Lease Shermans, bekommen Nichts in Nuenen
Deutsch - "An der Kirche"- Hanomag, Sniperg43kit
    - "Das Nest" - Jagdpanzer, 2x Panzerschreck
    - "Der letzte Halt" - Tiger, 2xStG44kit, Stug3g(falls "An der Kirche"
    eingenommen), Panzerfaust30kit(falls "Das Nest" eingenommen, respawnt für ein StG44kit)

Anmerkung:

Die Map basiert auf die Verfilmung der Geschehnisse in "Band of Brothers" von Steven             Spielberg (4.Teil). Ich habe die Briten genommen, da Operation Market Garden unter             britische Führung stand. Zum Einsatz kamen allerdings amerikanische Infanteristen und             britische Panzer, was die Wahl der Klassen hoffentlich erklärt.Die Map wurde so             konzipiert, das die Briten durch den Ort durch müssen und ihn nicht einfach umfahren             können. Für die Deutschen gilt: "aus dem Hinterhalt zum Sieg", Möglichkeiten sind dafür         reichlich gegeben. "An der Kirche" ist mit Panzern einzunehmen, um es den Briten zu             erleichtern Fuss zu fassen. Die restlichen Fahnen können nur von Infanterie eingenommen         werden.
Die Atmosphäre sollte nicht so sein, dass man mitten in ein Gefecht springt, sondern eher die Ruhe vor einem Gefecht. Ich denke FH selbst sorgt für ausreichend Atmosphäre im Gefecht.
Die Map wurde auf Balancing hin nicht geprüft!
(Leider reichte die Zeit nicht(hab einfach zu spät angefangen), um mich eingehender mit den
Texturen zu beschäftigen.)
   
Adresse:
   
marsstorm@web.de
ICQ: 79525684
   
Hiermit gebe ich allen offiziellen Mitgliedern der BF1942 Modifikation "Forgotten Hope" die
Rechte, die beiliegende Nuenen-1944.rfa-Datei, ohne Abstimmung mit mir, zu vervielfältigen, zu
veröffentlichen oder zu verändern, so weit ich als Autor mitgenannt werde. Ich behalte mir vor
die Map, sowie spätere, korrigierte Versionen, selbst zu veröffentlichen (besonders im Falle
eines Nichterscheinens im Zuge des Mapcontests vom Oktober/November 2004).

gez.: Sven Ehrlich; Dresden, den 23.10.2004

An das "Forgotten Hope"-Team im Allgemeinen:
   
Ein herzliches Danke an Euch für eure Mühe und Arbeit, um diese grossartige Mod zu         veröffentlichen. Macht weiter so!


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Road_To_Ramelle

This map was made by me, Sgt. Country Boy and i agree to let Forgotten Hope distribute my map. necessary changes can be made to the map.

contact includes:
msn/email: b1zz1e@hotmail.com
yahoo/aol: Roostacoop

The map was made from the fictional battle in the movie Saving Private Ryan. It starts in the outskirts for the allies and works into the city. As on the movie the allies take over the machinegun nest where the medic dies. All flags are cappable except the allied base. The axis are to keep and hold the city as the allies try to fight their way in.

all in all it was fun making this map and i hope you guys enjoy it. cheers.

Sgt. Country Boy

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Tali_Ihantala

Tali-Ihantala
by Taichi and Flippy-Warbear

Readme by: Flippy-Warbear
The new updated version does not include a whole new wave of things, just minor little fixes and additions.
If possible, we humbly request devs, if they have time to check on things marked with * before release.
We ran out of time, once again.


New additions:
- Reskin for the bushes and some scaling done for them
- Lumberyard is now a neutral base
- Lumberyard spawns KV-1 for russians
- Lumberyard spawns T-34/85 Finnish version for Finns
- New Easter Egg

Fixes:
- Fixed the lightmaps on few objects.
- *Ammoboxes fixed
- IL2-squadrons flight paths fixed (At least they SHOULD fly straight above the map and not at the edges of the map)
- Floating Nebelwerfer fixed

Known issues:
- Not all of the IL2 squadrons propably fly over the map. At least one squadron flies over the map, other one at the edge (no time to double check)
- *Lumberyard shows a spawnpoint in the spawn interface even its impossible to spawn until the lumberyard is captured
- Ticket bleed might be a bit too fast for the russians at the start
- Fixed the date on the map thumbnail icon

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Trois_Ponts

mapname:
Trois Ponts
contact:
knoffhof@upbeat.de

Hiermit erkläre ich mich einverstanden, daß das Forgotten Hope Team meine Map "Trois Ponts" veröffentlicht,
und falls nötig, die Map selbst verändert.

m.f.G. knoffhoff

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Tulagi_Island

map created by j.hathaway(a.k.a. Real-BadSeed)
this map is for Fh.65
its a conquest,tdm only map

this map is was made as historically correct as possible, with the limited information i could find about the battle for tulagi island.
and the map scale is about .66 actual size of the real island.
this is so it would fit into a bf map.

j.hathaway@shaw.ca


Version: 3 Filesize: 2048.00 MB
Added on: 03-Nov-2009 Downloads: 513
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Category: Mappacks/FileFront FanMappacks

  FHSW0.30beta2_sound&texture_pack 
Description: This is the FHSW Sound & Texture Pack for ForgottenHope Secret Weapons version 030b2!



Version: 030b2 Filesize: 2048.00 MB
Added on: 12-Jun-2008 Downloads: 494
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Category: Forgotten-Hope + Add On´s/Sound&Texture Packs

  PunkBuster for Clients PDF 
Description:








BattleField 1942 and Battlefield Vietnam Edition




Last updated March 11, 2004

The following people contributed to this publication:
Björn Christoph, Ken Creedon, Stuart Dunsmore, Daniel Ferguson, Tony Ray, Jason Roman, Paul Seale, and Hendrik Thole.


Even Balance, Inc.
P O Box 11395
Spring, Texas 77391-1395


This publication is © Copyright 2003-2005 by Even Balance, Inc. All Rights Reserved.
PunkBuster™ Software and the PunkBuster Logo are trademarks of Even Balance, Inc.
Other trademarks referenced by this publication are the property of their respective owners.







This publication is for Players of online games who are interested in using or finding out more about the PunkBuster Anti-Cheat system. This publication is meant to document PunkBuster for the following games: Battlefield 1942 and Battlefield Vietnam by EA Games. PunkBuster editions for other games may vary from the edition described herein.

A great effort has been made to make this publication useful for those new to PunkBuster and also for advanced users of PunkBuster. Any comments or suggestions will be gladly received via email to docs@evenbalance.com.

If you wish to learn about using the PunkBuster Server software for running a game server, please see our related publication entitled 'PunkBuster for Server Administrators'.




In September of 2000, a handful of online computer game playing enthusiasts became concerned with the increased activity of cheating in online multiplayer gaming. We decided to do something about the problem. We were aware that a few attempts had been made in the past by others (including the makers of the games themselves) and that they were all generally considered to have failed for the most part. We had a vision of a new way to approach the problem and decided to develop an experimental software system to see if our new approach would work. We believed that once we had submitted and maintained a product for open use that the response from affected online communities would tell us whether or not the experiment was a success. After several months of growth, much hard work, acceptance, and the appreciated beta testing and support of hundreds of thousands of users, we believe that we have a viable solution to fighting the problem of cheating in online multiplayer games: PunkBuster.

PunkBuster is an automatically self-updating client/server Anti-Cheat software system. That means that players run the PunkBuster Client software while they are playing online games and also, PunkBuster Server software is running on the game server that players connect to for gameplay. The PunkBuster system is designed to hold all participants accountable by scanning the game computers looking for known cheats, game hacks, and exploits similar to the way Anti-Virus software would scan a computer looking for a virus. PunkBuster does not modify any files or settings on your computer even if it detects some type of violation, it reports what it finds and, in some cases, will remove offending players from the current game. PunkBuster is optional. A Server Admin who decides to run PunkBuster on his or her Game Server is simply choosing to limit players on said Game Server to players who have chosen to enable PunkBuster on their playing computers. You do not have to enable PunkBuster if you are uncomfortable with the idea of such software. However, PunkBuster is not "spyware" nor is it a trojan - it is designed for groups of honest people to use together in an effort to keep out players who are unwilling to subject their system to an objective third-party software system scanning their computer during gameplay. The activities performed by PunkBuster are generally described on our website and we have also developed and published a Privacy Policy Statement. We take the privacy and security of our users and their computers very seriously and there is no featured provision (documented nor undocumented) whatsoever in our software whereby anyone outside of your computer can gain control of your computer or view / change your private information with or without your knowledge. Additionally, PunkBuster does not transmit your private data files to any other computer nor keep any type of centralized database that tracks any information about your personal files. PunkBuster basically just looks for known cheats and game-hacks while you are playing a PunkBuster enabled game in an effort to authenticate your installation as "clean" for the purpose of consensual multiplayer online gaming.

In mid-2001, a privately funded corporation, Even Balance, Inc. was formed to handle the commercial application of the PunkBuster system. We plan to offer several types of products and services to online gaming communities that are built up around the games we support. We are actively seeking relationships with game software developers who would like to have us provide anti-cheat support for their online multiplayer game titles.

There is no cost for a personal, non-commercial license to use PunkBuster software. Our End User License Agreement must be accepted on-screen before PunkBuster is installed. If you wish to use PunkBuster in any type of commercial environment or in connection with any commercial event, a separate commercial licensing arrangement must be obtained from Even Balance, Inc. To find out more about commercial licensing, send an inquiry via email to license@evenbalance.com.

More information about Even Balance, Inc. and the PunkBuster system can be found on our website at evenbalance.com.




From the main game menu, choose Multiplayer to get to the In-Game Server Browser. On the In-Game Server Browser screen, make sure the 'PunkBuster' button says 'Enabled'. If not, click the button and then confirm that you wish to Enable PunkBuster. After confirmation, the button should now say 'PunkBuster Enabled'.


The In-Game Server Browser

You are now ready to join any servers that are running PunkBuster. There is a small PunkBuster logo to the left of the servers that are PunkBuster Enabled. When PunkBuster needs to give you information, it will appear at the top of your playing screen briefly and then scroll off he top of the screen. If you wish to review previous messages, press the tilde (~) key to bring down the game console. From inside the game console, use the 'PageUp' and 'PageDown' keys to scroll the console text up and down if necessary.




Although there is code inside the Game to allow PunkBuster to be integrated tightly with the Game, the PunkBuster software is completely separate from the Game software. It resides in its own folder called "pb" inside the game folder. For example, if your game is installed into a folder called "c:gamesbf1942", then the PunkBuster files will be in "c:gamesbf1942pb". To remove or uninstall PunkBuster from your system, simply delete the "pb" folder using the explorer program on your computer. PunkBuster does not modify the system registry nor hide files or other information anywhere else on your system.

There are only a few files in the "pb" folder when PunkBuster is first installed. When the game is first launched after PunkBuster has been installed, PunkBuster will add new files and folders for later use.

Most people install to and run the game (and PunkBuster) from a local hard drive. However, for players who run the game from a shared location such as a network file server, an extra step is required in setting up the game to run so that PunkBuster functions properly. PunkBuster must have full control over its own files and subdirectories for each player. If multiple players are running the game (and PunkBuster) from the same shared location, then PunkBuster is very likely to have problems authenticating one or more of the players and will eventually remove them from gameplay. In order to function when running the game from a shared location, the overlayPATH game setting must point to a separate location for each player who runs the game from the shared location. The easiest way to set this up is to copy the "pb" folder from the shared location to a folder on each player's local hard drive such as "C:BFVPB". Then add +overlayPath C:BFVPB to the end of the shortcut target (or other mechanism) that is used to launch the game for each player running from the shared location.

The "pb" folder normally contains the following file types:

PunkBuster also creates subfolders inside the "pb" folder to organize information; the following is a list of these folders and what they contain:

PunkBuster communicates to players by displaying information directly to the game screen and the game console. A player can also communicate directly to PunkBuster by typing commands into the game console. The BF1942 and BFV console is only available when you are connected to a server. More advanced players may wish to use this ability to put PunkBuster commands into key bindings and game configuration scripts for personal convenience.



The Tilde Key

In general, to access the game's console, press the Tilde Key. On most Qwerty keyboards, the tilde key is located directly under the Esc key and looks like this: ~ . Some non-American keyboard layouts do not have a tilde key and a different key such as the � key are the tilde equivalent on those keyboards. Pressing the tilde key will bring down the Game Console. The console is used to display several lines of textual information and also accept user input such as commands. The bottom line of the console will always start out empty and typed keystrokes will appear on the left. To enter any Game or PunkBuster command type out the full command in the console.

All PunkBuster Client commands and settings start with the three character sequence "PB_". Specific PunkBuster commands and settings are described in a subsequent section of this publication. Note that if you run your own Server, PunkBuster Server commands are preceded by the six character sequence "PB_SV_". PunkBuster doesn't care whether commands and settings are typed in lower case, upper case, or in some combination. ENABLE, enable, and EnAbLe are all the same as far as PunkBuster is concerned. Any time PunkBuster needs to display a message, the message will be preceded by the words "PunkBuster Client:" or "PunkBuster Server:". This is useful if you are running your own server so that the source of each message will be obvious.


The In-Game Server Browser

Players who like to join Game Servers from inside the game will notice that there are some PunkBuster friendly features built into the game's interface. There is a column that shows whether each Game Server currently has PunkBuster On or Off. There is also an option in the Filter Servers screen whereby users can choose to see only Servers with PunkBuster "On", only Servers with PunkBuster "Off", or both types of servers together.




From the game's main screen, clicking 'Multiplayer' moves to the in-game Server Browser and Selection Screen. In the bottom portion of this screen will be a button that says either 'PunkBuster Enabled' or 'PunkBuster Disabled'. Click this button to toggle the current status of PunkBuster.

There is no additional cost involved for using PunkBuster in a personal, non-commercial environment. If you are playing in a prize tournament or any event (whether over the Internet or in a LAN environment) that charges an entry fee and/or awards prizes to participants, the organizers of that event are required to obtain a commercial license with Even Balance, Inc. if they wish to utilize PunkBuster Software during the event. More information about this requirement can be obtained by emailing license@evenbalance.com

NOTICE: PunkBuster cannot be Disabled immediately during the middle of gameplay. Choosing to Disable PunkBuster by any methods described above will set PunkBuster into Disabled mode but that does not take effect until the entire game is restarted. Neither Players nor Server Admins can simply turn PunkBuster off and on during the middle of gameplay. Once PunkBuster Client and/or Server has been Enabled for a gaming session, it stays Enabled regardless of how many times the Enabled/Disabled mode is toggled. When the game is exited, the current PunkBuster status is saved and the next time the game is started, PunkBuster will initialize to the mode in which it was last set, either Enabled or Disabled. That means players can Enable PunkBuster once and then never worry about it again if desired, as it will continue to be enabled from that point on even when the Game is exited unless specifically Disabled at some later point in time.




Most Players use some type of Game Browser to find Game Servers to join. The Game itself has a very nice integrated Game Browser built in so that Players can usually find what they are looking for very easily. Some Players prefer to use external Game Browsers such as the ones produced by GameSpy, Pingtool and Kali.


The In-Game Server Browser

For Players who use the in-game browser, a column is displayed that specifically shows whether or not each server listed currently has PunkBuster Enabled.

For external Game Browsers, some configuration may be required to display and/or filter servers based on whether or not they currently have PunkBuster Enabled. First, a little background: while a Game Server is running, it sends a "heartbeat" packet of information every few seconds to several Master Game Servers located around the world. This heartbeat packet tells the Master Game Servers that the Game Server is running, how many players are currently connected, and the current status of all sorts of things such as the Name of the server, the maximum number of players and what is commonly referred to as the "server rules". One of the server rules returned by Game Servers is called sv_punkbuster. If sv_punkbuster is set to "1" for a particular Server, then PunkBuster is Enabled on that Server. Consult the documentation for your chosen external Game Browser to determine how to display and/or filter servers based on the value of sv_punkbuster.




One of the core aspects of the PunkBuster system is the automatic update feature. As new versions of PunkBuster files are made available for download from our Internet-based Master PunkBuster Servers, the PunkBuster software running on Players' and Admin's computers will attempt to retrieve those new versions and perform an automatic "self-update" function in the background without interrupting gameplay. For most users, this occurs automatically and seamlessly. Since PunkBuster Servers require all connected Players to be running identical versions of all PunkBuster files in order to be authenticated for "clean" online play, the automatic update facility inside PunkBuster is an important component of the overall system. PunkBuster will retain older versions in case there is ever a need to connect to a Server that is still running old versions of the PunkBuster software.

All PunkBuster update files are stored in special compressed HTM files and can be opened with any Internet Web Browser. We have designed and implemented a robust method for securely delivering updates from our Master PunkBuster Servers to Regular PunkBuster Servers and then on to computers that have Enabled the PunkBuster Client software. Great care has been taken to design and develop the system such that only authentic PunkBuster files will ever be accepted and used by the PunkBuster System during the auto-update process.

There may be times, however, when it is necessary to manually update a PunkBuster System. For instance, if there is no Internet Access available and multiplayer gameplay is occurring in a LAN environment. Or perhaps, there is a temporary routing problem causing locally running PunkBuster software to not be able to "find" any Master PunkBuster Servers whereby an update can be obtained. There may also be times that the PunkBuster Team offers pre-release beta versions of PunkBuster software for manual download so that it can be tested before broad distribution. For whatever reason that may come up that requires a manual update, we have prepared a separate section, called 'Updating PunkBuster' on our website at Even Balance.




The use of PunkBuster commands and settings is optional. This information is provided for advanced users who want to get more out of the PunkBuster software or who want to customize it. A brief overview of using commands and settings is given, as well as a reference list of all available commands and settings along with explanations of their correct use.

The most common way to enter a command or to check / change a setting in PunkBuster is to bring down the Game Console and type away. However, since PunkBuster is directly integrated into the game, PunkBuster commands and settings can also be treated just like any other game command or setting in that they can be placed into game script files, bound to keystrokes and used in aliases.

The easiest way to quickly test that your PunkBuster system is properly installed, Enabled, and working is to type "PB_VER" into the game console. If PunkBuster is working properly, it will respond by displaying the version number that is currently installed and running. If there is no response, then PunkBuster is either currently Disabled or there is a problem that may require some troubleshooting. Consult the FAQ (Frequently Asked Questions) Appendix later in this publication for suggestions on ways to troubleshoot this type of problem.

Some commands are standalone and others may require or accept additional parameters. For example, the command "PB_VER" is standalone, typing in "PB_VER" tells PunkBuster that you would like to know the currently running Version number. The command "PB_LOAD" takes one parameter (a filename), typing in "PB_LOAD ABC.CFG" tells PunkBuster to load the configuration file called "ABC.CFG".

PunkBuster settings, sometimes also called variables, hold numbers or textual information that PunkBuster uses while it is operating. Changing PunkBuster settings will affect the way PunkBuster runs in specific ways. All PunkBuster settings start out with default values that are the recommended setting values for most users. To find out the current value of a setting, simply type in the name of the setting all by itself. For example, typing "PB_LOGTOFILE" will cause PunkBuster to display the current value. Also displayed is the allowable range that the value can contain. This particular setting can be set either to 1 or 0 and 0 is the default. To set it to 1, type in "PB_LOGTOFILE 1", PunkBuster will then respond by showing the setting name along with its new value. Trying to set a PunkBuster setting outside of its allowable range will cause PunkBuster to give the setting the closest allowable value to what was originally specified.

Listed below (in alphabetical order) is a list of PunkBuster Commands and Settings along with a general description and usage instructions where necessary.

PB_GetSs
Captures and saves a screen shot based on the parameters found in the PB_SSOPTIONS setting listed below; described more fully in the Screen Capture Facility section

PB_Kick [slot #]
Requests that a specific player be removed from the game; this command is part of the PB Player Power facility

PB_Load [File Name]
Loads the specified PunkBuster config file which can contain commands and/or setting changes

PB_MyGuid
Displays your PunkBuster GUID and your Game CDKey (Note: Cdkey is not shown if currently connected to a server); The GUID is used by PunkBuster to identify players and it is based on the CDKey entered into the game

PB_PList
Requests that the connected PunkBuster Server display a list of players and their current status to the console

PB_Power
Requests that the connected PunkBuster Server display a list of players and their current PB Player Power status to the console

PB_SsOptions
Sets and/or displays the parameters used for taking local PunkBuster Screenshots; used by the Screen Capture Facility

PB_Ver
Displays the currently running version of the PunkBuster Client software

PB_WebUpdate
This command adds the PBWEB functionality directly into the PB Client - PBWEB should no longer be required to manually update PB Clients. PunkBuster will automatically issue this command when necessary to auto-update during gameplay before going into distress mode

PB_WriteCfg
Writes the current values of the PunkBuster settings to the local hard drive (creating or overwriting files called pbcl.cfg and pbcllog.cfg) in such a way that they will be loaded automatically the next time PunkBuster starts; if you make changes to your PunkBuster settings and you want the changes to be permanent, then enter this command after making the changes

PB_AutoExec [Filename]
Holds the name of a game script file that is to be executed each time a server is joined; This is useful if you need to reset game settings each time you join a server

PB_Lan [0=no, 1=yes]
Defaults to 0; when set to 1, PB will behave as though it has no Internet access

PB_LogAddr [Address / Internet Hostname]
Holds the address of the machine to which remote logging is sent (default is empty meaning the feature is not used)

PB_LogMD5Tool [0=no, 1=yes]
Setting defaults to 0; setting to 1 will cause PB to log all MD5Tool file check query replies sent to connected PB Servers during gameplay

PB_LogPort [Port #]
Holds the listen port of the machine to which remote logging is sent (default is 0 meaning the feature is not used)

PB_LogPw [Password]
Holds the password required to send logging output to a listening remote logging machine

PB_LogToFile [0=no, 1=yes]
When set to 1, PunkBuster will log activity to the pbcl.log file; the default is 0 which meansonly errors are logged

PB_LogUser [Username]
Holds the username required to send logging output to a listening remote logging machine

PB_MsgPrefix [New Prefix]
Holds the text that PunkBuster displays in front of every output line displayed; the default is "PunkBuster Client".

PB_Security [0=no, 1=yes]
When set to 0, PunkBuster will accept all "update" files without verifying that they are authentic; the default is 1 which should not normally be changed except for LAN environments where there is no Internet Access and/or you fully trust the Servers you are connecting to

PB_Sleep [Period]
Holds the period of time (milliseconds) that PunkBuster "sleeps" between processing cycles; the default is 60; lower numbers will cause PunkBuster to process events more times each second which also has the effect of increasing the bandwidth used by PunkBuster; Players with a modem connection will probably want to set this as high as possible

PB_SsLog [0=no, 1=yes]
When set to 1 (which is the default), PunkBuster will create an entry in the pbsslog.htm log file every time a PunkBuster Server requests a screenshot to be taken and delivered; this log file is designed to be viewed with a web browser and contains information about the size of the image, when it was taken, and also a digital signature of the image itself

PB_SsSave [0=no, 1=yes]
When set to 1 (0 is the default), PunkBuster will save all Server-requested Screenshots to the local hard drive so that Players can see the actual screenshots that have been delivered to Game Servers that they were connected to; if this setting and the PB_SsLog setting are both set to 1, then the pbsslog.htm log file will automatically have links created for local viewing directly from the log file

PB_System [0/1]
PB can conflict with other software on some systems due to vigorous memory scanning; Changing this setting may reduce or eliminate conflicts if you have problems on your system; this setting can only be changed before connecting to a server by editing the pbsys.cfg file in your PB folder. This file is created the first time you run PB.




PunkBuster issues several types of messages during gameplay. These will appear at the top of the playing screen for a few seconds before scrolling off. All messages also are logged to the console and old messages can be reviewed by bringing down the game console. The game console can be scrolled up or down by using the PageUp or PageDown keys respectively. During almost every game, there will be periods of inactivity where players are not actively playing the game. This is a good time to review previous PunkBuster messages to see if you missed any important messages while playing.

The most useful PunkBuster command to get acquainted with is the pb_plist command. By occasionally issuing a pb_plist command, you can view the PunkBuster status of all players in the game. The status of each player can either be INIT, UPDT or OK. The INIT status means that the PunkBuster Server is still initializing that player�s connection. The UPDT status indicates that the PunkBuster Server is updating that player�s PunkBuster installation. Other information is displayed by the pb_plist command such as the Auth Rate and RecentSS columns. The Auth Rate of a player is how many times per minute the player�s PunkBuster has successfully authenticated with the PunkBuster Server. Once each player has reached OK status, then the Auth Rate should never fall below 2.0. If it does, that would indicate that PunkBuster is not functioning normally for some reason. The RecentSS column indicates how many screenshots the PunkBuster Server has requested from each player during the past few minutes.

After each map ends and a few seconds after the next one is starting, the PunkBuster Server will report some information to connected players about the Server log files. This information gives players the filenames of the log files and also the Digital Signatures of the log files saved at the Server. This is useful mostly in organized matches where Server Admins provide logs to administrators after each match. The Digital Signatures that are reported to players keep the Server Admin or anyone else from being able to change or edit the log files without altering the reported Digital Signatures. If a log file is changed at all, then its Digital Signature will no longer match what was broadcast to all players in the game. We have for download, on our website at evenbalance.com, a free utility called pbmd5 that will compute the Digital Signature (also known as MD5) of any file. If you would like to "save" the Digital Signature of log files reported by a Server, we recommend bringing down the game console and then taking a screenshot of your playing screen while that information is displayed. If desired, the PB_GETSS command can be used to save the screenshot.




The PunkBuster Screen Capture Facility allows Server Admins to request actual screenshots from players' screens while they are playing. The screenshots are transferred over the network and saved by the Server Admins either for private use or possibly for publication to a website. PunkBuster limits the filesize of the screenshots by setting a maximum number of pixels that can be captured. PunkBuster also limits how many times a PunkBuster Server can request a screenshot within a few minutes to prevent Server Admins from taking screenshots one after another continuously. All PunkBuster screenshots are saved in the PNG image format and therefore have the ".png" extension. This format is similar to the JPEG format but does not reduce image quality during compression. Most newer Web browsers can view PNG files directly. Programs that convert PNG format images to and from other formats are widely available. More information about the PNG format can be found at the PNG-Homepage.

There are two PunkBuster settings that can be used by players to track the activity of PunkBuster Servers that request screenshots from their system. The settings are called PB_SSLOG and PB_SSSAVE. If PB_SSLOG is set to 1 (which is the default), then PunkBuster will keep a log file on your hard drive in the "pb" folder called "pbsslog.htm". This log can be viewed using any web browser such as Netscape or Internet Explorer. The log contains information about each screenshot that was requested by a PunkBuster Server. If PB_SSSAVE is set to 1 (note that 0 is the default), then PunkBuster will save the actual screenshot to your hard drive after the screenshot image has been transmitted to a PunkBuster Server. Note that screenshot images vary in size usually between 40 and 80 thousand bytes. If you play frequently, saving Screenshots to your hard drive can consume a lot of disk space after only a few days. We don't recommend setting PB_SSSAVE to 1 unless you are sure that you will routinely view the screenshot images and remove them if they start to take up too much disk space for your system.

If PB_SSSAVE is set to 1, PunkBuster saves the screenshots into the folder called "scrnshot" inside the "pb" folder. The filename used is based on the date that the screenshot was taken. For example, the first screenshot taken on March the 15th will have the filename "0315_000.png". The next one would have "0315_001.png", etc. If you exit the game and play again later the same day, PunkBuster will start over at 000 and overwrite the images taken in earlier sessions. Please keep this in mind if you intend to keep all of your screenshot images.

When PunkBuster writes log lines to the "pbsslog.htm" file due to a screenshot request from a connected PunkBuster Server, the log lines will have the following format: "


Version: 1.757 Filesize: 119.21 MB
Added on: 02-Nov-2007 Downloads: 474
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  Battlefield 1942 patch 1.61 
Description: New Battlefield 1942 1.61 Update
A new update for Battlefield 1942 is now available and all official servers have moved to this new version. The update addresses an undisclosed exploit that was reported to EA by community member Luigi Auriemma. Many thanks go to Luigi for identifying and reporting the issue.

Version: 1.61b Filesize: 5.72 MB
Added on: 02-Nov-2007 Downloads: 345
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  Battlefield 1942 patch 1.6   Editorial
Description:
New Battlefield 1942 1.61 Update
A new update for Battlefield 1942 is now available and all official servers have moved to this new version. The update addresses an undisclosed exploit that was reported to EA by community member Luigi Auriemma. Many thanks go to Luigi for identifying and reporting the issue.


Version: 1.6.19 Filesize: 254.63 MB
Added on: 02-Nov-2007 Downloads: 344
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Category: Forgotten-Hope + Add On´s/EA-Games Patches

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