Battlezone Classic Public Beta Released

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General BlackDragon
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Re: Battlezone Classic Public Beta Released

Post by General BlackDragon »

Thought i did :-/

I'll pobably just change it to be technically ALL nsdf missions, so it'll chain after the end of the NSDF one properly.
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Re: Battlezone Classic Public Beta Released

Post by Red Spot »

The last CCA mission:

I get attacked by a single scout soon after start, than by 2 constructors (barely survived that one ..), after which the game goes silent and I can build up using all the scrap on the map and kill the AI with just my tank and 100 scrap in the bank ..


The mission before that:

I sometimes can take cover behind a US factory that is send out of the AI base while I shoot down the prison. I can however not do as I did in the original, simply free my recy from the start and try to survive by using the 2 friendly GTs that are near the AI base.


Overal:

Pretty cool gameplay. I like this much more in BZ2's engine than the original, but the AI clearly needs work. Most of the missions that involve an AI base (recy and/or factory) dont seem to play out properly and sees the AI sleeping.
For some reason 'producers' have a tendency to not deploy which may be the cause of the sleeping, but it could just as well be the other way around, the AI sleeping causing it to not deploy its producers.
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Re: Battlezone Classic Public Beta Released

Post by General BlackDragon »

Could u take note of any missions where the AI recy never deploys?

You said CCA mission 8? any others?
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Re: Battlezone Classic Public Beta Released

Post by Red Spot »

No, on the last mission the producers did deploy, and according to the AIP-info there was some activity at start, but it soon goes silent. On that mission it seems as if the cons are seen as attackcraft and the AI goes wonkers when it tries to send them out to attack. Normally, iirc, you see a 3 ship attack around the time the cons attack.

Deploying is also not completelly persistant. On the mission where you start by taking out the 6 arty's the recy did and didnt deploy on different runs, but the factory never deployed on that mission.

Something similair happens for the human. Pointing a recy/fact/armo to a geiser directly has inconsisant results, sometimes they deploy, sometimes they dont and move to the opposite direction. Odds of succesfull deployment increase consideratly when distance to the geiser is small, but the best bet remains letting them seek out a geiser on their own.

Edit: Is it possible that the AI runs out of pilots? On missions like the first CCA one the AI is pretty aggressive, much more so than in the original, but later on it goes silent and I eventually found 2 scavs in their base with their silo completelly filled with scrap.
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Re: Battlezone Classic Public Beta Released

Post by General BlackDragon »

Red Spot wrote:No, on the last mission the producers did deploy, and according to the AIP-info there was some activity at start, but it soon goes silent. On that mission it seems as if the cons are seen as attackcraft and the AI goes wonkers when it tries to send them out to attack. Normally, iirc, you see a 3 ship attack around the time the cons attack.
The constructors are told via DLL to build stuff in the middle. They're not attacking, they're coming to put silo/gts.

Red Spot wrote:Something similair happens for the human. Pointing a recy/fact/armo to a geiser directly has inconsisant results, sometimes they deploy, sometimes they dont and move to the opposite direction. Odds of succesfull deployment increase consideratly when distance to the geiser is small, but the best bet remains letting them seek out a geiser on their own.
They ARE deploying, but sometimes they decide to take the scenic route. If you watch them, they go around some obscure hill and come back around to the geyser eventually. Can be seen by using Shift + F9 and clicking on them to see the path they are taking. BZ2 pathing is crap, especially on Scavengers.
Red Spot wrote:Edit: Is it possible that the AI runs out of pilots? On missions like the first CCA one the AI is pretty aggressive, much more so than in the original, but later on it goes silent and I eventually found 2 scavs in their base with their silo completelly filled with scrap.
Technically, yes. All the BZ1 aips are very simple. Idk, i'd have to go look into them. You might have aip logs in your "logs" folder...
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Re: Battlezone Classic Public Beta Released

Post by Red Spot »

Got this one playing an IA vs 2 hard AI's. It happened quite some time ingame though, a few minutes after one of the AI's lost their recy.

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:313  |22:44:59|3950545|Requested opening of a blank ODF filename. Ignoring.
DIAG|         ParameterDB:313  |22:44:59|3950545|Requested opening of a blank ODF filename. Ignoring.
DIAG|         ParameterDB:313  |22:44:59|3950545|Requested opening of a blank ODF filename. Ignoring.
DIAG|         ParameterDB:313  |22:45:00|3951246|Requested opening of a blank ODF filename. Ignoring.
DIAG|         ParameterDB:313  |22:45:01|3952247|Requested opening of a blank ODF filename. Ignoring.
DIAG|         ParameterDB:313  |22:45:01|3952247|Requested opening of a blank ODF filename. Ignoring.
DIAG|         ParameterDB:313  |22:45:01|3952247|Requested opening of a blank ODF filename. Ignoring.
DIAG|         ParameterDB:313  |22:45:01|3952247|Requested opening of a blank ODF filename. Ignoring.
(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from B3B2B1ABh
Message :  Exception
Error occurred at 2/18/2013 22:45:02.
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 :   1620 MB free out of   2048 MB total
Physical memory:   2457 MB free out of   3072 MB total
Page(swap) file:   3427 MB free out of   3936 MB total
This exe is using 147 MB (88 MB dlmalloc), peak use 148 MB

Fault address:  00507F55 01:00106F55 D:\Battlezone II v1.3 PB6.1up\bzone.exe

Registers:
EAX:B3B2B117
EBX:000000C8
ECX:1351AFA0
EDX:003D3938
ESI:13512288
EDI:13BC5F60
CS:EIP:001B:00507F55
SS:ESP:0023:062AE300  EBP:062AE36C
DS:0023  ES:0023  FS:003B  GS:0000
Flags:00010246

Call stack:
Address  Offset1  Offset2  Module              SourceFile
00507F55 +00107F55 0000005C bzone            (bzone): : ENTITY::SimulateAllLocal

00459DF5 +00059DF5 00000182 bzone            (bzone): : MoveOneTurn

0045A969 +0005A969 00000365 bzone            (bzone): : MissionHandler::State::RunState::Process

005FC87F +001FC87F 000001BF bzone            (bzone): : RunCodes::Process

00458164 +00058164 0000001E bzone            (bzone): : MissionHandler::Process

005FC87F +001FC87F 000001BF bzone            (bzone): : RunCodes::Process

00603D74 +00203D74 00000064 bzone            (bzone): : Main::MessagePump

0044AE6D +0004AE6D 000004F1 bzone            (bzone): : HandledMain

0044AB1F +0004AB1F 000001A3 bzone            (bzone): : HandledMain

00447AB7 +00047AB7 0000005E bzone            (bzone): : WinMain

005AB30F +001AB30F 00000191 bzone            (bzone): : strcat

7C817067 +00017067 00000049 kernel32         (kernel32): : RegisterWaitForInputIdle
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Re: Battlezone Classic Public Beta Released

Post by Baconboy »

I get a log error any time I start it up.
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Re: Battlezone Classic Public Beta Released

Post by General BlackDragon »

... Are u going to post it?

EDIT: Found it. Use /nointro until I get a new beta out.
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Re: Battlezone Classic Public Beta Released

Post by TwinShadow »

I love when mods become unplayable for no apparent reason other than to want to crash. XD

Bored, wanted to do an IA, so changed settings, put my race as CCA (or Soviet), made one CPU Black Dogs, turned off others, map is Big Ass Moon Map V2 (not that it matters, bet you it'll happen on any map), and lands me the following AV:

Code: Select all

---- Battlezone II Log File ----
//=====================================================
App version: bzone 1.3.6.3 Public Beta Feb 11 2013 20:25:59
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:208  |20:00:00|38811  |Last few opened ODFs:
DIAG|         ParameterDB:213  |20:00:00|38811  | 1 : bzcbigmoon.TRN
DIAG|         ParameterDB:213  |20:00:00|38811  | 2 : shieldeffect.odf
DIAG|            iconsole:530  |20:00:00|38811  |[CONSOLE] ERROR: Configuration "obhephb.odf" does not exist. ST=0


ERR |       ConsoleHelper:29   |20:00:00|38811  |ERROR: Configuration "obhephb.odf" does not exist. ST=0

DIAG|         ParameterDB:208  |20:00:00|38811  |Last few opened ODFs:
DIAG|         ParameterDB:213  |20:00:00|38811  | 1 : bzcbigmoon.TRN
DIAG|         ParameterDB:213  |20:00:00|38811  | 2 : shieldeffect.odf
(done)

Exception code: C0000005 (ACCESS VIOLATION) WRITING to 007C0004h
Message :  Exception
Error occurred at 2/22/2013 20:00:04.
G:\Battlezone 2 (1.3 PB6.2)\bzone.exe, run by Luna.
G:\Battlezone 2 (1.3 PB6.2)\bzone.exe, run by Luna.
CPU: 2 processor(s), Intel(R) Core(TM)2 Duo CPU     E8400  @ 3.00GHz
     Intel64 Family 6 Model 23 Stepping 10
Process Memory :   1510 MB free out of   2048 MB total
Physical memory:   5808 MB free out of   8192 MB total
Page(swap) file:  10164 MB free out of  12285 MB total
This exe is using 178 MB (53 MB dlmalloc), peak use 178 MB

Fault address:  742F8CCD 01:00077CCD C:\Windows\WinSxS\x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57\MSVCR90.dll

Registers:
EAX:007C0004
EBX:00000001
ECX:00000000
EDX:00000000
ESI:007BD19C
EDI:007BD1D0
CS:EIP:0023:742F8CCD
SS:ESP:002B:007BD13C  EBP:007BD150
DS:002B  ES:002B  FS:0053  GS:002B
Flags:00010246

Call stack:
Address  Offset1  Offset2  Module              SourceFile
742F8CCD +00078CCD 00000398 MSVCR90          (MSVCR90): : _STRINGTOLD_L

742D093F +0005093F 0000185A MSVCR90          (MSVCR90): : vcwprintf_s

742B30C5 +000330C5 00000082 MSVCR90          (MSVCR90): : scprintf_p_l

742B313B +0003313B 0000001C MSVCR90          (MSVCR90): : sscanf_s

010CCAF4 +0011CAF4 000000A3 bzone            (bzone): : in

010CCD36 +0011CD36 00000116 bzone            (bzone): : in

01036795 +00086795 000002AC bzone            (bzone): : GameObject::LoadAll

01151BE8 +001A1BE8 00000038 bzone            (bzone): : FileSys::FileSrcDir::DataFileDir::`scalar deleting destructor'

010CEB0F +0011EB0F 000000F7 bzone            (bzone): : LoadGame

6A4DC93F +0066C93F 00000000 nvd3dum          (nvd3dum): : (func)
Don't know if its due to PB6.3, probably is, maybe not.
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Re: Battlezone Classic Public Beta Released

Post by Red Spot »

Dont play the 'moon' maps, apparently they have scrap on them for which GBD(?) forgat to ship an ODF.
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Re: Battlezone Classic Public Beta Released

Post by Ded10c »

That's a missing Hephestus prop, isn't it?
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Re: Battlezone Classic Public Beta Released

Post by General BlackDragon »

It's changed odf names I missed a couple of references to. It's been fixed for next beta.

Both Big ass moon maps, Mars Eternity, Are there any other maps that don't work?
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Re: Battlezone Classic Public Beta Released

Post by TwinShadow »

Haven't tested any others really. Don't really get as much time as I used to because all I seem to be doing lately is working 3pm to 10pm every day now.
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Re: Battlezone Classic Public Beta Released

Post by Red Spot »

Only 'grief' I have had with other maps is that the descriptions are somewhat lacking. Knowing how many players you can have on a map is somewhat nice to know before you start with more AI's the map can handle ;)

I've only played 2 maps succesfully though, started a handfull more, none give any issues starting them.
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Re: Battlezone Classic Public Beta Released

Post by Odyssey »

Thank you so much BlackDragon, Nielk1, and Avatar!! This is incredible! Your time and work is so very much appreciated. It was such a blast playing through this and taking a trip down memory lane! I haven't played BZ in 4 or 5 years and looking at all the multiplayer maps made hit me with a flood of my most memorable battles. Truly nostalgic! Scared myself in the beginning because my hands were hitting all the appropriate keys for BZ, I had to remind myself that this was BZ2!! Talk about muscle memory... Once again thank you all!
* Fixed a bad calculation after a unit took damage from its own weapon and attempted to flee from itself
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