BZ2 1.3.6.4z19 - Open beta & testing

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Zero Angel
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Zero Angel »

GSH wrote:Sorry, I'm going to disagree here. First off, this is a client-side setting that can be changed, but it really shouldn't. BZ2 networking and gameplay is going to just plain suffer at a 1500 ping -- which is 1.5 seconds. Round trip. Nobody can effectively dogfight in such conditions. Period. Asking BZ2 to try and guess at moves under such circumstances is going to leave nobody happy. I've worked on a flight trainer for the USAF where we added real-world lag in -- 1.5-2.5 seconds. But, that's a slow-moving surveillance platform, not a twitch dogfighter.
I agree that >750ms round trip is a bad network condition for BZ2. However the thing is that ping is often always consistent. If the host experiences a bout of network misbehavior than that means that everyone's pings go above 750ms and everyone gets kicked. If any single client has a ping spike at the exact wrong moment then his ping goes over 750ms and he's kicked. The interruption it causes to the game is probably one of the reasons why few people (any people?) have requested a lower default. It's just worse considering real-world network conditions and BZ2's status as an internationally played game.
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Red Devil »

i think that any connection that adversely impacts the game/any game should be terminated, so they take one for the team.

if the host connection is prone to that, then they, for the good of all, probably shouldn't be hosting.

*channels uncle si* and, hey, it isn't like it's hardwired, jack!

:D
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Zero Angel »

Can people who post big logfile dumps please put [code] and [/code] around that? It will make things not so crazy with the scrolling.
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by GSH »

F7 is usually a problem still in a 5 v 5 strat (e.g. cannot select F7 to pass units to).
Is it that the ally doesn't appear under F7 when this happens? Can you give the usual commands (attack my target, etc) to F7 when this happens? Can any affected player(s) having problems with F7 turn on chatlogging and do a /list -- and also submit battlezone.log file from that game? I'm looking for the lines like this:

DIAG| GameObject:3067 |18:54:53|65099 |JOIN, recompute isUser=0 from id 0x00000001 local 01F3E052
DIAG| GameObject:3228 |18:54:53|65102 |JOIN, obj has id 0x00000001 team 1, and local id 0x01F3E052 team 3
DIAG| GameObject:3067 |18:54:53|65102 |JOIN, recompute isUser=0 from id 0x04EF3B06 local 01F3E052
DIAG| GameObject:3228 |18:54:53|65120 |JOIN, obj has id 0x04EF3B06 team 2, and local id 0x01F3E052 team 3
DIAG| GameObject:3067 |18:54:53|65120 |JOIN, recompute isUser=1 from id 0x01F3E052 local 01F3E052
DIAG| GameObject:700 |18:54:53|65120 |JOIN, GO::Init change ID 0xFFFFFFFF to local DPID 0x01F3E052
DIAG| GameObject:3228 |18:54:53|65120 |JOIN, obj has id 0x01F3E052 team 3, and local id 0x01F3E052 team 3

I'm not promising any fixes, but the reports have been light on the facts and details. As stated in the changelog (around line 1745), default map limits of 4 for MPI and 8 for team strat are for maximal usability ingame. Users can change those limits, but the experience may not be as good as if the default limit wasn't exceeded.

-- GSH
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Red Devil »

you, as client, can see the player in F7, but pressing F7 does nothing, so you can't pass ships to him as a client.
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by mase »

That select F7 issue is a bzgame_keys problem.
You need to add the following items:

Code: Select all

// Teammate selection
Bind("-shift -ctrl F7", "control.team.toggle4");

Code: Select all

// Teammate send units
Bind("-shift +ctrl F7", "control.team.moveto4");
The file is now in Addon/Config/Game

The reason this issue is reappearing is that z19 adds a new bzgame_keys that is used instead of the
newkeys version that fixes this.
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Red Spot
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Red Spot »

Same as with localprefs. Install a new version »» update the changes you made in previous patches .. dont assume ..
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Protrector »

Please fix and apply those (if you need help on how ships should use stuff, I am available)

1)Turrets deploying/undeploying and deployed turret-shoot, undeployed turret-move timers are too high! Lower them with 1-2 seconds.

2)All ship should be built faster (-3-5 seconds)

3)Computer scouts and light ships in general should be able to climb hills and mountains to the top, like players do. Otherwise, player can use mortars while he receive pods. In this manner, player destroys easily enemy recicler and buildings.

4)APC pilots should be harder to kill.

5)I can go inside computer's recicler (ISDF) and buildings with scouts. Please, fix that.

6)FAF missle (that one that beebs, from isdf) has the beep too loud and deals too little damage. Plese, fix that.

7)Units should actively change weapons when engaged.
E.g. Tank vs Warrior:

a)Close-combat:deploy M-courtain (if available), stay inside it and use chain gun.
b)Medium-combat: Use mortar at each 5 sp-stab shot.
c)Long-distance combat: Deploy M-courtain (if available) and use chain gun. Move as much as possible.

8)Turrets and guardians should auto-fire at APC-s, bombers, bomber's rockes and bombs

9)Bombers should have more hp. Bombs and rockets should fall faster and have more hp (because they will be aim-able by turrets.)

10)Players can shoot at enemy ship's hp bar and damage the ship by doing so. Please fix that.

11)Tanks, etc should use all weapons! (Motor bikes should be upgraded to use splinters)

12)All units should be upgraded as fast as possible, notjust tanks! (turrets-lasers, scouts-chain gun, etc)

13)Computer should have a commander whom, in ship, cannot be sniped and when in air, can snipe enemy ships (25% chance) or take an ally ship. Also, commander will attack mainly units near his base (mostly pilots and units on very high ground, including players too.)

14)Motor bikes should not engage in close combat. They should hit and run, when engaged in close combat. (shoot while running)

15)Scions ships while morphing should have 2x armor, 'cuz they are easy killed in the process.
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by mase »

Most of these can be changed by editing the respective odf files. Most of what you suggest would have a big influence on
the balance of the game.
You would have to release your own mod for that.
Protrector wrote: 5)I can go inside computer's recicler (ISDF) and buildings with scouts. Please, fix that.
Would have to modify the model of the building to have a smaller entrance. It is a general rule in strats to
not do that.
Protrector wrote: 7)Units should actively change weapons when engaged.
E.g. Tank vs Warrior:

a)Close-combat:deploy M-courtain (if available), stay inside it and use chain gun.
b)Medium-combat: Use mortar at each 5 sp-stab shot.
c)Long-distance combat: Deploy M-courtain (if available) and use chain gun. Move as much as possible.

11)Tanks, etc should use all weapons! (Motor bikes should be upgraded to use splinters)

14)Motor bikes should not engage in close combat. They should hit and run, when engaged in close combat. (shoot while running)

3)Computer scouts and light ships in general should be able to climb hills and mountains to the top, like players do. Otherwise, player can use mortars while he receive pods. In this manner, player destroys easily enemy recicler and buildings.
The AIProcesses control the steering of ships and use of weapons. There is no easy way to change that. You could try and change the physics of
the ships in their odfs to make em faster, that might help them climb hills. Other then that you would have to create your own controller
in the dll.

You can change which weapons a ship uses by modifying their weaponmask in the odf.
Does not work for all AIProcesses, check http://zeroangel.overminddl1.com/reference/bz2ai.php
Also check VSR Mod for smart scouts http://bz2maps.us/phpBB/viewforum.php?f=34
Protrector wrote: 10)Players can shoot at enemy ship's hp bar and damage the ship by doing so. Please fix that.
That is probably because the collision box of a ship is bigger than the ship itself. Can't really fix that.
Protrector wrote: 12)All units should be upgraded as fast as possible, notjust tanks! (turrets-lasers, scouts-chain gun, etc)
Need to create your own odf with the weapons enabled and then set them to build in the aip.
Protrector wrote: 15)Scions ships while morphing should have 2x armor, 'cuz they are easy killed in the process.
When morphed they can deal a lot more damage that is why they are slower and take more damage.
Can be changed in their odfs.
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Protrector »

I hope some things WILL BE CHANGED, tho!
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Protrector »

I just joined a 5 vs 5 and I got this: (there were already 9 players in the game, 4 vs 5 for the moment)



---- Battlezone II Log File ----
//=====================================================
App version: bzone 1.3.6.4z19 Public Beta Jan 29 2014 21:37:38
Windows version: Windows Version: 5.1.2600 'Service Pack 3' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG| MissionHandler:1420 |19:34:32|6637348|Expanded game UI file of 'bzgame_scrap_640x480.cfg' not found. Using default of 'bzgame_scrap.cfg'
DIAG| ifvar:41 |19:34:32|6637350|Var[scrap.supply] Ctrl[Gauge] needs to be resolved
DIAG| ifvar:41 |19:34:32|6637350|Var[scrap.supply] Ctrl[Count] needs to be resolved
DIAG| MissionHandler:1420 |19:34:32|6637351|Expanded game UI file of 'bzgame_weapon_640x480.cfg' not found. Using default of 'bzgame_weapon.cfg'
DIAG| MissionHandler:1420 |19:34:32|6637353|Expanded game UI file of 'bzgame_team_640x480.cfg' not found. Using default of 'bzgame_team.cfg'
DIAG| MissionHandler:1420 |19:34:32|6637355|Expanded game UI file of 'bzgame_stats_640x480.cfg' not found. Using default of 'bzgame_stats.cfg'
DIAG| MissionHandler:1420 |19:34:32|6637357|Expanded game UI file of 'bznopause_game_640x480.cfg' not found. Using default of 'bznopause_game.cfg'
DIAG| MissionHandler:1420 |19:34:32|6637361|Expanded game UI file of 'bzgame_keys_640x480.cfg' not found. Using default of 'bzgame_keys.cfg'
(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from 00000014h
Message : Exception
Error occurred at 2/2/2014 19:34:36.
D:\battlezone 2\bzone.exe, run by Administrator.
D:\battlezone 2\bzone.exe, run by Administrator.
CPU: 1 processor(s), AMD Athlon(tm) XP 2600+
x86 Family 6 Model 8 Stepping 1
Process Memory : 1453 MB free out of 2048 MB total
Physical memory: 1297 MB free out of 2048 MB total
Page(swap) file: 3251 MB free out of 3945 MB total
This exe is using 279 MB (125 MB dlmalloc), peak use 302 MB

Fault address: 0048F55D 01:0008E55D D:\battlezone 2\bzone.exe

Registers:
EAX:00000000
EBX:1237F7C0
ECX:00000001
EDX:00000002
ESI:1237F7C0
EDI:00000000
CS:EIP:001B:0048F55D
SS:ESP:0023:0670DBCC EBP:0670DBD0
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010212

Call stack:
Address Offset1 Offset2 Module SourceFile
0048F55D +0008F55D 00000038 bzone (bzone): : AdjustedMaxHealth

00489C21 +00089C21 000006DD bzone (bzone): : GameObject::Load

00477F4B +00077F4B 000006B0 bzone (bzone): : Craft::Load

004928C7 +000928C7 000001B3 bzone (bzone): : HoverCraft::Load

0048852B +0008852B 00000567 bzone (bzone): : GameObject::LoadAll

00526F1A +00126F1A 00000447 bzone (bzone): : LoadGame

00526946 +00126946 00000104 bzone (bzone): : LoadGame

00458BE8 +00058BE8 0000040F bzone (bzone): : InitHandler::Process

00630C74 +00230C74 00000064 bzone (bzone): : Main::MessagePump

0044B43F +0004B43F 000004F0 bzone (bzone): : HandledMain

0044B0F2 +0004B0F2 000001A3 bzone (bzone): : HandledMain

004482A9 +000482A9 00000069 bzone (bzone): : WinMain

005D2B8F +001D2B8F 00000191 bzone (bzone): : strcat

7C81776F +0001776F 00000049 kernel32 (kernel32): : RegisterWaitForInputIdle
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by MrTwosheds »

I hope some things WILL BE CHANGED, tho!
Try VSR.
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Ded10c »

Protrector, most of the changes you have suggested are balance issues. BZ2's balance is an extremely delicate and intricate thing, and the changes you suggest are likely to have far-reaching consequences that mean they will not be introduced to 1.3 without damn good reason.
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Protrector »

pam pam


*duba-dum
Last edited by Protrector on Mon Feb 03, 2014 2:38 pm, edited 1 time in total.
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Re: BZ2 1.3.6.4z19 - Open beta & testing

Post by Ded10c »

Protrector wrote:pam pam
?
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