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Battlezone Classic Public Beta 2 Released
Posted: Sun Apr 07, 2013 11:07 pm
by General BlackDragon
Battlezone Classic beta 2 is now avaialble.
Download Battlezone Classic Beta v2.0
Download Battlezone Classic Beta v2.0 - Bzscrap Mirror
This mod is compatible with Battlezone II v1.3 PB 6.3+. I will provide bug fixes/updates periodically as needed.
- Full Battlezone 1 Campaign with 25 missions.
- Full Multiplayer, 25 Strategy Maps, 19 DeathMatch Maps, 4 Race maps.
- Instant Action with all BZC Strategy Maps, and 5 Training Missions.
Each DM and ST Map supports 5 different game modes:
- Instant Action: Fight with or against up to 5 AI teams for dominance over the map.
- DeathMatch: Pit your dog fighting skills against other players or bots online.
--- Capture The Flag: Compete with your friends over control of their flag.
--- King of The Hill: Fight for your right to be king!
--- Loot: Compete against your friends to capture the most Goals.
--- Race: Race against your friends, see who is the fastest, and the luckiest.
- Strategy: Test your skills at commanding forces against your friends as you fight for control over the map online.
--- Capture The Flag: Command your forces as you work towards capturing the Goal before your enemies do.
--- Instant Action: Fight online with your friends with or against up to 5 AI Teams for dominance over the map.
--- Loot: Be the first one to collect enough Scrap.
--- Capture: Secure and hold the Goals from your enemies.
!! If you're going to be using it with PB6.2, you will need this PB6.2 Compatibility Patch. Do NOT use the PB6.2 Compatibility Patch if you are using PB6.3! For launching the mod via Game Ranger use TNT's GameRanger Mod Selector. I recommend launching with /tps 30 in the command line section.
Please report any bugs or issues on the mantis:
http://www.bzcommand.com/mantis/
Simply register on the mantis, and I'll set you up.
Sorry it took longer then expected.
Re: Battlezone Classic Public Beta 2 Released
Posted: Mon Apr 08, 2013 5:15 am
by TwinShadow
Aside from the main compatibility problem, what else was fixed? Changelog would be nice. =P
Re: Battlezone Classic Public Beta 2 Released
Posted: Mon Apr 08, 2013 2:05 pm
by General BlackDragon
Changelog is in BZClassic/ folder.
Snipped from things since Beta 1:
Code: Select all
Fixed crash on ST:Mars Eternity, and ST: Big Ass Moon v2. -[GBD]
Made the HQCP Alarm sound only play for allies. I think it was playing
for everyone, oops. -[GBD]
Minor UI fixes. -[GBD]
Fixed DM Sanctuary, again. Added new ODF Parameter, under [GameObjectClass],
"DropScrapAnyway = false/true". If this is set to true, the object will drop
scrap in Deathmatch, even if the map is set to not drop scrap. -[GBD]
Made BZC default to using My Documents/My Games/Battlezone II - BZC/ for
saved pilots/games. This allows installs under \Program Files\ to make
Pilots and Save Games correctly on Windows Vista/7/8 Machines. -[GBD]
Added ODF Parameter to BZCClasslabel "Portal", under [TeleporterClass],
"ExitForwardOnly". Notes on Portal class updated above. -[GBD]
Fixed Deathmatch printing "# Kills to win!" on non DM game modes. -[GBD]
Fixed small gap in LPad base model. -[GBD]
Inceased DM Max spawn distance away from spawnpoint from 30.0f to 50.0f.
This should help with spawning inside the lpad in DM:Loot. -[GBD]
Added option to ST:Capture, "Captures to Win". This should work similarly
to the Loot Capture to win limit, when a team captures that many Goals,
they win. -[GBD]
Fixed some scoring issues in DM, Kill Limit with Teams on should now
work properly. -[GBD]
Made ST properly keep track of score for ST:Loot and ST:Capture modes.
Score is not given for kills/deaths. In ST:Loot it is the amount of scrap
you have. In ST:Capture it's how many goals you have captured. -[GBD]
Added score related messages to ST mode. Things like "%d kills to win!" and
the like, similar to Deathmatch's messages. Now people will be able to
tell when someone is getting close to winning. -[GBD]
Fixed NSDF Mission 8 being broken, Had moved a bit of code around and
forgot to set it up currectly. -[GBD]
Fixed Crash in ST: Big Ass Moon map, noted by Red Spot. -[GBD]
Added new BZCClasslabel = "portswitch". This object will switch the nearest
portal's channel to the value of new ODF Parameter under [TeleportalClass],
"PortalChannel = #". Default is 0. If the portal object is a "turret"
classlabel, the user could log in and fire a dispenser that dispenses
these portswitch objects to change the portal's channel. -[GBD]
Fixed a bug in Portal code. Sometimes objects have a matrix with
values like: -0.000000, 1.0000001(or+), -0.000000; this is bad. Portal
code's acos() would bug out when fed a value higher then 1 or -1, so force
clamped any values in the matrix outside of that range to it. -[GBD]
Fixed a bug in BDOG/CCA APCs, Soldiers shouldn't cost Pilots anymore. -[GBD]
Made MPI not count AI Pilots for the win condition. Before, you had to hunt
down every AI unit, even pilots. -[GBD]
Updated gameprefs.ini to match PB6.3. -[GBD]
Made CCA missions directly follow the last NSDF Mission. "playScion" pilot
still works, but no longer needed. The DLL command "ChangeSide()" does not
function in the current 1.3 patch, so the only way to get to the CCA campaign
was to use the pilot name cheat "playScion". Now players can play through
the CCA Campaign like normal. -[GBD]
Added "TEAMS: #" to the ST Map infs, this tells how many teams the map
supports. -[GBD]
Did a much needed overhaul to the UI. Shaved off about 20MB of unnecessary
images, and optimized things. Fixed some minor bugs, updated graphics
options page, etc. -[GBD]
Added mapURL = "http://www.bzscrap.org/downloads/Mods/BZClassic/BZClassic.exe"
to all the MP map infs. -[GBD]
Made Fury Relics carried by tugs in NSDF Mission 10 and CCA Mission 4 named
"Alien Relic" instead of "Data Disk". Noted by Kinetica. -[GBD]
Added some more icon_base_* images, made by Neilk1. icon_base, icon_base_nav,
icon_base_sat images. Also got a photoshop .psd tutorial on how to make
BZC style icons. -[GBD]
NSDF Mission 4: Fixed turrets that were supposed to be sent to Lemnos being
added to the BZ1Dispatcher code. -[GBD]
Fixed mis-spelled Debriefings on NSDF Mission 6, found by TopGun. -[GBD]
Did some list cleanup optimizations in the DLLs. Things should work better
with less chance of bugs caused by mix ups. Do report anything that is
broken now. -[GBD]
More updates to "portal" classlabel. Notes added to section about portals
above. -[GBD]
Added new ODF Parameter under [GameObjectClass], "CanTeleport = true/false".
If this is false, it won't be able to teleport. This only applies to
vehicles and torpedos/seekers. -[GBD]
Added "RequiresBZ1Power = false/true", "RequiresBZ2Power = false/true", and
"RequiresLungPower = false/true" to Comm/HQCP, under [GameObjectClass].
Also moved "portal" versions to also be under [GameObjectClass] isntead
of [TeleporterClass]. -[GBD]
Set svturr to BoxCollide = 0, this makes it's collision a sphere, and allows
the top of the turret to be hit while it's deployed. Not the best solution,
but the easiest. -[GBD]
Fixed crash on BZC Race: Moon Rally. -[GBD]
Changed Shell music from mono back to stero. Might help with music stutter?
Though I'm fairly sure that's OGG related. -[GBD]
Changed Undeploy code slightly. It now will look for any odf starting with
"BZCundep#" and attempt to undeploy the item in the coorsponding base
slot #. The old code would only look for 1-3, and was tied to rec/fact/slf.
Now it can handle all base slots. -[GBD]
Added optional BZ2 Base slot cfg. Requested by Zero Angel. -[GBD]
Added new ODFParameter under [GameObjectClass] for BZCClasslabel "recy",
"muf", and "slf": UseBZ2Pools = false/true. If this is true, it will make
pools on the map on any pathpoints that start with "pool". -[GBD]
Added new ODF Param for BZCClasslabel "comm", under [GameObjectClass]:
SatelliteConfig = "blah". This is the satellite commvehicle used by this
commtower. Default is BZCsatview if not present. Also tweaked satellite
code to only try to activate sitecamera if said commvehicle has a site
camera in it's weaponName1 slot. -[GBD]
Fixed AV when loading an Instant Action map straight via editor shortcut
command. -[GBD]
Moved WorldSetting from svar31/instant.options.string9 to map TRN files.
Now it's in one place in all maps. -[GBD]
Added BZCClasslabel "towe". If this is set, the DLL will attenpt to replace
the weapons in the gun tower with the "BGT" versions, replacing the 3rd
and 4th characters with "GT". -[GBD]
Fixed CCA HQCP left on ST: Ice Ice Baby. -[GBD]
Made IA: Dunes a ST map too, just like the rest. -[GBD]
Fixed Tartarus mines being broken in NSDF Mission 14. -[GBD]
Re: Battlezone Classic Public Beta 2 Released
Posted: Mon Apr 08, 2013 6:53 pm
by Huib-Bloodstone
Thanks for releasing this
gotta check it out
Re: Battlezone Classic Public Beta 2 Released
Posted: Mon Apr 08, 2013 10:12 pm
by DuoRanger
well isn't working for me, its says internal error
Code: Select all
DIAG| DXUT:2097 |19:13:15|95 | DXUT pause on change device
DIAG| DXUT:1352 |19:13:15|97 | DXUT pause on minimize
DIAG| DXUT:1525 |19:13:15|98 | DXUT pause on minimize
DIAG| vid:542 |19:13:16|611 |In Vid::OnCreateDevice, pd3dDevice = 0x0882A160
DIAG| vid:559 |19:13:16|611 |d3d: supports range based fog
DIAG| vid:572 |19:13:16|611 |d3d: supports border address mode
DIAG| vid:618 |19:13:16|611 |d3d: Has EMBM texture format support
DIAG| vid:643 |19:13:16|612 |D3D Adapter Identifier info:
DIAG| vid:644 |19:13:16|612 | Driver: nvd3dum.dll
DIAG| vid:645 |19:13:16|612 | Description: NVIDIA GeForce 9600 GT
DIAG| vid:646 |19:13:16|612 | DeviceName: \\.\DISPLAY1
DIAG| vid:647 |19:13:16|612 | DriverVersion: 0x00090012000D057F
DIAG| vid:648 |19:13:16|612 | VendorId: 0x000010DE
DIAG| vid:649 |19:13:16|612 | DeviceId: 0x00000622
DIAG| vid:650 |19:13:16|612 | SubSysId: 0x96111ACC
DIAG| vid:651 |19:13:16|612 | Revision: 0x000000A1
DIAG| vid:653 |19:13:16|612 |Dumping D3D9 Device Caps:
DIAG| vid:655 |19:13:16|612 | DeviceType: 0x00000001
DIAG| vid:656 |19:13:16|612 | AdapterOrdinal: 0
DIAG| vid:657 |19:13:16|612 | Caps: 0x00020000
DIAG| vid:658 |19:13:16|612 | Caps2: 0xE0020000
DIAG| vid:659 |19:13:16|612 | Caps3: 0x000003A0
DIAG| vid:660 |19:13:16|612 | PresentationIntervals: 0x8000000F
DIAG| vid:661 |19:13:16|612 | CursorCaps: 0x00000001
DIAG| vid:662 |19:13:16|612 | DevCaps: 0x001BBEF0
DIAG| vid:663 |19:13:16|612 | PrimitiveMiscCaps: 0x002FCEF2
DIAG| vid:664 |19:13:16|612 | RasterCaps: 0x07732191
DIAG| vid:665 |19:13:16|612 | ZCmpCaps: 0x000000FF
DIAG| vid:666 |19:13:16|612 | SrcBlendCaps: 0x00003FFF
DIAG| vid:667 |19:13:16|612 | DestBlendCaps: 0x00003FFF
DIAG| vid:668 |19:13:16|612 | AlphaCmpCaps: 0x000000FF
DIAG| vid:669 |19:13:16|612 | ShadeCaps: 0x00084208
DIAG| vid:670 |19:13:16|612 | TextureCaps: 0x0001ECC5
DIAG| vid:671 |19:13:16|612 | TextureFilterCaps: 0x03030700
DIAG| vid:672 |19:13:16|612 | CubeTextureFilterCaps: 0x03030300
DIAG| vid:673 |19:13:16|612 | VolumeTextureFilterCaps: 0x03030300
DIAG| vid:674 |19:13:16|612 | TextureAddressCaps: 0x0000003F
DIAG| vid:675 |19:13:16|612 | VolumeTextureAddressCaps: 0x0000003F
DIAG| vid:676 |19:13:16|612 | LineCaps: 0x0000001F
DIAG| vid:677 |19:13:16|612 | MaxTextureWidth: 8192
DIAG| vid:678 |19:13:16|612 | MaxTextureHeight: 8192
DIAG| vid:679 |19:13:16|612 | MaxVolumeExtent: 2048
DIAG| vid:680 |19:13:16|612 | MaxTextureRepeat: 8192
DIAG| vid:681 |19:13:16|612 | MaxTextureAspectRatio: 8192
DIAG| vid:682 |19:13:16|612 | MaxAnisotropy: 16
DIAG| vid:683 |19:13:16|612 | StencilCaps: 0x000001FF
DIAG| vid:684 |19:13:16|612 | FVFCaps: 0x00180008
DIAG| vid:685 |19:13:16|612 | TextureOpCaps: 0x03FEFFFF
DIAG| vid:686 |19:13:16|612 | MaxTextureBlendStages: 8
DIAG| vid:687 |19:13:16|613 | MaxSimultaneousTextures: 8
DIAG| vid:688 |19:13:16|613 | VertexProcessingCaps: 0x0000017B
DIAG| vid:689 |19:13:16|613 | MaxActiveLights: 10
DIAG| vid:700 |19:13:16|613 | MaxUserClipPlanes: 8
DIAG| vid:701 |19:13:16|613 | MaxVertexBlendMatrices: 4
DIAG| vid:702 |19:13:16|613 | MaxVertexBlendMatrixIndex: 8
DIAG| vid:703 |19:13:16|613 | MaxPrimitiveCount: 8388607
DIAG| vid:704 |19:13:16|613 | MaxVertexIndex: 16777215
DIAG| vid:705 |19:13:16|613 | MaxStreams: 16
DIAG| vid:706 |19:13:16|613 | MaxStreamStride: 255
DIAG| vid:707 |19:13:16|613 | VertexShaderVersion: 0xFFFE0300
DIAG| vid:708 |19:13:16|613 | MaxVertexShaderConst: 256
DIAG| vid:709 |19:13:16|613 | PixelShaderVersion: 0xFFFF0300
DIAG| vid:710 |19:13:16|613 | DevCaps2: 0x00000051
DIAG| vid:711 |19:13:16|613 | Reserved5: 0x00000000
DIAG| vid:712 |19:13:16|613 | MasterAdapterOrdinal: 0
DIAG| vid:713 |19:13:16|613 | AdapterOrdinalInGroup: 0
DIAG| vid:714 |19:13:16|613 | NumberOfAdaptersInGroup: 1
DIAG| vid:715 |19:13:16|613 | DeclTypes: 0x0000030F
DIAG| vid:716 |19:13:16|613 | NumSimultaneousRTs: 4
DIAG| vid:717 |19:13:16|613 | StretchRectFilterCaps: 0x03000300
DIAG| vid:718 |19:13:16|613 | VertexTextureFilterCaps: 0x03030700
DIAG| vid:719 |19:13:16|613 | MaxVShaderInstructionsExecuted: 65535
DIAG| vid:720 |19:13:16|613 | MaxPShaderInstructionsExecuted: 65535
DIAG| vid:721 |19:13:16|613 | MaxVertexShader30InstructionSlots: 4096
DIAG| vid:722 |19:13:16|613 | MaxPixelShader30InstructionSlots: 4096
DIAG| vid:725 |19:13:16|613 | MaxPointSize: 8192.00
DIAG| vid:726 |19:13:16|613 | PixelShader1xMaxValue: 65504.00
DIAG| vid:727 |19:13:16|613 | MaxNpatchTessellationLevel: 0.00
DIAG| vid:728 |19:13:16|613 | MaxVertexW: 10000000000.00
DIAG| vid:729 |19:13:16|613 | GuardBandLeft: -100000000.00
DIAG| vid:730 |19:13:16|613 | GuardBandTop: -100000000.00
DIAG| vid:731 |19:13:16|613 | GuardBandRight: 100000000.00
DIAG| vid:732 |19:13:16|613 | GuardBandBottom: 100000000.00
DIAG| vid:733 |19:13:16|613 | ExtentsAdjust: 0.00
DIAG| vid:775 |19:13:16|613 |In Vid::OnResetDevice, pd3dDevice = 0x0882A160
DIAG| DXUT:2584 |19:13:16|627 | DXUT unpause on change device done
DIAG| setup:77 |19:13:16|629 |Drive type : Fixed
DIAG| setup:147 |19:13:16|629 |Startup directory : C:\Battlezone 2
DIAG| vid:1236 |19:13:16|1091 |Vid::SetMode - ord(0) fmt(22), w(640), h(480) bbCount 1
DIAG| vid:1256 |19:13:16|1091 | bFmt(22), MSType(0), MSQual(0), DSFmt(75), Win(0)
DIAG| vid:1267 |19:13:16|1091 | Refresh(60), Interval(-2147483648), Flags(2)
DIAG| vid:1268 |19:13:16|1092 | hWnds = 001700CC 001700CC 001700CC 001700CC
DIAG| DXUT:2097 |19:13:16|1092 | DXUT pause on change device
DIAG| vid:817 |19:13:17|1574 |In Vid::OnLostDevice
DIAG| DXUT:1392 |19:13:17|1659 | DXUT unpause on restore
DIAG| DXUT:1491 |19:13:17|1779 | DXUT unpause on restore
DIAG| DXUT:2584 |19:13:17|1812 | DXUT unpause on change device done
DIAG| vid:1276 |19:13:17|1812 |DXUTCreateDeviceFromSettings = 00000000, lost = 1
DIAG| vid:1286 |19:13:17|1812 |Trycount 0, device lost = 1 1
DIAG| DXUT:5453 |19:13:17|1903 | AttemptAcquire device = 0x0882A160, lost = 1, paused = 0
DIAG| DXUT:5467 |19:13:17|1903 | noticed device lost
DIAG| DXUT:5471 |19:13:17|1904 | Coop level check failed.
DIAG| DXUT:5535 |19:13:17|1904 | Try to reset the device
DIAG| vid:775 |19:13:18|2740 |In Vid::OnResetDevice, pd3dDevice = 0x0882A160
DIAG| vid:1297 |19:13:18|2777 |Attempted acquire & render, lost = 0 0
DIAG| input:1108 |19:13:18|2942 |Double click time=500 ms, threshold=4,4
DIAG| input:1129 |19:13:18|2942 |8 button mouse, Left=0 Right=1
DIAG| input:143 |19:13:18|2962 |Keyboard repeat delay=[500] speed=[31]
DIAG|MissionHandler_oldcode:1246 |19:13:19|3224 |Expanded game UI file of 'bzgame_moves_640x480.cfg' not found. Using default of 'bzgame_moves.cfg'
DIAG| dsutil:143 |19:13:19|3610 |DirectSound 8 System started. Noted capabilities:
DIAG| dsutil:150 |19:13:19|3610 | DSCAPS_CONTINUOUSRATE
DIAG| dsutil:150 |19:13:19|3610 | DSCAPS_PRIMARY16BIT
DIAG| dsutil:150 |19:13:19|3611 | DSCAPS_PRIMARY8BIT
DIAG| dsutil:150 |19:13:19|3611 | DSCAPS_PRIMARYMONO
DIAG| dsutil:150 |19:13:19|3611 | DSCAPS_PRIMARYSTEREO
DIAG| dsutil:150 |19:13:19|3611 | DSCAPS_SECONDARY16BIT
DIAG| dsutil:150 |19:13:19|3611 | DSCAPS_SECONDARY8BIT
DIAG| dsutil:150 |19:13:19|3611 | DSCAPS_SECONDARYMONO
DIAG| dsutil:150 |19:13:19|3611 | DSCAPS_SECONDARYSTEREO
DIAG| dsutil:156 |19:13:19|3611 | dwPrimaryBuffers = 1
DIAG| dsutil:157 |19:13:19|3611 | dwMaxHwMixingAllBuffers = 1
DIAG| dsutil:158 |19:13:19|3611 | dwMaxHwMixingStaticBuffers = 1
DIAG| dsutil:159 |19:13:19|3611 | dwMaxHwMixingStreamingBuffers = 1
DIAG| dsutil:160 |19:13:19|3611 | dwFreeHwMixingAllBuffers = 0
DIAG| dsutil:161 |19:13:19|3611 | dwFreeHwMixingStaticBuffers = 0
DIAG| dsutil:162 |19:13:19|3611 | dwFreeHwMixingStreamingBuffers = 0
DIAG| dsutil:163 |19:13:19|3611 | dwMaxHw3DAllBuffers = 0
DIAG| dsutil:164 |19:13:19|3611 | dwMaxHw3DStaticBuffers = 0
DIAG| dsutil:165 |19:13:19|3611 | dwMaxHw3DStreamingBuffers = 0
DIAG| dsutil:166 |19:13:19|3611 | dwFreeHw3DAllBuffers = 0
DIAG| dsutil:167 |19:13:19|3611 | dwFreeHw3DStaticBuffers = 0
DIAG| dsutil:168 |19:13:19|3611 | dwFreeHw3DStreamingBuffers = 0
DIAG| dsutil:202 |19:13:19|3611 | -- SW buffers in use. Using 32 channels max
DIAG| dsutil:208 |19:13:19|3611 | -- AUTO-DISABLING 3D Audio, as soundcard can't handle!
DIAG| dsutil:228 |19:13:19|3611 | Audio buffers will be placed in: Software
DIAG| dsutil:241 |19:13:19|3611 |-- Prefsfile set audio mem purge at 33554432 bytes
DIAG| dsutil:244 |19:13:19|3611 |Done with audio caps log
DIAG| AudioSys:325 |19:13:19|3616 |Audio: DirectSound8 setup complete
ERR | mcimovie:78 |19:13:19|3621 |Mods may not touch legal screens
ERR | log:1838 |19:13:19|3662 |abort() requested from '.\gamelgc\mcimovie.cpp':79
ERR | ExceptionHandler:188 |19:13:19|3751 |00F21693 +00181693 000000C1 bzone (bzone): : StackWalker::ShowCallstack
ERR | ExceptionHandler:188 |19:13:19|3759 |00FA895F +0020895F 0000009F bzone (bzone): : BZ2Abort
ERR | ExceptionHandler:188 |19:13:19|3767 |00DEB3F2 +0004B3F2 000000B2 bzone (bzone): : DoShowLegalScreens
ERR | ExceptionHandler:188 |19:13:19|3776 |00DEAD8B +0004AD8B 0000071A bzone (bzone): : HandledMain
ERR | ExceptionHandler:188 |19:13:19|3784 |00DEAB25 +0004AB25 000004B4 bzone (bzone): : HandledMain
ERR | ExceptionHandler:188 |19:13:19|3792 |00DEA814 +0004A814 000001A3 bzone (bzone): : HandledMain
ERR | ExceptionHandler:188 |19:13:19|3801 |00DE7A1C +00047A1C 00000069 bzone (bzone): : WinMain
ERR | ExceptionHandler:188 |19:13:19|3809 |00F43173 +001A3173 00000193 bzone (bzone): : strcat
ERR | ExceptionHandler:188 |19:13:19|3817 |76B633AA +000133AA 00000012 kernel32 (kernel32): : BaseThreadInitThunk
ERR | ExceptionHandler:188 |19:13:19|3825 |772B9EF2 +00039EF2 00000063 ntdll (ntdll): : RtlInitializeExceptionChain
ERR | ExceptionHandler:188 |19:13:19|3833 |772B9EC5 +00039EC5 00000036 ntdll (ntdll): : RtlInitializeExceptionChain
DIAG| log:1845 |19:13:19|3842 |End of line...
DIAG| DXUT:1352 |19:13:20|4377 | DXUT pause on minimize
DIAG| DXUT:1525 |19:13:20|4385 | DXUT pause on minimize
Re: Battlezone Classic Public Beta 2 Released
Posted: Mon Apr 08, 2013 10:19 pm
by General BlackDragon
You running it on 6.2, did you install the 6.2 compatability patch?
Re: Battlezone Classic Public Beta 2 Released
Posted: Mon Apr 08, 2013 11:01 pm
by DuoRanger
well i re-installed the game again, and then the 1.3.6.3 patch
Re: Battlezone Classic Public Beta 2 Released
Posted: Mon Apr 08, 2013 11:18 pm
by General BlackDragon
did you install the BZClassic linked above? Dated 4/7/13?
Re: Battlezone Classic Public Beta 2 Released
Posted: Tue Apr 09, 2013 1:18 am
by GSH
The message in the crash log is that mods aren't allowed to touch the legal screens. Don't annoy me.
-- GSH
Re: Battlezone Classic Public Beta 2 Released
Posted: Tue Apr 09, 2013 1:37 am
by DuoRanger
General BlackDragon wrote:did you install the BZClassic linked above? Dated 4/7/13?
nope, its the 2.0
Re: Battlezone Classic Public Beta 2 Released
Posted: Tue Apr 09, 2013 2:26 am
by DuoRanger
NVM i discovered it, its the Intro bug
Re: Battlezone Classic Public Beta 2 Released
Posted: Tue Apr 09, 2013 2:57 pm
by General BlackDragon
Still that shouldn't happen. Did you install the PB6.2 compatabiltiy patch into it? If so, it would make it incompatible with PB 6.3.
Go to your BZ2 folder/BZCaddon/PatchData/ folder and delete the folder in there named "BZ2 1.3 PB6.2 Compatability Patch"
My solution is based on you saying that you're using 1.3 Public Beta 6.3 and that you are using the BZC Beta 2, and all the information provided.
Re: Battlezone Classic Public Beta 2 Released
Posted: Tue Apr 09, 2013 4:48 pm
by DuoRanger
well even with(out) patch it doesn't work
so im still keeping the no intro, it sucks that bz2 4 me hates pitch
Re: Battlezone Classic Public Beta 2 Released
Posted: Fri May 10, 2013 10:02 pm
by General BlackDragon
So, now that multiplayer is working, hows this going?