Battlezone II v1.3.7a130 Public Alpha released

Moderators: GSH, VSMIT, Red Devil, Commando

User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by Red Devil »

not sure if that was the cause, but restarting pc stopped crash; thinking some drivers updated by windows or something.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
Jaedrik
Scrap
Posts: 8
Joined: Mon Nov 23, 2015 5:10 pm

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by Jaedrik »

Red Devil wrote:hmm, it doesn't go away, but i see windows has a restart scheduled, so trying that now
Restarted.
Realized I was spamming the esc key to try and skip Cook's dialogue to start the mission after I spammed esc at the intro to skip the movies / logos and got a black screen. Spammed enter / space instead this time and loaded mission 2 fine. This probably has nothing to do with it, but the problem is resolved now. :D
User avatar
GSH
Patch Creator
Posts: 2485
Joined: Fri Feb 18, 2011 4:55 pm
Location: USA
Contact:

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by GSH »

The object detail preferences Low/Medium is what seems to affect bridges2i.bzn bridge segments sides the most, after lighting off/one. I'll be digging in.

-- GSH
User avatar
RotatorX
Sober Scav
Posts: 25
Joined: Tue Mar 19, 2013 5:20 pm
Contact:

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by RotatorX »

Hello!

This new updating is causing some strange radar scaling across mutliple resolutions, the radar looks more stretched horizontally than it used to be. I'm not going crazy, I swear:

1280x960

Image

1920x1080

Image

1920x1080

Image

The problem seems to be worse on 4:3 resolutions compared to 16:9 resolutions. Anyone else have this issue?
Last edited by RotatorX on Thu Nov 26, 2015 6:52 pm, edited 1 time in total.
Battlezone Classic Tester
User avatar
GSH
Patch Creator
Posts: 2485
Joined: Fri Feb 18, 2011 4:55 pm
Location: USA
Contact:

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by GSH »

As to the bridges2i.bzn bridges' lighting, the change is due to 1.3.7's defaulting of [GameObjectClass]::lightingType==1 to all i76Buildings. (Bugzilla #462) That is supposed to help terrain props (mire buildings, rocks, etc). I'm not sure how many ODFs need to change now to [GameObjectClass]::lightingType==0 (1.3.6.5's default), and whether it's better to revert the default change or adjust ODFs. Some ODFs are going to need to change either way.

-- GSH
mase
Thunderbolt
Posts: 160
Joined: Sat Mar 05, 2011 11:17 am

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by mase »

Jaedrik wrote:Okay, here might be an actual bug or two:

1
The game doesn't read "mousewheel down" when attempting to bind, instead designating the motion as mousewheel up. Additionally, when attempting to use mousewheel up as "next weapon" exclusively, the input failed.
Same thing here.
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by Red Devil »

ditto
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
Jaedrik
Scrap
Posts: 8
Joined: Mon Nov 23, 2015 5:10 pm

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by Jaedrik »

The bug I mentioned earlier is back.
It took hold after I had to restart mission 12 over and over (difficult mission! Lots of iteration and optimization required on my part. Not sure how to approach it strategically, have to see if saving is impossible, trying to get optimal Warrior snipe at the start, kill turret closest to service bay, get tug to reclaim scav, make sure scion pilots don't get in, push the other one to the training facility, mortar the turrets at scrap pool and rescue F7 scav...)

Anyways, it seems after restarting any mission / level a few times without restarting my entire computer results in the game stopping loading any map. Here's the latest log where I experimented with an Instant Action map after ISDF12 refused to load again:
http://pastebin.com/uN4NsTPc
Voodoochile
Scrap
Posts: 6
Joined: Tue Mar 01, 2011 7:24 pm

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by Voodoochile »

hi people,

when i install 1.3.7, my mousewheel doesnt work anymore like it should.
only mousewheel up works, mousewheel down doesnt.
when i try to bind the settings and move the mousewheel down, it registers as up.
i tried installing the previous patch and that fixes the problem but id rather play the new patch ofcourse :)

greetz voodoo
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by Red Devil »

mousewheel has been addressed a couple daze ago in the private build.

i'll check the load thing, jaedrik
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
User avatar
squirrelof09
Sabre
Posts: 290
Joined: Sat Feb 19, 2011 3:00 am
Location: ts3.theothergamers.org
Contact:

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by squirrelof09 »

Played an MPI With some friends. If anyone painted a target for someone, the other person could not see it. It might appear for a second, but go away permanently. Reproducible as client or host. Did not try another game at this time.
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by Red Devil »

reloading of savegame works fine for me in latest private.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
User avatar
Axeminister
Sabre
Posts: 442
Joined: Sat Feb 19, 2011 4:03 pm
Location: Texas, USA
Contact:

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by Axeminister »

Uh, weird. I went to the Single player window and could have started the Wormhole mission decided not to, so I went back to "Instant" and started a game. When I won the end game cut scene started as if I'd won the wormhole mission. I'll try to recreate.
He who does not advance themselves, endlessly becomes themselves.

http://www.reverbnation.com/tunepak/3606640
User avatar
Axeminister
Sabre
Posts: 442
Joined: Sat Feb 19, 2011 4:03 pm
Location: Texas, USA
Contact:

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by Axeminister »

I re-created and sent a save game to bug 839.
He who does not advance themselves, endlessly becomes themselves.

http://www.reverbnation.com/tunepak/3606640
User avatar
jaydenbz2
Thunderbolt
Posts: 128
Joined: Mon Feb 21, 2011 6:19 am

Re: Battlezone II v1.3.7a130 Public Alpha released

Post by jaydenbz2 »

Coxxon, have you heard of shadows?

Cause that's what it looks like to me.
Post Reply