A few problems and questions about 1.5
Posted: Thu Jun 27, 2013 5:01 pm
First, my problems.
Running under winXP SP3.
First, I am getting some kind of path problem with the zfs files. BZ 1.5 is not loading all
assets from the zfs files. When I loaded anything with names or sprites from TRO stuff, names
would not show and trying to use weapons needing gpuff.map would crash the game. I had to use
unzfs on the bzone151.zfs and bzsw.zfs and put the name/sprite assets in the addon for this stuff
to work. It does load other assets like planet and skin textures though. What could cause this?
I HOPE I don't have to have large assets installed - don't want it.
When I installed I replaced assets in the main bz folder, I hope this is right.
I have the latest patch, 1.5.2.13 and this would not load assets like the new build files for
alien buildings from bzone152.zfs, and since there is no zix patch for this, maybe someone can
tell me what to alter for this zfs file, but I can't figure out what the other problem is,
which crops up under 1.5.2.6 as well, and that DOES have zix files built for it.
Also under 1.5.2.13, for any alien relic with a large INF file like for the Splinter or
Phantom VIR, I see a text box smeared all the way across the screen with only a few words in it
whenever I hit the I key to identify it. Since I can see that the objective text box now
automatically resizes to fit the text maybe these old INF files are badly formatted; they
never did display right anyway on the low resolutions.
Next, some generic questions and suggestions for 1.5:
Regarding names, I see that in the edit/build menu list, ANY name can now be displayed for an
object. So, question for UltraKen: are we going to be able to freely name objects as we wish
in future patches? This does not work for in-game objects now, at least for me.
Also, would it be possible to have a flag in the options section to allow 1.5 to use the
default 1.4 unit behavior? Don't get me wrong, I love the tougher enemy fighters and tanks,
but some IA missions, which were built with extreme AIPs just because 1.4 enemy units
were weak, are now overwhelming. I am thinking especially of some convoy-to-the-base type
missions, with the new AI the enemy forces tasked to jump these en route pretty much wipe
out the convoy, 1.4 type play would keep these missions viable.
Another thing the new unit behavior does is to make turrets largely useless - they have
always been weak, but a few could hold a scrap field against light enemy forces before.
Not now - one fighter will melt down a turret like that. Also the relentless attacks on
scavengers is like the action in BZ2 - but BZ1 scavengers are not nearly as strong as
the BZ2 scavengers are - these are some gameplay balances to consider. It is no good to
add in BZ2 type behavior if there are no counterbalances - BZ1 has no starting grace
period, bad turrets, and only 10 offensive units and 10 gun towers, and scavs are slow
compared to BZ2 scavs because they have to go back to the recycler to drop off.
Gun towers are not so strong against 1.5 unit AI either.
The friendly fire elimination is good in some ways, but bad in others - most specifically
because the player CANNOT destroy his own units when necessary, as he can in BZ2. UltraKen,
can you implement this in somehow? I often like to eliminate extra GT when abandoning a
temporary outpost by shooting them down, or coming back later to do it - recycling, as
is necessary right now, takes WAY too much time on an intense map. It is also necessary
sometimes to kill disobedient units. While playing Omega Squadron, on the Enceladus map,
I built the BDog MUF, which is very slow (this should be fixed for 1.5) and it fell into
a shallow pit which any normal unit could jump out of and just stuck there. I could not
get it to come out, and could not destroy it. I had to restart the mission. This is not
an isolated event either - I often kill stupid scavengers that block GT fire when a
heavy attack wave is coming in, there may just be no time to do something else.
This applies even more so to silos - it saves much time to destroy an unneeded friendly silo
yourself instead of making a constructor go back and recycle it - if the constructor would
even make it there, considering how the 1.5 AI behaves. Plus, doing it this way means you
just might not get the time to exploit that next scrap field with your new silo.
You could add a bailout option for units as BZ2 has but this would not address buildings/GTs.
Much better to allow the player to destroy his own units/buildings, or if that is too hard
to do maybe at least have a flag allowing friendly fire damage to be turned on or off.
I am guessing that some of this has been implemented due to requests of ppl playing MPI
games, but changing the core game for one special variant can break it in other ways, ideally
the new stuff can be left in while 1.4 style play can still exist for use with the large
quantity of older maps of all types still around. Since your original stated intent was to
keep BZ1 playable on modern systems with 1.5 I hope you will take these points seriously.
If there is a serious rift over this maybe a separate exe could be built with the new
goodies left in but with the 1.4 AI , and the program could have multiplayer disabled,
like the editor for BZ2.
And, is there a COMPLETE list of all changes implemented in BZ 1.5 somewhere? I have looked
thru the changelogs of course, but one example is that after looking at the maps in Goomba's
maproom I "discovered" that you can now run maps from subfolders like in BZ2. I do not see
this listed in the changelogs for 1.5.2.6 or 1.5.2.13 - a full changelog stuck up somewhere
on videoventure.org would be nice, covering every change from the first patch.
Running under winXP SP3.
First, I am getting some kind of path problem with the zfs files. BZ 1.5 is not loading all
assets from the zfs files. When I loaded anything with names or sprites from TRO stuff, names
would not show and trying to use weapons needing gpuff.map would crash the game. I had to use
unzfs on the bzone151.zfs and bzsw.zfs and put the name/sprite assets in the addon for this stuff
to work. It does load other assets like planet and skin textures though. What could cause this?
I HOPE I don't have to have large assets installed - don't want it.
When I installed I replaced assets in the main bz folder, I hope this is right.
I have the latest patch, 1.5.2.13 and this would not load assets like the new build files for
alien buildings from bzone152.zfs, and since there is no zix patch for this, maybe someone can
tell me what to alter for this zfs file, but I can't figure out what the other problem is,
which crops up under 1.5.2.6 as well, and that DOES have zix files built for it.
Also under 1.5.2.13, for any alien relic with a large INF file like for the Splinter or
Phantom VIR, I see a text box smeared all the way across the screen with only a few words in it
whenever I hit the I key to identify it. Since I can see that the objective text box now
automatically resizes to fit the text maybe these old INF files are badly formatted; they
never did display right anyway on the low resolutions.
Next, some generic questions and suggestions for 1.5:
Regarding names, I see that in the edit/build menu list, ANY name can now be displayed for an
object. So, question for UltraKen: are we going to be able to freely name objects as we wish
in future patches? This does not work for in-game objects now, at least for me.
Also, would it be possible to have a flag in the options section to allow 1.5 to use the
default 1.4 unit behavior? Don't get me wrong, I love the tougher enemy fighters and tanks,
but some IA missions, which were built with extreme AIPs just because 1.4 enemy units
were weak, are now overwhelming. I am thinking especially of some convoy-to-the-base type
missions, with the new AI the enemy forces tasked to jump these en route pretty much wipe
out the convoy, 1.4 type play would keep these missions viable.
Another thing the new unit behavior does is to make turrets largely useless - they have
always been weak, but a few could hold a scrap field against light enemy forces before.
Not now - one fighter will melt down a turret like that. Also the relentless attacks on
scavengers is like the action in BZ2 - but BZ1 scavengers are not nearly as strong as
the BZ2 scavengers are - these are some gameplay balances to consider. It is no good to
add in BZ2 type behavior if there are no counterbalances - BZ1 has no starting grace
period, bad turrets, and only 10 offensive units and 10 gun towers, and scavs are slow
compared to BZ2 scavs because they have to go back to the recycler to drop off.
Gun towers are not so strong against 1.5 unit AI either.
The friendly fire elimination is good in some ways, but bad in others - most specifically
because the player CANNOT destroy his own units when necessary, as he can in BZ2. UltraKen,
can you implement this in somehow? I often like to eliminate extra GT when abandoning a
temporary outpost by shooting them down, or coming back later to do it - recycling, as
is necessary right now, takes WAY too much time on an intense map. It is also necessary
sometimes to kill disobedient units. While playing Omega Squadron, on the Enceladus map,
I built the BDog MUF, which is very slow (this should be fixed for 1.5) and it fell into
a shallow pit which any normal unit could jump out of and just stuck there. I could not
get it to come out, and could not destroy it. I had to restart the mission. This is not
an isolated event either - I often kill stupid scavengers that block GT fire when a
heavy attack wave is coming in, there may just be no time to do something else.
This applies even more so to silos - it saves much time to destroy an unneeded friendly silo
yourself instead of making a constructor go back and recycle it - if the constructor would
even make it there, considering how the 1.5 AI behaves. Plus, doing it this way means you
just might not get the time to exploit that next scrap field with your new silo.
You could add a bailout option for units as BZ2 has but this would not address buildings/GTs.
Much better to allow the player to destroy his own units/buildings, or if that is too hard
to do maybe at least have a flag allowing friendly fire damage to be turned on or off.
I am guessing that some of this has been implemented due to requests of ppl playing MPI
games, but changing the core game for one special variant can break it in other ways, ideally
the new stuff can be left in while 1.4 style play can still exist for use with the large
quantity of older maps of all types still around. Since your original stated intent was to
keep BZ1 playable on modern systems with 1.5 I hope you will take these points seriously.
If there is a serious rift over this maybe a separate exe could be built with the new
goodies left in but with the 1.4 AI , and the program could have multiplayer disabled,
like the editor for BZ2.
And, is there a COMPLETE list of all changes implemented in BZ 1.5 somewhere? I have looked
thru the changelogs of course, but one example is that after looking at the maps in Goomba's
maproom I "discovered" that you can now run maps from subfolders like in BZ2. I do not see
this listed in the changelogs for 1.5.2.6 or 1.5.2.13 - a full changelog stuck up somewhere
on videoventure.org would be nice, covering every change from the first patch.