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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 :)

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 :D

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 ;)

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 :))

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.