Search found 1134 matches

by Zero Angel
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...
by Zero Angel
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.
by Zero Angel
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...
by Zero Angel
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!
by Zero Angel
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. :)
by Zero Angel
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.
by Zero Angel
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?
by Zero Angel
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...
by Zero Angel
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...
by Zero Angel
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...
by Zero Angel
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,...
by Zero Angel
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...
by Zero Angel
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 ...
by Zero Angel
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
by Zero Angel
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...