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Re: Battlezone Classic Public Beta Released
Posted: Thu Jan 03, 2013 2:20 pm
by General BlackDragon
It does, though the site camera may be...iffy. If too many people have issues with it, I may remove the site camera from the satellite.
Re: Battlezone Classic Public Beta Released
Posted: Thu Jan 03, 2013 3:19 pm
by General BlackDragon
Added a link to
TNT's GameRanger Mod Selector so people can play this mod online using game ranger
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Battlezone Classic Public Beta Released
Posted: Sat Jan 05, 2013 8:32 pm
by Red Devil
installer says it needs to be installed where the 1.3 5.1 patch is installed instead of 6.2
Re: Battlezone Classic Public Beta Released
Posted: Sat Jan 05, 2013 9:03 pm
by General BlackDragon
nice find.
Re: Battlezone Classic Public Beta Released
Posted: Sun Jan 20, 2013 4:03 am
by Nomad
Hey hey, so I installed the mod and on the pilot name screen, whenever I type the name in, instead of saving it it automatically erases it when I hit the Enter button. Not sure if this is a known issue, and the problem has persisted after uninstallation/reinstallation. Any ideas?
Re: Battlezone Classic Public Beta Released
Posted: Sun Jan 20, 2013 4:44 am
by General BlackDragon
It'll be fixed by default in the next release. It's Windows 7 preventing BZ2 from working "normally". Here's a post where I described 3 possible solutions:
http://www.bz2md.com/smf/index.php?topi ... 2#msg45172
Re: Battlezone Classic Public Beta Released
Posted: Sun Jan 20, 2013 5:44 am
by Nomad
Much appreciated sir, thanks!
Re: Battlezone Classic Public Beta Released
Posted: Sun Jan 20, 2013 9:15 am
by Apollo
Is there a viewer for the "dxtbz2" textures?
Re: Battlezone Classic Public Beta Released
Posted: Sun Jan 20, 2013 12:23 pm
by RubiconAlpha
GBD, great that we can now play this.
Only one request.
Can we get just a full BZ2 style HUD option? I don't care if you re-number them or not, 5-7-8-ALT or 1-2-3-~.
Right now it's 50/50 which is odd for the Recyler/Factory/Constuctor/Nav.
A nearly empty gray box always on in the upper left just looks weird to me.
Other than that, I really like the HUD work.
Re: Battlezone Classic Public Beta Released
Posted: Sun Jan 20, 2013 12:44 pm
by Huib-Bloodstone
Amazing piece of work and i am going to test this
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: Battlezone Classic Public Beta Released
Posted: Sun Jan 20, 2013 2:32 pm
by Zero Angel
RubiconAlpha wrote:GBD, great that we can now play this.
Only one request.
Can we get just a full BZ2 style HUD option? I don't care if you re-number them or not, 5-7-8-ALT or 1-2-3-~.
Right now it's 50/50 which is odd for the Recyler/Factory/Constuctor/Nav.
A nearly empty gray box always on in the upper left just looks weird to me.
Other than that, I really like the HUD work.
I would also like a BZ2 style HUD. I think that the HUD design was one of the things that BZ2 had definitely improved over BZ1. I get why you want to be faithful to BZ1 however as a person who never played BZ1 I look at the HUD and think 'yuck'.
Re: Battlezone Classic Public Beta Released
Posted: Sat Jan 26, 2013 3:11 pm
by Huib-Bloodstone
Ok i registrated on matis, no projects there so far.. might be gained access to one
Few things i noticed:
*Installing it on 1.3.6.2 didn't work for me.. i had to install bz1.0 -> 1.3.5.1-> ur mod -> patch 1.3.6.2 then everything worked.
when i didn't patch to 1.3.6.2, so i played on 1.3.5.1 it worked but missions DLL didn't load as it should.
*Tug pickups work but the item like (relic) thats being transferred like on mission 8 isdf is hostile, so it gets destroyed when u have to capture it.
Overal looks really nice, great work so far because in my opinion its better then the original. i will continue to support ur effors so far
![Wink ;)](./images/smilies/icon_e_wink.gif)
Re: Battlezone Classic Public Beta Released
Posted: Sat Jan 26, 2013 4:54 pm
by Red Spot
Looks very nice so far, couple of things I encountered though.
-Mission 2: final cutscene 'can' hang the game, seems easier to trigger when you try to cut out of it.
-MPI: Doesnt seem to work. I tried playing with several AI's, 1 allied to me and the other 4 divided in 2 teams. It just freezes and later crashes the game, comming up with below error.
-(Balance) Turret health & Grizzly ammo: Turrets health seems low in respect to how the game plays in BZ2. Grizzly's ammo is way too high, at least thats how it feels, part of what I find makes BZ charming is that you cant do it all without getting more ammo, now I could finish the first 2 scouts and 4 turrets on mission 2 and still had enough ammo to defend vs the next wave of 2 scouts.
(Scavs feel as if very able to do their job well, but I really apreciate that
![Smile :)](./images/smilies/icon_e_smile.gif)
)
Code: Select all
---- Battlezone II Log File ----
//=====================================================
App version: bzone 1.3.6.2 Public Beta Jul 29 2011 21:43:22
Windows version: Windows Version: 5.1.2600 'Service Pack 3' PlatformID=2
Last few battlezone.log lines (may or may not be relevant):
DIAG| ParameterDB:213 |03:49:22|1274646| 4 : BZCatstab.odf
DIAG| iconsole:530 |03:49:22|1274646|[CONSOLE] ERROR: Configuration "npscr1X.odf" does not exist. ST=0
ERR | ConsoleHelper:29 |03:49:22|1274646|ERROR: Configuration "npscr1X.odf" does not exist. ST=0
DIAG| ParameterDB:208 |03:49:22|1274646|Last few opened ODFs:
DIAG| ParameterDB:213 |03:49:22|1274646| 1 : BZCmdmgun.odf
DIAG| ParameterDB:213 |03:49:22|1274646| 2 : seismica.odf
DIAG| ParameterDB:213 |03:49:22|1274646| 3 : BZCamini.odf
DIAG| ParameterDB:213 |03:49:22|1274646| 4 : BZCatstab.odf
(done)
Exception code: C0000005 (ACCESS VIOLATION) WRITING to 062B000Ch
Message : Exception
Error occurred at 1/26/2013 03:49:24.
D:\Battlezone II v1.3 PB6.1up\bzone.exe, run by Red.
D:\Battlezone II v1.3 PB6.1up\bzone.exe, run by Red.
CPU: 2 processor(s), AMD Athlon(tm) 64 X2 Dual Core Processor 4800+
x86 Family 15 Model 107 Stepping 1
Process Memory : 1659 MB free out of 2048 MB total
Physical memory: 2434 MB free out of 3072 MB total
Page(swap) file: 3421 MB free out of 3936 MB total
This exe is using 131 MB (76 MB dlmalloc), peak use 142 MB
Fault address: 0051BC17 01:0011AC17 D:\Battlezone II v1.3 PB6.1up\bzone.exe
Registers:
EAX:126A95A5
EBX:00000097
ECX:19AB8DEF
EDX:126A95A7
ESI:062AFFE8
EDI:00000004
CS:EIP:001B:0051BC17
SS:ESP:0023:062AD9A0 EBP:062AD9D8
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010246
Call stack:
Address Offset1 Offset2 Module SourceFile
0051BC17 +0011BC17 0000012D bzone (bzone): : in
00486CCE +00086CCE 000002AE bzone (bzone): : GameObject::LoadAll
78583C3A +00063C3A 000000EC MSVCR90 (MSVCR90): : free
005A9D78 +001A9D78 00000038 bzone (bzone): : FileSys::FileSrcDir::DataFileDir::`scalar deleting destructor'
0051D9E0 +0011D9E0 000000F7 bzone (bzone): : LoadGame
Edit: forgot to mention, love the shiphandling (Y)
Re: Battlezone Classic Public Beta Released
Posted: Sat Jan 26, 2013 5:55 pm
by General BlackDragon
Nice find, must be a remnant of old scrap that was not needed/removed. I'll find and squash it.
The Health/Ammo's all match BZ1 v 1.4. Though on the SP missions you usually have only 1000 ammo in your starting tank. I'll fix that up for final version.
Re: Battlezone Classic Public Beta Released
Posted: Tue Jan 29, 2013 4:54 pm
by Red Spot
I already assumed the balance was probably a straight port from BZ, but thats not what I am refering to. What I mean is that the balance that worked in BZ's own engine doesnt seem to work liniear to how it works in BZ2's engine.
Using the examples I already gave. In BZ2 I as a commander in my own tank have (way) more umpf than I did before because I can keep on killing, while at the same time a defensive line of turrets was more effective in BZ than it is now in BZ2.
Didnt state it in order to push for a tweak though, turrets having a wee bit less umpf is nowhere near an issue and having a wee bit more umpf yourself is something you can directly control anyway. It just made the early missions feel rather easy, eventhough I lost a fair amount of turrets, even on mission 2.