Battlezone II Remodeled 1.0.8 released 2/21/17

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Commando
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Re: Battlezone II Remodeled - Available Now!

Post by Commando »

Cox con, they are stock models with slight tweaks. Technically they are part of 1.3 as they are included in the patch.
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Red Devil
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Re: Battlezone II Remodeled - Available Now!

Post by Red Devil »

If nothing else, if you could, please, looks like the dual weapon towers need doing, too:

ibadtowL1.xsi Short Assault Tower with Dual Cannon

ibadtowL2.xsi Tall Assault Tower with Dual Cannon

ibmdtow00.xsi Intimidator with Dual Mortar
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mase
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Re: Battlezone II Remodeled - Available Now!

Post by mase »

When a ship explodes, the exploding parts will not have team colors applied to them.
Commando
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Re: Battlezone II Remodeled - Available Now!

Post by Commando »

The sabre engines tend to overlap when in reverse. The right edge of the left engine and the left edge of the right engine tend to clip when the player reverses. Just a minor graphical anomaly I noticed.
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coxxon
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Re: Battlezone II Remodeled - Available Now!

Post by coxxon »

Quick update - I've done a lot of the basic model work on the additional guntowers and sabre variant models, but still have a lot of work to do. So ...things are happening, I just don't have a release estimate yet.
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Re: Battlezone II Remodeled - Available Now!

Post by Doomer_Junge »

I tried your mod and your work is awesome. In my opinion the movement-animations should be improved. It looks like power-walking when the constructer or pilots move across the map. Maybe the original animations would be look better.

I was a bit disapointed in the campaign when you had the choise to destroy shaby's warrior or trust her. In the second case the mission will be fail.
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Red Devil
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Re: Battlezone II Remodeled - Available Now!

Post by Red Devil »

Thanks Coxxon 8-)
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Commando
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Re: Battlezone II Remodeled - Available Now!

Post by Commando »

The turret, on the rocket tank, is not right. Hop into one and aim up. When I did so, my crosshairs did not stay centered in my screen. My view went up, but the crosshairs did not.

This is only an issue when piloted by the player. I saw this playing G66 using your models.
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Re: Battlezone II Remodeled - Available Now!

Post by Commando »

Stock is fine, it appears to be ivrcktm2.odf in G66.

Disregard my previous comment, as it is a g66 issue with the heavy rocket tank.
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Progressor
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Re: Battlezone II Remodeled - Available Now!

Post by Progressor »

Coxxon, I love the new buildings but is there a way to disable animation for Factory, Armory, etc.? Except smoke and lights.
Commando
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Re: Battlezone II Remodeled - Available Now!

Post by Commando »

Animations can be disabled via odf edits.

Unfortunately that will disable all animations for said building.
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Re: Battlezone II Remodeled - Available Now!

Post by General BlackDragon »

^ Doesn't work for Vehicle strafe anims. May work on static loop anims on buildings and such though.
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coxxon
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Re: Battlezone II Remodeled - Available Now!

Post by coxxon »

Progressor wrote:Coxxon, I love the new buildings but is there a way to disable animation for Factory, Armory, etc.? Except smoke and lights.
As Commando noted, it would require changing the odfs ... or GSH getting really really bored and adding disable building animations as a graphic feature.:)
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GSH
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Re: Battlezone II Remodeled - Available Now!

Post by GSH »

You're likely to get bad assets in MP if you remove animations. If this is SP/IA only, knock yourself out.

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Re: Battlezone II Remodeled - Available Now!

Post by Commando »

Yeah, you would only want to do so in sp as Bad Assets would occur.

I think the factory would look better without the smoke stack, or at least three be a variant without them.
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