New Build (2011-09-21) - Quick Fix, part 2
New Build (2011-09-21) - Quick Fix, part 2
Defeat in strategy multiplayer should work properly now and I fixed a few issues with the not-quite-removed-yet pilots.
Downloads:
Testing Executable and Symbols (now packaged together)
Assets haven't changed since 2011-09-03
What's New (2011-09-18)
* Fixed Person sticking around briefly after entering a vehicle
- It waits only until it gets sent in multiplayer (usually the next frame)
- It vanishes instantly in single-player
- It previously used a fixed 0.1-second timer in both single- and multiplayer
* Disable "Pick Me Up" command for unpiloted (robotic) vehicles
- The player can never enter those vehicles so it was misleading
- This is mostly useful for modders (hi, Zeno!)
* Added sanity checks to Craft to catch some of the out-of-world crashes
- If the position is invalid (NaN), teleport to the center of the map
- If the position is outside the world, teleport to the edge of the map
- If the velocity is invalid (NaN), set to zero
- If the velocity is higher than 1000 m/s, clamp it to that value
- TO DO: figure out why units sometimes leave the world in multiplayer
* Fixed floating-point exception sometimes happening when a player leaves
- Some kinds of object state packets had uninitialized (garbage) time stamp values
- Receivers got a floating-point exception if the value happened to be NaN
* Reverted some of the changes to shell stop-game handling
- Recent changes may have caused some of the post-game problems
* (Re)fixed players returning to simulation after being disconnected
- It now uses SetRunnning(RUN_WAS_QUIT) to stop the simulation directly
* Fixed the "you won" message not appearing for a sync-on strategy game
* Keep simulation running after defeat in strategic multiplayer
- The player's base and units remain functional until the player leaves the game
- This is how 1.4 worked
* Reduce the send priority of empty, stationary hover vehicles
- This works similarly to a deployed Producer
* Remote powerups explode on death
- This uses logic very similar to Person
What's New (2011-09-20)
* Fixed remote Torpedo spawning a swarm of copies when destroyed
* Don't print death notices for non-player-owned buildings and units
* Fixed potentially uninitialized stuck state values in RecycleTask
What's New (2011-09-21)
* Added catapult animation for Armories (submitted by Dx)
- This needs updated .vdf files to work
* Fixed player's buildings and units going inert after being defeated in strategy MP
- Strategy mission no longer quits the simulation on defeat
- Run simulation while the escape screen error dialog is visible
* Fixed some issues with not-quite-removed-yet pilots in multiplayer
- Craft ignore collisions with them
- Info display ignores them, and any other object flagged as invisible or destroyed
Downloads:
Testing Executable and Symbols (now packaged together)
Assets haven't changed since 2011-09-03
What's New (2011-09-18)
* Fixed Person sticking around briefly after entering a vehicle
- It waits only until it gets sent in multiplayer (usually the next frame)
- It vanishes instantly in single-player
- It previously used a fixed 0.1-second timer in both single- and multiplayer
* Disable "Pick Me Up" command for unpiloted (robotic) vehicles
- The player can never enter those vehicles so it was misleading
- This is mostly useful for modders (hi, Zeno!)
* Added sanity checks to Craft to catch some of the out-of-world crashes
- If the position is invalid (NaN), teleport to the center of the map
- If the position is outside the world, teleport to the edge of the map
- If the velocity is invalid (NaN), set to zero
- If the velocity is higher than 1000 m/s, clamp it to that value
- TO DO: figure out why units sometimes leave the world in multiplayer
* Fixed floating-point exception sometimes happening when a player leaves
- Some kinds of object state packets had uninitialized (garbage) time stamp values
- Receivers got a floating-point exception if the value happened to be NaN
* Reverted some of the changes to shell stop-game handling
- Recent changes may have caused some of the post-game problems
* (Re)fixed players returning to simulation after being disconnected
- It now uses SetRunnning(RUN_WAS_QUIT) to stop the simulation directly
* Fixed the "you won" message not appearing for a sync-on strategy game
* Keep simulation running after defeat in strategic multiplayer
- The player's base and units remain functional until the player leaves the game
- This is how 1.4 worked
* Reduce the send priority of empty, stationary hover vehicles
- This works similarly to a deployed Producer
* Remote powerups explode on death
- This uses logic very similar to Person
What's New (2011-09-20)
* Fixed remote Torpedo spawning a swarm of copies when destroyed
* Don't print death notices for non-player-owned buildings and units
* Fixed potentially uninitialized stuck state values in RecycleTask
What's New (2011-09-21)
* Added catapult animation for Armories (submitted by Dx)
- This needs updated .vdf files to work
* Fixed player's buildings and units going inert after being defeated in strategy MP
- Strategy mission no longer quits the simulation on defeat
- Run simulation while the escape screen error dialog is visible
* Fixed some issues with not-quite-removed-yet pilots in multiplayer
- Craft ignore collisions with them
- Info display ignores them, and any other object flagged as invisible or destroyed
Re: New Build (2011-09-21) - Quick Fix, part 2
Nothing new but:
when you destroy a building the building's shadow stays behind.
when you recycle your opponent's buildings in strategy they explode.
when you destroy a building the building's shadow stays behind.
when you recycle your opponent's buildings in strategy they explode.
- General BlackDragon
- Flying Mauler
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- Contact:
Re: New Build (2011-09-21) - Quick Fix, part 2
Destructive RecyclingSnakeEye wrote: when you recycle your opponent's buildings in strategy they explode.
Re: New Build (2011-09-21) - Quick Fix, part 2
You probably should only be able to recycle your team.
- General BlackDragon
- Flying Mauler
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- Contact:
Re: New Build (2011-09-21) - Quick Fix, part 2
Nonsense!
You can recycle anything, if your constructor can get to it. (recycle the relics in SP, to see what I mean)
You can recycle anything, if your constructor can get to it. (recycle the relics in SP, to see what I mean)
- HitchcockGreen
- Bull Dog
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Re: New Build (2011-09-21) - Quick Fix, part 2
Right you are. In SP and MP you should be perfectly capable of recycling enemy buildings.General BlackDragon wrote:Nonsense!
You can recycle anything, if your constructor can get to it. (recycle the relics in SP, to see what I mean)
Re: New Build (2011-09-21) - Quick Fix, part 2
played the single player mission misn09.bzn and the game crashed.
I noticed on the same mission that when the game camera is going to view the howitzer the camera goes sky high up in the air.
source_dx9\gamelgc\i76win.c
Locals
+ hInstance 0x00400000 {unused=9460301 } HINSTANCE__ *
+ hPrevInstance 0x00000000 {unused=??? } HINSTANCE__ *
+ lpszCmdParam 0x00f32dde "" char *
nCmdShow 1 int
callstack
> bzint_d3d9.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpszCmdParam, int nCmdShow) Line 842 C
bzint_d3d9.exe!__tmainCRTStartup() Line 578 + 0x1d bytes C
kernel32.dll!@BaseThreadInitThunk@12() + 0x12 bytes
ntdll.dll!___RtlUserThreadStart@8() + 0x27 bytes
ntdll.dll!__RtlUserThreadStart@8() + 0x1b bytes
I noticed on the same mission that when the game camera is going to view the howitzer the camera goes sky high up in the air.
source_dx9\gamelgc\i76win.c
Locals
+ hInstance 0x00400000 {unused=9460301 } HINSTANCE__ *
+ hPrevInstance 0x00000000 {unused=??? } HINSTANCE__ *
+ lpszCmdParam 0x00f32dde "" char *
nCmdShow 1 int
callstack
> bzint_d3d9.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpszCmdParam, int nCmdShow) Line 842 C
bzint_d3d9.exe!__tmainCRTStartup() Line 578 + 0x1d bytes C
kernel32.dll!@BaseThreadInitThunk@12() + 0x12 bytes
ntdll.dll!___RtlUserThreadStart@8() + 0x27 bytes
ntdll.dll!__RtlUserThreadStart@8() + 0x1b bytes
- HitchcockGreen
- Bull Dog
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Re: New Build (2011-09-21) - Quick Fix, part 2
lol what? You don't approve?Apollo wrote:
I see no reason why an enemy constructor should not be able to recycle your buildings or vice versa.
If I can shoot them with, for example, enemy units' powerups, why couldn't I use my production unit to take down their buildings?
Argument against - NOW!
Re: New Build (2011-09-21) - Quick Fix, part 2
If we was in a war with Russia, would we be able to recycle their factories or blow them up.
Just like the enemy armories being able to send weapons to your vehicles, it seems like an oversight in game development.
Do other games allow you to do these things?
Just like the enemy armories being able to send weapons to your vehicles, it seems like an oversight in game development.
Do other games allow you to do these things?
Re: New Build (2011-09-21) - Quick Fix, part 2
That's not hte way to look at it. You are applying real world rules to fantasy, and expecting then to not conflict with each other, when in fact, you shouldn't do that. You are correct in saying that if we went to war with russia, we'd only be able to blow up their factories, in the real world. In battlezone, however, it completely makes sense for the enemy to be able to deconstruct any biometal buildings using the same process used to build them. At least, it appears to be the same process, maybe it's just that the bz1 dev team was lazy or ran out of time before they could make a separate render for the deconstruction of buildings. The point is, if both the nsdf and cca are using the same processes to construct and deconstruct their own buildings, doesn't it make sense that they can use that process to recycle the enemy's buildings? I mean, they are made out of the same stuff and built the same way, with the only differences being the markings and weapons, and perhaps, the shape(but I think that's negligible...).Apollo wrote:If we was in a war with Russia, would we be able to recycle their factories or blow them up.
Just like the enemy armories being able to send weapons to your vehicles, it seems like an oversight in game development.
Do other games allow you to do these things?
so, to sum it up, it makes perfect sense for everybody to be able to recycle everybody else's stuff...
- Psychedelic Rhino
- Bull Dog
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- Location: Raleigh, NC
Re: New Build (2011-09-21) - Quick Fix, part 2
[edit]
I voluntarily moved this post to another, more pertinent, area.
I voluntarily moved this post to another, more pertinent, area.
Last edited by Psychedelic Rhino on Sat Sep 24, 2011 1:53 pm, edited 1 time in total.
Re: New Build (2011-09-21) - Quick Fix, part 2
Based on what I know about it, fixing that might be difficult.SnakeEye wrote:when you destroy a building the building's shadow stays behind.
Hmm. I'd have to investigate to figure that one out.SnakeEye wrote:when you recycle your opponent's buildings in strategy they explode.
Re: New Build (2011-09-21) - Quick Fix, part 2
Josiah wrote:maybe it's just that the bz1 dev team was lazy:
You avoided the question Josiah.
- HitchcockGreen
- Bull Dog
- Posts: 504
- Joined: Sat Apr 09, 2011 4:26 am
Re: New Build (2011-09-21) - Quick Fix, part 2
But BZ isn't other games.
Besides, it's like I said...if you could go and pick up CCA powerups as an NSDF soldier, and your build unit (constructor) was in fact named the same thing as a CCA build unit, then why not recycle.
Their technology trees are the same. They're based on the same rare material (biometal) and their build units do the same things, building the same unit types. It follows that the buildings made by constructors could be recycled by either side as the technology to build is identical on both sides (or all three if you want to factor in TRO )
Besides, it's like I said...if you could go and pick up CCA powerups as an NSDF soldier, and your build unit (constructor) was in fact named the same thing as a CCA build unit, then why not recycle.
Their technology trees are the same. They're based on the same rare material (biometal) and their build units do the same things, building the same unit types. It follows that the buildings made by constructors could be recycled by either side as the technology to build is identical on both sides (or all three if you want to factor in TRO )