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Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Wed Nov 25, 2015 10:39 pm
by Red Devil
not sure if that was the cause, but restarting pc stopped crash; thinking some drivers updated by windows or something.

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Wed Nov 25, 2015 10:40 pm
by Jaedrik
Red Devil wrote:hmm, it doesn't go away, but i see windows has a restart scheduled, so trying that now
Restarted.
Realized I was spamming the esc key to try and skip Cook's dialogue to start the mission after I spammed esc at the intro to skip the movies / logos and got a black screen. Spammed enter / space instead this time and loaded mission 2 fine. This probably has nothing to do with it, but the problem is resolved now. :D

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Wed Nov 25, 2015 11:45 pm
by GSH
The object detail preferences Low/Medium is what seems to affect bridges2i.bzn bridge segments sides the most, after lighting off/one. I'll be digging in.

-- GSH

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Wed Nov 25, 2015 11:53 pm
by RotatorX
Hello!

This new updating is causing some strange radar scaling across mutliple resolutions, the radar looks more stretched horizontally than it used to be. I'm not going crazy, I swear:

1280x960

Image

1920x1080

Image

1920x1080

Image

The problem seems to be worse on 4:3 resolutions compared to 16:9 resolutions. Anyone else have this issue?

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Thu Nov 26, 2015 3:25 am
by GSH
As to the bridges2i.bzn bridges' lighting, the change is due to 1.3.7's defaulting of [GameObjectClass]::lightingType==1 to all i76Buildings. (Bugzilla #462) That is supposed to help terrain props (mire buildings, rocks, etc). I'm not sure how many ODFs need to change now to [GameObjectClass]::lightingType==0 (1.3.6.5's default), and whether it's better to revert the default change or adjust ODFs. Some ODFs are going to need to change either way.

-- GSH

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Thu Nov 26, 2015 9:24 am
by mase
Jaedrik wrote:Okay, here might be an actual bug or two:

1
The game doesn't read "mousewheel down" when attempting to bind, instead designating the motion as mousewheel up. Additionally, when attempting to use mousewheel up as "next weapon" exclusively, the input failed.
Same thing here.

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Thu Nov 26, 2015 3:43 pm
by Red Devil
ditto

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Sun Nov 29, 2015 2:59 am
by Jaedrik
The bug I mentioned earlier is back.
It took hold after I had to restart mission 12 over and over (difficult mission! Lots of iteration and optimization required on my part. Not sure how to approach it strategically, have to see if saving is impossible, trying to get optimal Warrior snipe at the start, kill turret closest to service bay, get tug to reclaim scav, make sure scion pilots don't get in, push the other one to the training facility, mortar the turrets at scrap pool and rescue F7 scav...)

Anyways, it seems after restarting any mission / level a few times without restarting my entire computer results in the game stopping loading any map. Here's the latest log where I experimented with an Instant Action map after ISDF12 refused to load again:
http://pastebin.com/uN4NsTPc

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Sun Nov 29, 2015 3:07 pm
by Voodoochile
hi people,

when i install 1.3.7, my mousewheel doesnt work anymore like it should.
only mousewheel up works, mousewheel down doesnt.
when i try to bind the settings and move the mousewheel down, it registers as up.
i tried installing the previous patch and that fixes the problem but id rather play the new patch ofcourse :)

greetz voodoo

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Sun Nov 29, 2015 4:35 pm
by Red Devil
mousewheel has been addressed a couple daze ago in the private build.

i'll check the load thing, jaedrik

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Sun Nov 29, 2015 5:16 pm
by squirrelof09
Played an MPI With some friends. If anyone painted a target for someone, the other person could not see it. It might appear for a second, but go away permanently. Reproducible as client or host. Did not try another game at this time.

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Sun Nov 29, 2015 5:29 pm
by Red Devil
reloading of savegame works fine for me in latest private.

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Mon Nov 30, 2015 1:58 am
by Axeminister
Uh, weird. I went to the Single player window and could have started the Wormhole mission decided not to, so I went back to "Instant" and started a game. When I won the end game cut scene started as if I'd won the wormhole mission. I'll try to recreate.

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Mon Nov 30, 2015 2:32 am
by Axeminister
I re-created and sent a save game to bug 839.

Re: Battlezone II v1.3.7a130 Public Alpha released

Posted: Mon Dec 28, 2015 12:36 am
by jaydenbz2
Coxxon, have you heard of shadows?

Cause that's what it looks like to me.