Moderators: GSH , Ultraken
Ultraken
Patch Creator
Posts: 373 Joined: Fri Feb 18, 2011 6:06 pm
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Post
by Ultraken » Thu Jan 05, 2012 5:50 am
Download:
1.5 Update Package
It's not an installer, but it contains everything needed to upgrade a 1.0-1.4 Battlezone install:
Assets from the Official 1.4 Patch (minus broken NSDF Grizzly model)
Large Asset Pack
Visual C++ 2008 SP1 Redistributable Package (x86) Installer
DirectX End-User Runtime Web Installer
Registration entries for enabling the Indeo codecs on Windows Vista and Windows 7
Release Executable (version 1.5.0.120)
Updated Assets (2011-10-13)
Recompiled Anet library (NOTE: incompatible with BZ 1.4)
Updated label.map (2011-09-01)
Updated render.cfg (preconfigured for modern systems)
Broadband net.ini (2011-09-25)
Xbox 360 controller configuration
Updated input.map (binds weapon_special to middle mouse button)
Bootserv.txt (built from Dan Kegel's master server list)
Until I get a proper installer working, here's how to install the update:
Start with a working Battlezone installation
Rename (or delete) the "splash" and "addon" folders
Unpack the 1.5 update archive into your Battlezone installation, allowing it to replace files
Run vcredist_x86.exe, the Visual C++ 2008 SP1 Redistributable (x86) Installer
Run dxwebsetup.exe, the DirectX End-User Runtime Web Installer
On Windows Vista or Windows 7, run indeo_win32.reg (32-bit) or indeo_win64.reg (for 64-bit OS) to enable the Indeo codecs
If starting from a pristine retail install:
Option 1: copy a pre-built servers.dat into your Battlezone installation (for example, this one )
Option 2: delete servers.dat and let Anet regenerate it from bootserv.txt
Red Devil
Recycler
Posts: 4398 Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains
Post
by Red Devil » Fri Jan 06, 2012 5:05 am
nice job
i installed it over my messed up install and it worked perfectly - and i was able to use 1680 x 1050 res
Battlezone was my first love (gaming-wise) and it is really wonderful that you have made it live again, even better than before.
Thank you for doing this, Ken!
Red Spot
Attila
Posts: 1629 Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands
Post
by Red Spot » Sat Jan 07, 2012 5:00 pm
Awesome, I hadnt even realised there was a very-hard setting now
Had a blast yesterday evening replaying the SP missions with some badass AI, I really am not going to play RO at this difficulty
(I actually got my behind handed to me on the last Rusky mission, the first 2 times
)
Commando
Flying Mauler
Posts: 2176 Joined: Fri Feb 18, 2011 6:41 pm
Post
by Commando » Sat Jan 07, 2012 7:18 pm
RO has it's own exe so that would be a moot point as noone has the source code to TRO.
Red Devil
Recycler
Posts: 4398 Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains
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by Red Devil » Sat Jan 07, 2012 9:12 pm
sent an e-mail to him asking if Ken could have access to it.
Ded10c
Recycler
Posts: 3815 Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
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by Ded10c » Sat Jan 07, 2012 9:26 pm
We've tried that already on BZC, and he doesn't. None of the members of Team Evolve are still around to give it to him either, unfortunately - the khu account at bz1.org is most likely a ghostwriter.
Red Devil
Recycler
Posts: 4398 Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains
Post
by Red Devil » Sun Jan 08, 2012 7:57 am
oh, okay, i'll abandon all hope then...
Apollo
Sabre
Posts: 456 Joined: Sat Feb 19, 2011 9:51 pm
Post
by Apollo » Sun Jan 08, 2012 5:12 pm
There's no need for the RO engine anyhow, all we really need is the original 24bit 2D art assets.
Commando
Flying Mauler
Posts: 2176 Joined: Fri Feb 18, 2011 6:41 pm
Post
by Commando » Sun Jan 08, 2012 5:43 pm
Cloaking in RO is handled by the engine.
Zenophas
Bull Dog
Posts: 971 Joined: Fri Aug 19, 2011 2:42 pm
Location: The Dark Hole In The Corner Of Your Dreams.
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by Zenophas » Sun Jan 08, 2012 8:12 pm
AHadley wrote: We've tried that already on BZC, and he doesn't. None of the members of Team Evolve are still around to give it to him either, unfortunately - the khu account at bz1.org is most likely a ghostwriter.
Wow, they're all dead?
Ultraken
Patch Creator
Posts: 373 Joined: Fri Feb 18, 2011 6:06 pm
Contact:
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by Ultraken » Sun Jan 08, 2012 10:12 pm
With no valid contact addresses there's no real way to contact them. Activision might have it in their archives somewhere but there's no guarantee and I wouldn't know who to ask. I don't know who to ask for the BZ1 source assets either. The only person I know at Activision actually works for the Chicago office, not the Los Angeles one where the internal studio was.
Ded10c
Recycler
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by Ded10c » Sun Jan 08, 2012 10:15 pm
Zenophas wrote: AHadley wrote: We've tried that already on BZC, and he doesn't. None of the members of Team Evolve are still around to give it to him either, unfortunately - the khu account at bz1.org is most likely a ghostwriter.
Wow, they're all dead?
No, but they never left any e-mail addresses behind and the company doesn't exist any more.
Apollo
Sabre
Posts: 456 Joined: Sat Feb 19, 2011 9:51 pm
Post
by Apollo » Sun Jan 08, 2012 10:39 pm
Did you contact GSL Ken, what did he say?
Ultraken
Patch Creator
Posts: 373 Joined: Fri Feb 18, 2011 6:06 pm
Contact:
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by Ultraken » Mon Jan 09, 2012 1:54 am
I didn't. I'll get around to it at some point...
Zenophas
Bull Dog
Posts: 971 Joined: Fri Aug 19, 2011 2:42 pm
Location: The Dark Hole In The Corner Of Your Dreams.
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by Zenophas » Mon Jan 09, 2012 9:13 pm
AHadley wrote: No, but they never left any e-mail addresses behind and the company doesn't exist any more.
Oh well.