Search found 103 matches
- Sun Nov 27, 2016 4:40 pm
- Forum: Battlezone 2 Mod Making
- Topic: Invisible Water
- Replies: 0
- Views: 18863
Invisible Water
Some of the water on this FE map is visible from far away, but disappears when the camera gets too close. Here are two videos showing this https://youtu.be/usswbxqHcaI https://youtu.be/BhJ0MIhzen4 Here is the map if you want to try it for yourself https://mega.nz/#!a8A2zDoI!9WKeyZeoWRETnin24iHtEB2J8...
- Thu Nov 24, 2016 3:29 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Battlezone II v1.3.7.2 Public Beta released
- Replies: 29
- Views: 44018
Re: Battlezone II v1.3.7.2 Public Beta released
Got an internal exception, heres the log. Its too horrendously long to post on here.
http://pastebin.com/QjecM0Pk
http://pastebin.com/QjecM0Pk
- Sat Jun 18, 2016 7:56 am
- Forum: Battlezone 2 Mod Making
- Topic: Seeking an AIP writer
- Replies: 0
- Views: 21579
Seeking an AIP writer
SF is nearing completion, but I've ran into two problems. The first problem is that I'm lazy. The second problem is that I don't know how to write AIPs, yet I have grand Ideas for them. What I'm looking for, is somebody that has the time and is willing to sit down and work with me to discuss and imp...
- Fri Mar 11, 2016 11:52 pm
- Forum: Battlezone 2 Mod Making
- Topic: Starfleet 0.8 Pre-Release
- Replies: 2
- Views: 3768
Re: Starfleet 0.8 Pre-Release
Yeah, I don't think anybody is crazy enough to try to develop for 1.2 still. I've been keeping up with the patches so SF should be compatible with the new stuff. I'll remove the mediafire link so people will use that one instead.
- Fri Mar 11, 2016 11:10 pm
- Forum: Battlezone 2 Mod Making
- Topic: Starfleet 0.8 Pre-Release
- Replies: 2
- Views: 3768
Starfleet 0.8 Pre-Release
When I crapped out my version of SF a while ago, it was just to show that I was actually doing something and not just piggybacking off of Red Devil's version of SF. It was never really intended to see the light of day, and so it was really sloppily put together (e.x: crappy screenshot shell backgrou...
- Fri Nov 27, 2015 4:04 am
- Forum: Off Topic Board
- Topic: Unknown File Types
- Replies: 3
- Views: 14864
Unknown File Types
I have obtained the ISOs of a game, both being the same game but on different consoles. When I open them I find that I am unable to find something to open any of the files inside, as google provides no results. Gamecube version on the top, PS2 version on the bottom. I'm posting this here on the off-...
- Wed Nov 25, 2015 1:14 am
- Forum: Battlezone 2 Mod Making
- Topic: Fast-Moving Powerups
- Replies: 2
- Views: 3032
Re: Fast-Moving Powerups
Yep. That doesn't seem to work.
- Wed Nov 25, 2015 12:39 am
- Forum: Battlezone 2 Mod Making
- Topic: Fast-Moving Powerups
- Replies: 2
- Views: 3032
Fast-Moving Powerups
How would I make a powerup move fast once its launched from the armory? GBD and I have tried looking at how UEP's service crates and SRV's nukes do it, but none of them seem to work anymore. They just move at normal speed.
- Sun Nov 15, 2015 8:58 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Battlezone II v1.3.7a130 Public Alpha released
- Replies: 60
- Views: 44674
Re: Battlezone II v1.3.7a130 Public Alpha released
Blink entry and exit explosions both seem to appear at the exit now.
- Sun Nov 15, 2015 5:24 am
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Battlezone II v1.3.7a130 Public Alpha released
- Replies: 60
- Views: 44674
Re: Battlezone II v1.3.7a130 Public Alpha released
Only seems to affect first personRed Devil wrote:tried adjusting the new FOV setting on the graphics options page?Vadam wrote:Is there a way to permanently zoom out with the 3rd person camera? It seems to be alot more zoomed in by default now, and using - and + only temporarily solves this.
- Sat Nov 14, 2015 10:48 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Battlezone II v1.3.7a130 Public Alpha released
- Replies: 60
- Views: 44674
Re: Battlezone II v1.3.7a130 Public Alpha released
Is there a way to permanently zoom out with the 3rd person camera? It seems to be alot more zoomed in by default now, and using - and + only temporarily solves this.
- Fri Sep 18, 2015 1:23 am
- Forum: Battlezone 2 Mod Making
- Topic: Units as Building Requirements
- Replies: 9
- Views: 5888
Re: Units as Building Requirements
Interesting. How would I do that? Just put upgradeName = " " in the unit like its a building?Red Devil wrote:you can have crigs upgrade units, too, not just buildings.
- Fri Sep 18, 2015 12:47 am
- Forum: Battlezone 2 Mod Making
- Topic: Units as Building Requirements
- Replies: 9
- Views: 5888
Units as Building Requirements
So I'm messing with the Cerberi. I put a thing in where you can make a cerberized version of the unit, but you have to obtain the actual unit first. So for example I would snipe a sentry, and then be able to make cerberized sentries as long as I still kept the original. Yes, I know this contradicts ...
- Mon May 18, 2015 5:29 am
- Forum: Battlezone 2 Mod Making
- Topic: Multiple unit voices for single commands
- Replies: 2
- Views: 3055
Multiple unit voices for single commands
I'll try to articulate this as best as I can. What I'm getting at is if I select a sabre, it plays a specific sound. It only plays that sound. What I'm wondering is, if there is some way to make it a 50-50 chance of playing a different sound. For example, if I gave the sabre two sound files for a go...
- Thu Apr 09, 2015 1:18 am
- Forum: Battlezone 2 Mod Making
- Topic: Creating a Recycler Variant
- Replies: 1
- Views: 2588
Creating a Recycler Variant
I know how standalone mods launch, but I haven't the foggiest on how recy variants work. I think they have something to do with the addon folder, but once again I don't know. I would imagine every new thing has to have a unique name, so it avoids overlapping with stock objects. I mainly need to know...