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Re: Future of the BZ2 mods

Posted: Tue Aug 11, 2015 2:27 am
by General BlackDragon
Ooo yea, a recy variant would be very good way to go since it wouldn't cause bad assets in MP.

Either that, or we all beg and endorse GSH to include them in the next 1.3 patch...

Re: Future of the BZ2 mods

Posted: Tue Aug 11, 2015 3:23 am
by Commando
The only problem is map-specific props.

Obviously those can't be handled by a recycler variant.

Re: Future of the BZ2 mods

Posted: Tue Aug 11, 2015 2:21 pm
by MrTwosheds
Either that, or we all beg and endorse GSH to include them in the next 1.3 patch...
This sort of change is really in the domain of Full Mods, I would have thought. There would be so many issues that would cause grown Vets to burst into tears and so much debugging to be done by testers that don't exist, that it would be near impossible to implement.

Re: Future of the BZ2 mods

Posted: Tue Aug 11, 2015 4:28 pm
by Red Devil
will you be making new maps and sound effects, too, coxxon?

Re: Future of the BZ2 mods

Posted: Thu Aug 13, 2015 3:49 pm
by Progressor
I'm happy with that appraisal considering it is so old, though I don't know what others have done to get it to work in pb1.3
Meanwile, coxxon, it works fine with the latest patch except the last mission where the device explodes, you reach safe distance and stay there forever because mission does not end. But this does not matter at all as well as some textures still look like "Modder, make the dxtbz2". There is a few glitches in other missions like "Heroes of the Bravo Wetlands" where the Recycler cannot build an "Undeploy" but overall stability is excellent and the mod is 90% playable. Looking forward to getting the refreshments and fixes. If you are going to do this, I can replay the SP campaign again and provide detailed info about inconsistencies, balance, etc.

Re: Future of the BZ2 mods

Posted: Thu Aug 13, 2015 6:51 pm
by RotatorX
coxxon wrote: I"ve been redoing the models for the game (higher poly, more anims, effects). I have about 280 rebuilt/modified msh models with a few left to go. It's supposed to overlay/replace the stock stuff. When included with my previously released texture mod it really helps update the overall look of the game. Hopefully it'll at least look more 2009 rather than 1999.
oh mang

Could you give us a teaser? I'm very interested.

Re: Future of the BZ2 mods

Posted: Thu Aug 13, 2015 7:04 pm
by MrTwosheds
coxxon's got his own wormhole generator...he just appears every so often with news of huge significance and then mysteriously vanishes again leaving unanswered questions in his wake. :)