Release Candidate 13 (2011-11-04)
Release Candidate 13 (2011-11-04)
Lucky 13!
Downloads:
Testing Executable and Symbols
Game Assets (updated 2011-10-13)
What's New
* Fixed players being able to join a game when it had more players than the limit
- The shell now checks if the current count is greater than or equal to the limit
* Pilot entering a vehicle only clears the command if the unit was an enemy
- This fixes a design idiom used on a number of IA maps
- (Designers place neutral units with pre-set commands and activate them by spawning pilots nearby)
* Allow Scavengers to collect scrap and Minelayers to lay mines in hazard areas
- This restores 1.4 behavior and avoids a lot of player confusion
* Fixed the camera following the wrong entity after a cinematic if the user changed in the meantime
* Building perimeters now use a dedicated "perimeter" cell type instead of abusing "sloped"
- It's tuned to discourage units from navigating between buildings and impassable terrain
- This should fix some cases where units get stuck trying to go places they shouldn't
Downloads:
Testing Executable and Symbols
Game Assets (updated 2011-10-13)
What's New
* Fixed players being able to join a game when it had more players than the limit
- The shell now checks if the current count is greater than or equal to the limit
* Pilot entering a vehicle only clears the command if the unit was an enemy
- This fixes a design idiom used on a number of IA maps
- (Designers place neutral units with pre-set commands and activate them by spawning pilots nearby)
* Allow Scavengers to collect scrap and Minelayers to lay mines in hazard areas
- This restores 1.4 behavior and avoids a lot of player confusion
* Fixed the camera following the wrong entity after a cinematic if the user changed in the meantime
* Building perimeters now use a dedicated "perimeter" cell type instead of abusing "sloped"
- It's tuned to discourage units from navigating between buildings and impassable terrain
- This should fix some cases where units get stuck trying to go places they shouldn't
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- Rattler
- Posts: 78
- Joined: Mon Mar 21, 2011 2:43 am
Re: Release Candidate 13 (2011-11-04)
Will changing this design idiom you mentioned mess up any AI maps, or is it to make it easier to create IA maps?
Re: Release Candidate 13 (2011-11-04)
A change in the previous build made the technique stop working; this build just makes it work again.
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- Drunken Scav
- Posts: 10
- Joined: Tue Jun 14, 2011 12:56 am
Re: Release Candidate 13 (2011-11-04)
I tried installing the latest bz1 update several times, I just can't get it to work. could someone give me instructions of how to apply this update properly? thanks.
I am running Windows 7 32-bit.
I am running Windows 7 32-bit.
- HitchcockGreen
- Bull Dog
- Posts: 504
- Joined: Sat Apr 09, 2011 4:26 am
Re: Release Candidate 13 (2011-11-04)
Well let's take it a step back, what are you installing from? The original CD? A standalone installer?Rocket3497 wrote:I tried installing the latest bz1 update several times, I just can't get it to work. could someone give me instructions of how to apply this update properly? thanks.
I am running Windows 7 32-bit.
Re: Release Candidate 13 (2011-11-04)
Are you using bzint_d3d9.exe to launch the game? I have Windows 7 64-bit and that one works fine for me.Rocket3497 wrote:I tried installing the latest bz1 update several times, I just can't get it to work. could someone give me instructions of how to apply this update properly? thanks.
I am running Windows 7 32-bit.
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- Drunken Scav
- Posts: 10
- Joined: Tue Jun 14, 2011 12:56 am
Re: Release Candidate 13 (2011-11-04)
Okay, I've gotten almost everything to work, I loaded into a mission and got a sprite error. Everything looks fine except there is no text, and a lot of the Hud stuff, like the weapon slots, and the health and ammo guages, and the radar, are messed up. I thought it might have to do with the graphics card so tried turning the graphics card off in the bz options, but it wouldn't switch to "off" it just stays on.
Anybody know how to fix the sprites?
Anybody know how to fix the sprites?
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- Rattler
- Posts: 78
- Joined: Mon Mar 21, 2011 2:43 am
Re: Release Candidate 13 (2011-11-04)
All switching off the graphics card does is turn off the accelerated graphics.
I think in order to fix this, we might need to know what sort of graphics card you have. I've noticed from times past that ATI and nVidia can present different problems.
I think in order to fix this, we might need to know what sort of graphics card you have. I've noticed from times past that ATI and nVidia can present different problems.
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- Drunken Scav
- Posts: 10
- Joined: Tue Jun 14, 2011 12:56 am
Re: Release Candidate 13 (2011-11-04)
I'm using an nVidia GTS 450 graphics card.
But yeah, that's what I was thinking, I was thinking that if it was the graphics card then if I turned off hardware acceleration it might fix the sprites, but it wouldn't allow me to do that.
so most likely it might be fixed in an update? or is there a way to fix it sooner?
But yeah, that's what I was thinking, I was thinking that if it was the graphics card then if I turned off hardware acceleration it might fix the sprites, but it wouldn't allow me to do that.
so most likely it might be fixed in an update? or is there a way to fix it sooner?
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- Rattler
- Posts: 78
- Joined: Mon Mar 21, 2011 2:43 am
Re: Release Candidate 13 (2011-11-04)
I think what you need is to change an option in your config.txt, which holds your graphics options. I don't know which option would fix your problem though, I'm not very experienced with this one. I think Eddy might be of better help here.Rocket3497 wrote:I'm using an nVidia GTS 450 graphics card.
But yeah, that's what I was thinking, I was thinking that if it was the graphics card then if I turned off hardware acceleration it might fix the sprites, but it wouldn't allow me to do that.
so most likely it might be fixed in an update? or is there a way to fix it sooner?
Re: Release Candidate 13 (2011-11-04)
In addition to the new executable, make sure you have the common files and the updated assets.
Re: Release Candidate 13 (2011-11-04)
To turn off the Hardware Graphics use /sw in the target line of the shortcut icon.