Search found 1134 matches
- Sat Jan 31, 2015 12:12 am
- Forum: Battlezone 2 Mod Playing
- Topic: Uler original 3ds max models and art RELEASED
- Replies: 8
- Views: 4938
Re: Uler original 3ds max models and art RELEASED
This is interesting. The VSR mod has provisions in it that allow for the inclusion of third party races, and simplified AIP development for these races -- if someone wanted to make an add-on for it that includes the Uler as a playable race (human or CPU) you can feel free to get the basic assets set...
- Thu Jan 29, 2015 5:33 am
- Forum: Battlezone 2 Mod Making
- Topic: is there a 3ds Max export to XSI for Max ver 2011-2015
- Replies: 26
- Views: 11649
Re: is there a 3ds Max export to XSI for Max ver 2011-2015
There's another site somewhere on the internet, some sort of 'BZ2 maps' website that has a modeling subforum. You can look in there to see if there's anything in there that will work for you.
- Mon Jan 19, 2015 5:50 pm
- Forum: Other Games
- Topic: Bionite: Origins needs Support!
- Replies: 506
- Views: 214882
Re: Bionite: Origins needs Support!
I like the idea of biometal forming colonies with each little sub network of biometal passing nutrients and wastes back and forth. Absorbing atmospheric gases and expunging waste gases, as well as seeking out regular metals and minerals to absorb. Doesn't quite explain why there's so much biometal o...
- Sun Jan 18, 2015 4:21 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: RakNet Replacement
- Replies: 14
- Views: 7488
Re: RakNet Replacement
New master server. Awesome. BZ2Maps' game listing service is now using the new master server hosted by Kebbz.
BZ2 lives!
BZ2 lives!
- Fri Jan 09, 2015 10:43 pm
- Forum: Battlezone 2 Discussion
- Topic: My Modern Battlezone Pet-Project...
- Replies: 129
- Views: 103595
Re: Sneaky-Peaky of my baby project...
Or 'bio-mite' to avoid trademark infringements.
- Fri Jan 09, 2015 10:37 pm
- Forum: Battlezone 2 Discussion
- Topic: Lancers.
- Replies: 3
- Views: 2671
Re: Lancers.
Stock BZ2 I assume? VSR Lancers use different AI. I haven't been quite happy with stock Lancer AI, but it's hard to say whether our AI tweaks are for the better or worse.
I'd actually be quite happy if the default Lancer AI is improved but I forget exactly the problems I had with it.
I'd actually be quite happy if the default Lancer AI is improved but I forget exactly the problems I had with it.
- Wed Dec 31, 2014 7:15 am
- Forum: Other Games
- Topic: Megaman Legends 3 (Jap and Eng)
- Replies: 1
- Views: 2298
Re: Megaman Legends 3 (Jap and Eng)
I heard about Mighty No.9. Isn't it a brain child of the Mega Man creator (not Dr. Light, but rather some japanese dude). Do you recall why he broke off from Capcom to make his own game?
- Wed Dec 31, 2014 5:16 am
- Forum: Battlezone 2 Mod Playing
- Topic: VSR 5.0 Released
- Replies: 46
- Views: 21388
Re: VSR 5.0 Released
Having the plan after the actual construction plan means you do not need to test for it any more. Maybe they just help the AI to stop building walkers once the conditions are not met anymore... a fail will occur, better to have it done cleanly than be forever debugging aip stalls. I agree. A mitiga...
- Wed Dec 31, 2014 1:30 am
- Forum: Battlezone 2 Mod Playing
- Topic: VSR 5.0 Released
- Replies: 46
- Views: 21388
Re: VSR 5.0 Released
I've already thought of all of that, and hinted at GBD that 'non-deterministic' AIPs would be the way to go. Thing is I don't know how well it would sync with clients and buildloops already do bring a little bit of non-determinism to the design of the AIP. However, there's also alternative AIPs whic...
- Mon Dec 29, 2014 9:36 pm
- Forum: Battlezone 2 Mod Playing
- Topic: VSR 5.0 Released
- Replies: 46
- Views: 21388
Re: VSR 5.0 Released
I'd be willing to test any AIPs you can offer. The current AIPs are kind of basic, and predictable (like stock 1.3 AIPs). But generally i'd like to see these kinds of things in an AIP. AIP builds combat vehicles throughout the game, not just in early game. Sends them at good targets Use of buildLoop...
- Mon Dec 29, 2014 5:06 am
- Forum: Battlezone 2 Mod Playing
- Topic: Big list of BZ2 Mods
- Replies: 266
- Views: 170888
Re: Big list of BZ2 Mods
WARN| ParticleRenderClass:465 |16:23:47|2751586|ERROR: Effect "fball2a.trailer2" has no base class specified fball2a.odf belongs to the Hadean Flame Mine. So he'd either have to avoid having anything use the flame mine or fix that ODF. That's strange though that it seems to cause a crash,...
- Thu Dec 18, 2014 2:17 pm
- Forum: Battlezone 2 Mod Playing
- Topic: Green Heart Variant in ST/FFA
- Replies: 13
- Views: 6371
Re: Green Heart Variant in ST/FFA
I did have a 'Camera Pod' game in VSR once. I proposed for the other commander and myself to start the game as Camera Pods, and we each commanded a small team team of thugs. Now, Camera Pods are faster than scouts, invisible (and can be ignored by AI), and can access panels (recycler, factory, relay...
- Tue Dec 16, 2014 6:48 pm
- Forum: Battlezone 2 Mod Playing
- Topic: Green Heart Variant in ST/FFA
- Replies: 13
- Views: 6371
Re: Green Heart Variant in ST/FFA
Yeah, the team computer thing was actually pretty unfair, since the CPU team often got pretty big scrap boosts the player basically had an infinite supply of ships where replacement of them didnt really slow the CPU down; but it could be leveraged too since stock MPIs weren't very hard in the first ...
- Mon Dec 15, 2014 5:53 pm
- Forum: Forum News
- Topic: User registration disabled
- Replies: 4
- Views: 9032
Re: User registration disabled
You might consider upgrading the captcha
- Sat Dec 13, 2014 8:25 pm
- Forum: Battlezone 2 Mod Playing
- Topic: Green Heart Variant in ST/FFA
- Replies: 13
- Views: 6371
Re: Green Heart Variant in ST/FFA
Similar as the editor 'bug' was often misused. I've only ever seen people use the editor bug to goof around in DMs, placing tunnels and buildings and things like that. It required some set up too, since the editor would no longer work once another person entered the world. Don't think it would have...