Battlezone II Remodeled 1.0.8 released 2/21/17

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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by Commando » Sun Feb 05, 2017 3:48 am

Heavy Warrior is not using the new Warrior model.

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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by Progressor » Sun Feb 05, 2017 7:21 am

Both the map and radar can be resized via gameprefs, I believe.
No, looks like map/radar size is hardcoded. Cannot say that 1.3.7.x is playable - SP campaign mods except BZClassic, i.e. FE, QF, Uler... do not work and crash, map/radar cannot be sized... BZII becomes an MP game.

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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by General BlackDragon » Sun Feb 05, 2017 3:08 pm

Map size can be changed from bzgame_init.cfg and scaled versions of it. (bzgame_init_x1_5.cfg, etc) in the bottom there's size settings.

Mods like QF etc just need texture conversions (some textures need to be resized to work as DXT, or built with the allow non ^2 size parameter)


RD can update FE so modern players can play SP

I should finish updating QF2 stuff....
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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by coxxon » Mon Feb 06, 2017 11:25 pm

Okay, poor choice of words to say hardcoded. What I meant was that there is no easy in-game way to change it at will, say through the graphics options. That's something GSH would have to do (or allow for).
But, yeah, there are ways to change the radar and minimap outside of the game as others have pointed out.
I thought about doing that myself, b/c I don't care for the latest radar view angle, but I've been too lazy to mess with it. Nor would I want to force it on everyone by putting it in the mod, and risk not being compatible with potential future changes to the interface that may come through the 1.3 patches.

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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by coxxon » Mon Feb 06, 2017 11:28 pm

Commando wrote:Heavy Warrior is not using the new Warrior model.
It never did. That was one of the 3rd party mod/models I never got around to finding or working on. I think there's also one last Scion guntower variant I never managed to find either. If you want to post the correct odf for the warrior, I can try to remember to get it fixed for the next version of the mod.

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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by GSH » Tue Feb 07, 2017 3:47 am

map/radar cannot be sized.
I don't believe that earlier patches allowed live updating, or even some updating of these. You do see some changes to position and scale if you toggle the cockpit/2D radar to the other setting and back.

As to your other comments, it is the responsibility of mods to stay current with the game. Not that the game has to bend over backwards to preserve 100% compatibility. BZ2 patches aren't forced on users, you are free to find a particular BZ2 patch that works best with a particular mod.

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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by Commando » Tue Feb 07, 2017 5:22 am

The only difference is the heavy warrior has two cannon has.

I tried to have two weapons use hp-cannon-1 but the game kept crashing.

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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by General BlackDragon » Tue Feb 07, 2017 3:57 pm

Odd, it shouldn't have a problem doing that.
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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by Commando » Tue Feb 07, 2017 8:05 pm

What shouldn't happen and what does happen sometimes don't match up.

It has been years since I made the new XSI.

I'll have to edit the odf for the Remaster to try it again.

Maybe the AV has been fixed.

Basically all I did was take HP_Cannon_1, I copied it, then renamed the copy HP_Cannon_2.

This gave me two identical HPs which I referenced in the ODF.

What the game didn't like was

weaponHard1 = "HP_Cannon_1"
weaponName1 = "gpstab"
WeaponHard2 = "HP_Cannon_2"
weaponName2 = "gatstap"

I think it would crash when I picked up a weapon hardpoint.

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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by Commando » Sun Feb 12, 2017 1:40 am

I just tested the xsi using HP_CANNON_3 for Hardpoints 1 and 2.

I didn't experience any crashing, like I did in the past.

I wasn't able to thoroughly test it though.

I maybe ran it for five minutes.

Here is the odf

Code: Select all

/////////COXXON - BZII REMODELED/////////
[GameObjectClass]
baseName = "fvtank"
classLabel = "morphtank"
glowTexture = "fvtankcoxa0.pic"
geometryName = "fvtankcox00.xsi"
cockpitName = "fvtankcox_cockpit.xsi"
animCount = 7
animName1 = "forward"
animFile1 = "fvtankcoxSF.xsi"
animName2 = "neutral"
animFile2 = "fvtankcoxSN.xsi"
animName3 = "reverse"
animFile3 = "fvtankcoxSR.xsi"
animName4 = "deploy"
animFile4 = "fvtankcoxd0.xsi"
animName5 = "forward2"
animFile5 = "fvtankcoxAF.xsi"
animName6 = "neutral2"
animFile6 = "fvtankcoxAN.xsi"
animName7 = "reverse2"
animFile7 = "fvtankcoxAR.xsi"
scrapValue = 15
scrapCost = 55
customCost = 65
buildTime = 15.0
customTime = 15.0
maxHealth = 3500
maxAmmo = 3000
addAmmo = 5.0
addHealth = 0.0
unitName = "Warrior"
aiName = "TankFriend"
aiName2 = "TankEnemy"
heatSignature = 2.0
imageSignature = 2.5
radarSignature = 0.5
isAssault = 0
armorClass = N

/////// REQUIREMENTS ///////////////
requireCount = 1
requireName1 = "fbforg"
requireText1 = "Build Forge"

/////// PROVIDES ///////////////////
provideCount = 4
provideName1 = "fvtank"
provideName2 = "VIRTUAL_CLASS_MORPHTANK
provideName3 = "VIRTUAL_CLASS_TANK"
provideName4 = "DefendUnit"

/////// weapons ////////////////////
weaponMask = 00001

weaponGroup1 = 0
weaponHard1 = "HP_CANNON_3"
weaponName1 = "gsonic_c"
weaponAssault1 = 0

weaponGroup2 = 1
weaponHard2 = "HP_CANNON_3"
weaponName2 = "gsplasma_c"
weaponAssault2 = 0

weaponHard3 = "HP_SPECIAL_1"
weaponName3 = "gproxmin"
weaponAssault3 = 0

weaponHard4 = "HP_SHIELD"
weaponName4 = ""
weaponAssault4 = 0

/////////LIGHTS AND EFFECTS//////////////////
lightHard1 = "hp_light_1"
lightName1 = "spotyellow"
//LightsOnlyWhenPiloted = true

effectHard1 = "hp_dust_1"
effectName1 = "fxcox1.dusttrail"
effectMinAltitude1 = 0.0
effectMaxAltitude1 = 5.0  
effectMinVelocity1 = 10.0
effectMaxVelocity1 = 500.0
effectHard2 = "hp_dust_1" 
effectName2 = "fxcox1.dustpuff1"
effectMinAltitude2 = 0.0
effectMaxAltitude2 = 3.0
effectMinVelocity2 = 0.0
effectMaxVelocity2 = 10.0

/////////////////////////////////////////////////////////
[CraftClass]
rangeScan = 300.0f
periodScan = 5.0f
velocJam = 5.0f
engageRange = 120

/////////CRASH INTO COMPONENT PARTS/////////
xplcrash = "xpl_crash_fvtankcox"
//chunkEffect1 = "fvtankcoxchk01.xsi"  
//chunkEffect2 = "fvtankcoxchk02.xsi"
//chunkEffect3 = "fvtankcoxchk03.xsi"
//chunkEffect4 = "fvtankcoxchk04.xsi"
//chunkEffect5 = "fvtankcoxchk05.xsi"
//HasSeparateChunks = true
//numChunks = 5
//numChunks1 = 1
//numChunks2 = 1
//numChunks3 = 1
//numChunks4 = 1
//numChunks5 = 1
//UseChunks = true
//UseExplosion = true

//attackTask = "MortarBikeAttack"  //coxxon - may not need this
//subAttackTask = "MortarBikeSubAttack"
//subAttackClass = "ANS"
//1 target: A Air/N Ground +2 attack: D Deploy/N Normal +3 range: S Weapon/N eNgage  
//AttackTaskUsesGroups = false  //coxxon
//GoToTaskHasLeader = false  //coxxon

/////////MESSAGES/////////
selectWaitMsg = "fvtank04.wav"
selectAttackMsg = "fvtank01.wav"
selectFollowMsg = "fvtank03.wav"
selectGoMsg = "fvtank02.wav"
selectOtherMsg = "fvtank04.wav"
holdMsg = "fvtank12.wav"
goMsg = "fvtank05.wav"
attackMsg = "fvtank06.wav"
followMeMsg = "fvtank08.wav"
followMsg = "fvtank03.wav"
repairMsg = "fvtank09.wav"
reloadMsg = "fvtank09.wav"
rescueMsg = "fvtank10.wav"
recycleMsg = "fvtank11.wav"
otherMsg = "fvtank05.wav" 
user1Msg = ""  
killedMsg = "fvtank07.wav"
diedMsg = ""

// COMBAT MODE /////////////////////
[HoverCraftClass]
velocForward = 30.0 // 
velocReverse = 18.0 // 
velocStrafe = 14.0 // 
accelThrust = 24.0 //acceleration 
accelBrake = 75.0 //braking 
accelDragStop = 5.8 //how fast it stops once hands are off controls 
accelJump = 15.0
setAltitude = 1.0 // how high off the ground
alphaTrack = 22.0 //springs speed it rights itself 
alphaDamp = 8.0 //shocks 
pitchPitch = 0.19 //nose up 
pitchThrust = 0.09 //nose down 
rollStrafe = 0.01 //rolls while strafing 
omegaSpin = 6.0 //spinning in place speed 
omegaTurn = 2.0 //turning while moving speed 
alphaSteer = 4.5 //how fast it responds to steering 
rollSteer = 0.1 //rolls while steering 
soundThrust = "ssent01j.wav"

// ASSAULT MODE ////////////////////
[MorphTankClass]
maxHealth = 2500
maxAmmo = 3000
addAmmo = 0.0
addHealth = 9.0
engageRange = 100
isAssault = 0
unitName = "Warrior II"
rangeScan = 250.0f
periodScan = 5.0f
velocJam = 5.0f
velocForward = 20.0 // 
velocReverse = 10.0 // 
velocStrafe = 20.0 // 
accelThrust = 16.0 //acceleration 
accelBrake = 75.0 //braking 
accelDragStop = 9.0 //how fast it stops once hands are off controls 
accelJump = 15.0
setAltitude = 1.0 // how high off the ground
alphaTrack = 24.0 //springs speed it rights itself 
alphaDamp = 9.0 //shocks 
pitchPitch = 0.19 //nose up 
pitchThrust = 0.09 //nose down 
rollStrafe = 0.01 //rolls while strafing 
omegaSpin = 5.5 //spinning in place speed 
omegaTurn = 1.3 //turning while moving speed 
alphaSteer = 3.5 //how fast it responds to steering 
rollSteer = 0.13 //rolls while steering 

soundThrust = "ssent01j.wav"

/////////////////////////////////////////////////////////
[DeployableClass]
soundDeploy = "morph01.wav"
soundUndeploy = "morph01b.wav"

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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17

Post by Red Devil » Mon Feb 13, 2017 2:08 am

I just wanted to say that this mod is really beautiful; best modeling i've ever seen.
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Re: Battlezone II Remodeled 1.0.8 released 2/21/17

Post by coxxon » Tue Feb 21, 2017 10:32 pm

BATTLEZONE II REMODELED
v108 NOW AVAILABLE 2/21/17

Go to below url and login
http://www.moddb.com/mods/battlezone-ii-remodeled

Sorry to release this so soon after 107, but lots of major work has been done. Hopefully it'll be a looong time before I need to do another one.

See mod Changelog for full info.
This is the everything old is new again version of the mod.
- Specular highlights - finally found a solution, and the time and energy to (re)set these to stock setup. They are less shiny and consistent with the stock models.
- Race textures - major run through of ISDF and Scion textures. ISDF - added in more highlights and shadows - most visible in SP and IA, online less so. Scion - set to more like original appearance.
- Ground textures - returned/unquadded many back to single tile, and went through and readjusted contrast so they wouldn't be so faded or soft.
- ivscout - did new reverse anim to remove "flipping" appearance when transitioning to other anim sets.
- ivscout/fvscout - set cost back to stock, and increased fvsent/ivmbike radar range. See changelog.
- cut in half the number of chunks meshes, and simplified the chunk explosions for many units.
- added in Heavy Warrior and Scion Phantom.
- fvtank now has hp_cannon_1 - 4 available.
- FYI, there are other guntower variants and a few models still not covered. It's likely they won't be since they are so specialized and infrequently used.

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Re: Battlezone II Remodeled 1.0.8 released 2/21/17

Post by squirrelof09 » Wed Feb 22, 2017 2:47 am


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Re: Battlezone II Remodeled 1.0.8 released 2/21/17

Post by Commando » Sat Feb 25, 2017 3:14 am

For most of the rocket towers, different models would be pointless.

Some of them would only require a tweaked texture since some have dual assault hips while others only have 1.

I'll have to check the warrior and phantom.

The phantom just used thescout's xsi while the heavy warrior only differed in having one extra cannon hp.

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Re: Battlezone II Remodeled 1.0.8 released 2/21/17

Post by Commando » Sat Feb 25, 2017 3:15 am

With the forums being unreachable and wonky, I didn't see this until just now.

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