Search found 630 matches
- Thu Mar 03, 2011 4:12 pm
- Forum: Battlezone 2 Mod Making
- Topic: Removing pilots on death instantly from the world?
- Replies: 17
- Views: 10830
Re: Removing pilots on death instantly from the world?
Filed a report on bugzilla, strange getting used to that program...
- Thu Mar 03, 2011 3:30 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Is there a cap on how many .ogg files can play at once?
- Replies: 9
- Views: 5544
Re: Is there a cap on how many .ogg files can play at once?
Ah that rings a bell... In that case i'll have to convert them. That batch file convertor you just linked me is ideal, a nice quick drag-and-drop program.
- Thu Mar 03, 2011 3:25 pm
- Forum: Battlezone 2 Mod Making
- Topic: Removing pilots on death instantly from the world?
- Replies: 17
- Views: 10830
Re: Removing pilots on death instantly from the world?
Would it be reasonable to request that said delay is exposed to ODF? I'd like to get pilots 'explosions' as diverse as vehicle ones but within reason of course, although damage_effects would be handy too
- Thu Mar 03, 2011 3:04 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Is there a cap on how many .ogg files can play at once?
- Replies: 9
- Views: 5544
Is there a cap on how many .ogg files can play at once?
I remember reading somewhere in the changelog that there was a maximum amount of .ogg files that can be played at once, is that correct? Some 8,000 (Not kidding) sound effects in my library i've built up are all in .ogg format, converting them to .wav will take forever, but neccesary if there is a c...
- Thu Mar 03, 2011 1:51 pm
- Forum: Battlezone 2 Mod Making
- Topic: Removing pilots on death instantly from the world?
- Replies: 17
- Views: 10830
Re: Removing pilots on death instantly from the world?
Yeah, thats what I'd like to resolve. Same for Soldier Deathmatch, Unfortunately pilots don't see to be able to display damageEffects either.
- Thu Mar 03, 2011 1:18 am
- Forum: Battlezone 2 Mod Making
- Topic: Optimizations (was la fae)
- Replies: 18
- Views: 9659
Re: Optimizations (was la fae)
I feel I should inform you all that I currently have a near 6K high-poly AAN pilot... obviously I am working to drastically reduce that to something slightly more sensible :P Many thanks to the creators of UE Viewer for those badboys... although its going to take some serious re-texturing and optimi...
- Tue Mar 01, 2011 1:12 am
- Forum: Battlezone 2 Mod Making
- Topic: Modding Tools and Resources
- Replies: 62
- Views: 54969
Re: Modding Tools and Resources
Might i suggest uploading the latest version of XnView? Its pretty good actually...
Also, maybe we should expand on the content, there is so much missing. Would be nice to have everything in one place for once...
Also, maybe we should expand on the content, there is so much missing. Would be nice to have everything in one place for once...
- Mon Feb 28, 2011 9:27 pm
- Forum: Battlezone 2 Mod Making
- Topic: Removing pilots on death instantly from the world?
- Replies: 17
- Views: 10830
Re: Removing pilots on death instantly from the world?
Dammit, turns out it doesn't work for pilots at all... Would it be feasible to compile a .dll that would replace a pilot when its health reaches 0 or a value below it? Bonus points for allowing the replaceWith object to change depending on what ordnance/weapon shot it... e.g.: [replaceOnDeath] repla...
- Mon Feb 28, 2011 7:47 pm
- Forum: Battlezone 2 Mod Making
- Topic: Removing pilots on death instantly from the world?
- Replies: 17
- Views: 10830
Re: Removing pilots on death instantly from the world?
was hoping you could answer
Actually, what would be handy is a blank mission .dll that does nothing other than loop those handy pieces of code you've written (attacher, replace on death, spawn around, aIUnit etc)
Actually, what would be handy is a blank mission .dll that does nothing other than loop those handy pieces of code you've written (attacher, replace on death, spawn around, aIUnit etc)
- Mon Feb 28, 2011 6:44 pm
- Forum: Battlezone 2 Mod Making
- Topic: Removing pilots on death instantly from the world?
- Replies: 17
- Views: 10830
Re: Removing pilots on death instantly from the world?
Well, i removed the death animation and re-built the pilots mesh without one, but when killed he just sits there in limbo without any animation playing and is finally removed. Ill try changing the number of frames to 1 and seeing if that works, thats near-enough instant for me i think EDIT: Nope, do...
- Mon Feb 28, 2011 5:19 pm
- Forum: Battlezone 2 Mod Making
- Topic: Removing pilots on death instantly from the world?
- Replies: 17
- Views: 10830
Removing pilots on death instantly from the world?
Is it possible to enable the game to instantly remove pilots from the world when they die, rather than remain in the world in the 'dead' state while the animation plays and then playing the explosion? The reason I ask is because I would like my pilots to explode much like vehicles (minus the crashin...
- Fri Feb 25, 2011 1:47 pm
- Forum: Battlezone 2 Mod Playing
- Topic: Coop-play mods?
- Replies: 20
- Views: 11287
Re: Coop-play mods?
Dune Command is pretty good if you can get past the ugliness of it... And if you can figure out just how the hell the scrap system works, because i'm yet to do that completely
Its not overly exciting in terms of missions though...
Its not overly exciting in terms of missions though...
- Wed Feb 23, 2011 8:34 am
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Did I just trip over a hidden flag?
- Replies: 3
- Views: 3400
Re: Did I just trip over a hidden flag?
Known about this for a while, its definitely a flag from before 1.3 development.
But yeah, for some reason Spraybomb and Bouncebomb have the words arranged differently for the same result. Could be loads of reasons why i guess!
But yeah, for some reason Spraybomb and Bouncebomb have the words arranged differently for the same result. Could be loads of reasons why i guess!
- Sat Feb 19, 2011 10:49 pm
- Forum: Battlezone 2 Discussion
- Topic: Was: Welcome to the Battlezone 2 Discussion Forums
- Replies: 42
- Views: 15950
Re: Welcome to the Battlezone 2 Discussion Forums
Looks like people are flooding to BZ2Maps as well, I guess the forging of the split community is being forced upon us at last... Will be interesting to see where that goes. Out of curiosity, has anybody contacted Wz yet to see if he kept a backup of the forums' content anywhere? I guess he probably ...
- Sat Feb 19, 2011 5:52 pm
- Forum: Battlezone 2 1.3 Public Betas Forum
- Topic: Damage assessment.
- Replies: 29
- Views: 12243
Re: Damage assessment.
BZComplex has a Mantis if all else fails, I've used it with him a few times. What a mess... I have an installer for the AIPEditor here somewhere amongst a few other things.
Ah well, time to start afresh I guess!
Ah well, time to start afresh I guess!