New Build (2011-02-28)
New Build (2011-02-28)
Wow, it's been a while since the last build.
This one has a fair amount of experimental stuff in it. AI use RED Field and Phantom VIR sensibly, if a bit conservatively. However, I can see the control change to RED Field, Phantom VIR, and SITE Camera being controversial. It's easier to use in practice, though, and works particularly well with the new weapon_special control mapped to middle mouse button in the updated input.map in common files.
Downloads:
Executable
Program Database (Optional)
Updated input.map (binds weapon_special to middle mouse button)
Changes:
* Updated crc32game asset check
- Checks some additional files based on the ODF
* /version command now generates the check CRC with crc32game
* Host auto-kicks any player launching with an invalid vehicle
* Divide rotational kick from ordnance by moment of inertia
- This should prevent extreme spin and high bounces
* Explosions inherit team flags like Ordnance
* Fixed a crash when the damage owner dies before the damage source hits the player
- TO DO: find a better way of marking damage as player or player-friend
* Tweaked ordnance rotation kick
- Now uses bounding sphere radius instead of collision radius
* Added support for new mouse controls
- X1 and X2 buttons (Windows XP): X1Btn, X2Btn
- Vertical wheel (Windows 2000): WheelDown, WheelUp
- Horizontal wheel (Windows Vista): WheelLeft, WheelRight
* Added direct access to Special hardpoint
- Input: added weapon_special control
- Carrier: added TriggerSpecial method
- UserProcess: connected the two
- TO DO: update input.map
* Renamed Carrier UnTriggerSelected to UnTriggerAll
* Show join-game error messages before hiding all the dialog controls
- This should fix the blank black screen behind the pop-up
* D3D initialization calls set LastError
- This should make the D3D error dialog show meaningful information
* Slightly tweaked palette lookup of scroll-text colors
- If anyone cares, it divided by 256 instead of 255 like it should have
* Added support for switching between windowed and full-screen
- This only works in-game; I couldn't get the shell to behave
* Carrier stores the special hardpoint index
- This greatly simplifies TriggerSpecial
* Reduced damping and tracking for ascending airborne Person
- Pilots flying upwards after ejecting gradually level out
- Pilots jumping or hopping out of a vehicle don't level enough to notice
* SetDamageFlags sets playerCollide and playerShot for remote players too
* Experimental: toggle SpecialItem with the trigger
- This is functionally equvalent using Ctrl plus weapon-select function keys
* Craft death deletes carrier after ejecting pilot
- This allows AI to reference weapons during cleanup
* AI uses RED Field and Phantom VIR semi-intelligently
- when attacking or attacked by a player
- when attacking or attacked by someone with an affected weapon
- when attacking or avoiding a torpedo (RED)
- TO DO: make RED and VIR affect AI unit aim?
* Experimental: compute chat color like score color
- This may fix cases where the chat colors are wrong
This one has a fair amount of experimental stuff in it. AI use RED Field and Phantom VIR sensibly, if a bit conservatively. However, I can see the control change to RED Field, Phantom VIR, and SITE Camera being controversial. It's easier to use in practice, though, and works particularly well with the new weapon_special control mapped to middle mouse button in the updated input.map in common files.
Downloads:
Executable
Program Database (Optional)
Updated input.map (binds weapon_special to middle mouse button)
Changes:
* Updated crc32game asset check
- Checks some additional files based on the ODF
* /version command now generates the check CRC with crc32game
* Host auto-kicks any player launching with an invalid vehicle
* Divide rotational kick from ordnance by moment of inertia
- This should prevent extreme spin and high bounces
* Explosions inherit team flags like Ordnance
* Fixed a crash when the damage owner dies before the damage source hits the player
- TO DO: find a better way of marking damage as player or player-friend
* Tweaked ordnance rotation kick
- Now uses bounding sphere radius instead of collision radius
* Added support for new mouse controls
- X1 and X2 buttons (Windows XP): X1Btn, X2Btn
- Vertical wheel (Windows 2000): WheelDown, WheelUp
- Horizontal wheel (Windows Vista): WheelLeft, WheelRight
* Added direct access to Special hardpoint
- Input: added weapon_special control
- Carrier: added TriggerSpecial method
- UserProcess: connected the two
- TO DO: update input.map
* Renamed Carrier UnTriggerSelected to UnTriggerAll
* Show join-game error messages before hiding all the dialog controls
- This should fix the blank black screen behind the pop-up
* D3D initialization calls set LastError
- This should make the D3D error dialog show meaningful information
* Slightly tweaked palette lookup of scroll-text colors
- If anyone cares, it divided by 256 instead of 255 like it should have
* Added support for switching between windowed and full-screen
- This only works in-game; I couldn't get the shell to behave
* Carrier stores the special hardpoint index
- This greatly simplifies TriggerSpecial
* Reduced damping and tracking for ascending airborne Person
- Pilots flying upwards after ejecting gradually level out
- Pilots jumping or hopping out of a vehicle don't level enough to notice
* SetDamageFlags sets playerCollide and playerShot for remote players too
* Experimental: toggle SpecialItem with the trigger
- This is functionally equvalent using Ctrl plus weapon-select function keys
* Craft death deletes carrier after ejecting pilot
- This allows AI to reference weapons during cleanup
* AI uses RED Field and Phantom VIR semi-intelligently
- when attacking or attacked by a player
- when attacking or attacked by someone with an affected weapon
- when attacking or avoiding a torpedo (RED)
- TO DO: make RED and VIR affect AI unit aim?
* Experimental: compute chat color like score color
- This may fix cases where the chat colors are wrong
- bigbadbogie
- Bull Dog
- Posts: 586
- Joined: Mon Feb 21, 2011 8:12 am
- Location: Ecuadorian Embassy
Re: New Build (2011-02-28)
Game crashed when I was shooting at a unit using VIR.
Also, mines do not appear to be detonating at all, even when an enemy unit is right on top of one.
Also, mines do not appear to be detonating at all, even when an enemy unit is right on top of one.
Re: New Build (2011-02-28)
I'll check into that.
Re: New Build (2011-02-28)
How hard would it be to add weapon_cycle_up and weapon_cycle_down?
That way I can use my mouse wheel to change weapons in any direction!
I find myself trying to do that often in BZ, as its a habit I've gotten from other games.
That way I can use my mouse wheel to change weapons in any direction!
I find myself trying to do that often in BZ, as its a habit I've gotten from other games.
Re: New Build (2011-02-28)
Hey thanks for the patch. I'm about to play BZ1 for the first time. Should I go ahead and patch to this latest patch or should I first play vanilla and go from there?
- Psychedelic Rhino
- Bull Dog
- Posts: 984
- Joined: Wed Feb 23, 2011 5:47 pm
- Location: Raleigh, NC
Re: New Build (2011-02-28)
If you're gonna try some multi-player, choose whichever one has players in the lobby.
Re: New Build (2011-02-28)
Ok so I downloaded the 98 installer and got that going. But when I tried to run the 1.5 patch I kept getting a bunch of errors. Am I supposed to rename it at all and replace the old bzone.exe with it?
[Edit]: Nevermind, found the full installer on the bz1.net site. But still, is there a way to apply this patch to the old 1.4 version? Can I play RO with the new patch? And as a sidenote, the game runs wonderfully on 1.5.
[Edit]: Nevermind, found the full installer on the bz1.net site. But still, is there a way to apply this patch to the old 1.4 version? Can I play RO with the new patch? And as a sidenote, the game runs wonderfully on 1.5.
Re: New Build (2011-02-28)
Hey Ken. Just wanted to quickly show my appreciation for your work on these patches. Personally I think it's incredible you've held onto this project so long, and I take my hat off to you.
Re: New Build (2011-02-28)
Be careful with that, because the makers of that installer have modified it so that only their server is visible.Hookshot wrote:Ok so I downloaded the 98 installer and got that going. But when I tried to run the 1.5 patch I kept getting a bunch of errors. Am I supposed to rename it at all and replace the old bzone.exe with it?
[Edit]: Nevermind, found the full installer on the bz1.net site. But still, is there a way to apply this patch to the old 1.4 version? Can I play RO with the new patch? And as a sidenote, the game runs wonderfully on 1.5.
Re: New Build (2011-02-28)
I see. Well I wasn't going to do much multiplayer. That's what I have BZII for, more used to it. But thanks for the heads up.
Re: New Build (2011-02-28)
Why keep warning people? If people are going to DL it they have to take the good with the bad.AHadley wrote:Be careful with that, because the makers of that installer have modified it so that only their server is visible.Hookshot wrote:Ok so I downloaded the 98 installer and got that going. But when I tried to run the 1.5 patch I kept getting a bunch of errors. Am I supposed to rename it at all and replace the old bzone.exe with it?
[Edit]: Nevermind, found the full installer on the bz1.net site. But still, is there a way to apply this patch to the old 1.4 version? Can I play RO with the new patch? And as a sidenote, the game runs wonderfully on 1.5.
Re: New Build (2011-02-28)
Somebody needs to tell people, and clearly they are not. Better warn them now than have them coming around later and asking why they got banned from BZ1.