BZ2 1.3.6.4n patch - OPEN BETA & TESTING

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GSH
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BZ2 1.3.6.4n patch - OPEN BETA & TESTING

Post by GSH »

Download this and unpack over your existing 1.3.6.4 install's exe. This is a quick patch that re-enables construction rig upgrades and a few other very minor tweaks

If you can, please install and test this. I think that this build is about 99.9% of what I want to put into a 1.3.6.5 release. Your best chance of having bugs fixed for 1.3.6.5 is to report things on the 1.3.6.3 series. Logfiles -- battlezone.log and chatlog (if enabled) -- are useful. Otherwise, reporting things in a way that makes them happen here is best.

What's changed since 1.3.6.4-release
- Construction rigs can upgrade once again. Was bit by false positives
from a security check added. [NM]

- Extra work to ensure out-of-syncs are noted and reported. [NM]

-- 1.3.6.4a build

- Move score CRCs into per-timestep state checks. This simplifies
items to track, is a net deletion of code, and should hopefully fix
the issues seen with false positives on scores out of sync. [NM]

- Slightly better cleanup of AttackGroups() when a unit is destroyed.
Shouldn't ever allow a dead object to be chosen for a group
leader. [NM]

- Fix root cause of score desyncs; was switching tracking of kills and
deaths for clients. [NM]

-- 1.3.6.4b build
- If *Prefs.ini::VerboseLagInfo is on, then denied joiners (e.g. game
full, in banlist) will have a reason printed to the ingame message
box. The message to battlezone.log has been expanded, but it was
always there. [NM]

- Publishes to RakNet master servers more frequently when in shell.
This will give more reliable info about the game to prospective
clients when the server is behind a NAT. [NM]

- Tweak for bugzilla #564. Tweaked MPVehicles/autoreg code to use more
modern strings. Can't seem to repro #564 anymore -- enabling both
Thunderbolt and Default ISDF, and choosing each one spawns the correct
ODF in a DM. Did also put a warning on the thug commander recy variant
description that it is best played with people one knows and
trusts. [NM]

- Banlist.ini now populated with list of proxies from
http://en.wikipedia.org/wiki/Wikipedia: ... nge_blocks .
That's 770 entries. Parsing that at startup and on joins ought to be
fast enough; if not, let me know. [NM]

- Fix for bugzilla #568 - function signature for DLL SetLabel()
function in code matches header. [NM]

- Fix for exploit in thug recy variants. Added to ODFs:
[BuildingClass or TurretCraftClass]
CanAlliesDemolish = false

If this is set to false (default), then construction rigs should
not be able to demolish something on an allied team. They should still
be able to demolish something on the exact same team, or on enemy
teams. Compiles, but is untested. [NM]

- Bumped the height of the full build installer window by 16 pixels.
Some were complaining that the window contents were offscreen. Never
seen here -- probably some custom Windows font/window sizing options
that I don't use -- but it was a trivial change. [NM]

- Allowed DLLs to pick what happens on a snipe. New behavior for
Strategy02 / StratCTF / MPI DLLs: if friendly fire is off (i.e.
ivar32 == 0), then snipes of a same/allied team unit will not kill the
pilot.

This friendly fire snipe fix involved creating new optional
callbacks to the DLLs so that DLLs can subscribe to notices of
ordnance hitting objects and/or notices of snipes. Both callbacks
should expose the exact odf of the ordnance involved, etc. These
callbacks are always set up by DLLBase, so derived classes just need
to implement the virtual fuctions as desired. Right now, calls are
made to DLL in lockstep and visual worlds; if this proves to be a
performance hit, I might make it lockstep only.

Also added, to ODFs:
[CraftClass]
CockpitSniperRadius = 1.0

This should allow modders to tune how snipeable each craft is. If
the sniper shell lands within CockpitSniperRadius of the target point
(in 3 dimensions), it is treated as a snipe. Smaller values for
CockpitSniperRadius will make it harder to snipe - do test to see that
it is still possible to snipe after tweaking this value. [NM]

- Fix for bugzilla #564 - delete Default ISDF/Scion entries from
MPVehicles.odf, as they're now dupes. DMVehicles.odf is where the
Default ISDF/Scion entries still live. [NM]

- The alt-tab tolerate setting set by a server shouldn't be stored for
later use by a client. Noted on forums. [NM]

- Added a few more DLL -> exe callbacks. Also made same-team snipes
allowed in MPI/Strat/StratCTF. [NM]

- Additional error handling and logging in the
registration/searching/deleting of sessions with RakNet master
servers. This should make it more resilient in case of outages or
other problems. The extra logging (to battlezone.log) in case of
issues might be sufficient to try and diagnose why various "web
shield" programs break BZ2 searches for games. Any testers want to try
and install such a program (Avast Web Shield is one such culprit) [NM]

- More variation in respawn position in strategy/stratctf/MPI
DLLs. This might help prevent repeated spawn kills in MP. Let me know
how this works out. [NM]

- In strategy/stratctf/MPI, if an allied AI pilot gets into a craft,
then the craft should remain on the same team, not switch to the
pilot's team. This should prevent craft steals from allied teams by AI.
Done with a new DLL callback. [NM]

- Tweaked scoring system for strategy/stratctf, recommended by Zero
Angel: Players get a death if they died as a pilot (and nothing
else). Players get a kill if they personally killed the opposing
unit. Score should be the Scrap cost of all objects (including
structures) the player has personally destroyed, subtracted by the
scrap cost of any ships that the player has personally lost. Let me
know how this works.

- DLL Callback changes: 1) there should now be an exe -> DLL
ObjectKilled() callback when a building is destroyed. 2) For all
ObjectKilled() calls, the killers handle should be the handle of the
unit that got the last shot in, NOT the human controlling the team
that got the last shot in. DLL authors - if you want to go back to the
old behavior and get the owning human player handle for a killers
handle, do this:

Handle playerHandle = GetPlayerHandle(GetTeamNum(killersHandle));
[NM]

-- 1.3.6.4d build

- More work on this: in strategy/stratctf/MPI, if an allied AI pilot
gets into a craft, then the craft should remain on the same team, not
switch to the pilot's team. Compiles, but is untested. [NM]

- Giblet upgrades - RakNet to version 4.08. Change notes include
mention of possibly more reliable NatNeg joins. [NM]

- Possible workaround for RakNet server browsing not working when a
'web shield' type piece of software is present. RakNet developer noted
that a request to the server (w/o looking for matchmaking) first then
the real request for matchmaking data fixed it on his end. So, trying
such an approach here. [NM]

-- 1.3.6.4e build

- Tweak the RakNet temp then real request code. Does not recycle
connection or socket, and only does the temp request if a regular
request has failed recently. [NM]

-- 1.3.6.4f build

- Even more exe -> DLL callbacks, one for powerup pickups, and one for
target changed. Compiles, but untested. [NM]

- Better behavior in asset checker when there are loops in the ODF
reads. [NM]

- More work on this: in strategy/stratctf/MPI, if an allied AI pilot
gets into a craft, then the craft should remain on the same team, not
switch to the pilot's team. (i.e. now, pilots will switch to team of
craft they get into, if that craft is allied). [NM]

-- 1.3.6.4g build

- Updated permissions for construction rig demolishing. Commanders (in
teamplay games, not FFA) now have the rights to demolish items. Thugs
do not, by default, though this can be changed by ODFs. Renamed one
parameter, and edited comments above. Compiles, but is untested. Summary
of what the flags are, and when each is used.

[BuildingClass or TurretCraftClass]
CanDemolish = true // Used when MP is off, or MP for same team or enemy team
CanAlliedCommanderDemolish = true // Used when MP teamplay is on & controlling unit is commander
CanAlliedThugDemolish = false // Used if MP FFA is on, or teamplay is on & controlling unit is thug
[NM]

- More work to deregister MP games from RakNet servers if the game is
exited, or if it crashes. [NM]

- Scanning for RakNet games on master server is now done from a
background thread. This may make the UI a little more responsive. LAN
games are scanned from the main thread; this should be a non-blocking
broadcast that runs quickly. [NM]

-- 1.3.6.4h build

- Added PetWatchdogThread() DLL callback. See comments in ScriptUtils.h.
[NM]

- Added some additional tracking of recently re-sent move packets to
players. If a move has been re-sent within the past 3-4 seconds, it
will not be re-sent. This should reduce bandwidth usage when a cluster
of move packets were lost, and generally bundle things better. Code to
do things like this was present in BZ2 at one point, but apparently
lost in some of the networking rewrites. [NM]

- Possible fix for AV in Utils::Ansi2Unicode(), noted on public
forums. [NM]

- Added throttling for chat messages in MP. Will reject messages it
considers spam. [NM]

- Canceling joins to servers should be handled properly once again.
[NM]

- Created ProxyList.ini, which contains the list of anonymous
proxies. Banlist.ini is now much smaller, and contains suggestions for
ranges to ban as found on the forums. Updated ProxyList.ini with latest
from http://en.wikipedia.org/wiki/Wikipedia: ... nge_blocks [NM]

- Possible fix for AV in ~Bitmap noted on forums. May be more bugs
hiding behind this. [NM]

- Tweak to session join code. If it got a full set of info from that
server, assumes a direct join is possible, and ignores
NatNeg. (I.e. hosting computer has manually forwarded ports.) If it
doesn't have a full set of info, uses NatNeg if that was
provided. [NM]

-- 1.3.6.4j build

- Reduce size of RakNet installed DLL by removing some unused (to BZ2)
pieces. [NM]

- Even more NULL pointer checks in DR2 code. Earlier checks weren't
fully sufficient; thanks for the logs on the private boards. [NM]

- Fix for AV noted in bugzilla #578 logs. More sanity checks on
ranges. [NM]

- Fewer type I errors in chat spam detection. [NM]

-- 1.3.6.4k build

- Eliminate terrain height editing from visual worlds. Found that
terrain-owning buildings could modify terrain heights in visual
worlds. Now, only lockstep world updates will actually modify terrain.
This change did *remove* the SeismicWave ordnance's ability to modify
terrain with MW on. I'm not willing to pull in the MW-aware terrain
code modifications from the 1.3.7.* codebranch that might help with
this.

Changes to terrain height (i.e. deploying buildings flattening
terrain) are saved and loaded in MP joins/resyncs. This might help
with MP resyncs, especially with late joiners. [NM]

- Added to PRIVATE builds only, 'network.monkeymoves' command. This
toggles replacing user inputs with random chaos. [NM]

- Fixed a case of clients doing an extraneous load/save on a resync.
This should make things a bit smoother for the client as it avoids
unnecessary work. This change might also reduce resyncs, not
sure. [NM]

-- 1.3.6.4l build

- Work on AV in RecentlyReSentMoves::ContainsMove() noted on boards.
More sanity checking of parameters. [NM]

- Reduce tolerance for possible chat spam. [NM]

- Fewer false positives on the "no sessions found, check if you've got
webshield" especially if connecting took some time. Note: I don't
believe that this will fix 'web shield' type programs (AVG is reported
to have a particularly oversensitive one) that completely block BZ2's
requests for matchmaking data. [NM]

- Session type filter for 'mpi' works reliably. Tries slightly harder
to get a game type for sessions without a direct information
connection (e.g. shows ??? for ping), such as those behind a NAT. But,
if there is no direct connection, then the map may appear only in the
'All' filter type. [NM]

- Fix for bugzilla #558 - fixed some errors in MPVehiclesGH.odf [NM]

- Fix for bugzilla #585, 587 - unified FF rules in all game
modes. Now, if friendly fire is OFF, then human and AI units should
not be able to damage same or allied team units. Hitting enemies
should cause damage. This simplifies a bunch of rules for friendly
fire logic, explosion damage, etc and may produce more expected
results. [NM]

-- 1.3.6.4m build

- Fix AV when a non-gameobject is entered in the editor. Non-public
builds had some checks to ensure an odf was of the correct type
(GameObject, Weapon, Ordnance, Explosion, etc). Now enabled this for
all builds -- should not be a noticeable speed hit. [NM]

- Fix for possible infinite loop in NextJoinOrResyncFrame() when
multiple resyncs are queued up. Also made it batch up resyncs more--
when one's already scheduled for 'soon', will join up with that. [NM]

-- 1.3.6.4n build
-- GSH
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Red Spot
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by Red Spot »

GSH, there are infrequent moments where you could find it practical to snipe one of your own ships (think about it getting stuck somewhere).
If somebody likes to 'protect' their game by turning FF off, they can no longer get control over these stuck ships.
Could you make it so the owner of the craft can always snipe them (same team (owner) can snipe, same side can not snipe (teammates), enemy can snipe)?
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by eduposse »

Testing it now.. :idea:
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by General BlackDragon »

Was just in a 6.4c MPI game with Mr Scout. Had just given up command and was chilling by the base when I heard short bursts of the chaingun fire sound near the Factory. Mr Scout was in a Sabre with Chaingun on the other side of the map.
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by vlad_C0M »

I always thought that this is a feature to gather information about the allies. :)
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by General BlackDragon »

For the past week or so i've been getting unusually long pauses in the shell when first searching for sessions, clicking Create Game, or clicking Leave Game. Sometimes, after I create a game, shortly after the long pause will happen then. The pause is about 10-20 seconds.

Got an AV while alt-tabbed during this pause while waiting for Create Game to come up.

Code: Select all

DIAG|            maininit:543  |12:58:16|2      |Version Information Section
DIAG|            maininit:544  |12:58:16|2      | BZ2 build 1.3.6.4c Public Beta
DIAG|            maininit:555  |12:58:16|3      |Session started Thu Jul 11 12:58:16 2013
DIAG|            maininit:561  |12:58:16|3      |CPU: 2 processors, type 586
DIAG|            maininit:562  |12:58:16|3      |CPU: AMD Athlon(tm) 64 X2 Dual Core Processor 5200+
DIAG|            maininit:563  |12:58:16|3      |CPU: x86 Family 15 Model 107 Stepping 2
DIAG|            maininit:566  |12:58:16|3      |Executed by BLACKDRAGON-PC2\BlackDragon on Windows Version: 6.1.7601 'Service Pack 1' PlatformID=2
DIAG|                DXUT:2097 |12:58:16|292    | DXUT pause on change device
DIAG|                 vid:542  |12:58:16|351    |In Vid::OnCreateDevice, pd3dDevice = 0x0B0AC2E0
DIAG|                 vid:559  |12:58:16|351    |d3d: supports range based fog
DIAG|                 vid:572  |12:58:16|351    |d3d: supports border address mode
DIAG|                 vid:618  |12:58:16|352    |d3d: Has EMBM texture format support
DIAG|                 vid:529  |12:58:16|352    |DXT Textures - allowing because your card isn't on the unsupported list. Edit render*.cfg to force it on/off
DIAG|                 vid:643  |12:58:16|352    |D3D Adapter Identifier info:
DIAG|                 vid:644  |12:58:16|352    | Driver:                nvd3dum.dll
DIAG|                 vid:645  |12:58:16|352    | Description:           NVIDIA GeForce GT 220 
DIAG|                 vid:646  |12:58:16|352    | DeviceName:            \\.\DISPLAY1
DIAG|                 vid:647  |12:58:16|352    | DriverVersion:         0x00090012000D0452
DIAG|                 vid:648  |12:58:16|352    | VendorId:              0x000010DE
DIAG|                 vid:649  |12:58:16|352    | DeviceId:              0x00000A20
DIAG|                 vid:650  |12:58:16|352    | SubSysId:              0x12263842
DIAG|                 vid:651  |12:58:16|352    | Revision:              0x000000A2
DIAG|                 vid:653  |12:58:16|352    |Dumping D3D9 Device Caps:
DIAG|                 vid:655  |12:58:16|352    | DeviceType:            0x00000001
DIAG|                 vid:656  |12:58:16|352    | AdapterOrdinal:        0
DIAG|                 vid:657  |12:58:16|352    | Caps:                  0x00020000
DIAG|                 vid:658  |12:58:16|352    | Caps2:                 0xE0020000
DIAG|                 vid:659  |12:58:16|352    | Caps3:                 0x000003A0
DIAG|                 vid:660  |12:58:16|353    | PresentationIntervals: 0x8000000F
DIAG|                 vid:661  |12:58:16|353    | CursorCaps:            0x00000001
DIAG|                 vid:662  |12:58:16|353    | DevCaps:               0x001BBEF0
DIAG|                 vid:663  |12:58:16|353    | PrimitiveMiscCaps:     0x002FCEF2
DIAG|                 vid:664  |12:58:16|353    | RasterCaps:            0x07732191
DIAG|                 vid:665  |12:58:16|353    | ZCmpCaps:              0x000000FF
DIAG|                 vid:666  |12:58:16|353    | SrcBlendCaps:          0x00003FFF
DIAG|                 vid:667  |12:58:16|353    | DestBlendCaps:         0x00003FFF
DIAG|                 vid:668  |12:58:16|353    | AlphaCmpCaps:          0x000000FF
DIAG|                 vid:669  |12:58:16|353    | ShadeCaps:             0x00084208
DIAG|                 vid:670  |12:58:16|353    | TextureCaps:           0x0001ECC5
DIAG|                 vid:671  |12:58:16|353    | TextureFilterCaps:     0x03030700
DIAG|                 vid:672  |12:58:16|353    | CubeTextureFilterCaps: 0x03030300
DIAG|                 vid:673  |12:58:16|353    | VolumeTextureFilterCaps: 0x03030300
DIAG|                 vid:674  |12:58:16|353    | TextureAddressCaps:    0x0000003F
DIAG|                 vid:675  |12:58:16|353    | VolumeTextureAddressCaps: 0x0000003F
DIAG|                 vid:676  |12:58:16|353    | LineCaps:              0x0000001F
DIAG|                 vid:677  |12:58:16|353    | MaxTextureWidth:       8192
DIAG|                 vid:678  |12:58:16|353    | MaxTextureHeight:      8192
DIAG|                 vid:679  |12:58:16|353    | MaxVolumeExtent:       2048
DIAG|                 vid:680  |12:58:16|353    | MaxTextureRepeat:      8192
DIAG|                 vid:681  |12:58:16|353    | MaxTextureAspectRatio: 8192
DIAG|                 vid:682  |12:58:16|353    | MaxAnisotropy:         16
DIAG|                 vid:683  |12:58:16|353    | StencilCaps:           0x000001FF
DIAG|                 vid:684  |12:58:16|353    | FVFCaps:               0x00180008
DIAG|                 vid:685  |12:58:16|353    | TextureOpCaps:         0x03FEFFFF
DIAG|                 vid:686  |12:58:16|353    | MaxTextureBlendStages: 8
DIAG|                 vid:687  |12:58:16|353    | MaxSimultaneousTextures: 8
DIAG|                 vid:688  |12:58:16|353    | VertexProcessingCaps:  0x0000017B
DIAG|                 vid:689  |12:58:16|353    | MaxActiveLights:       10
DIAG|                 vid:700  |12:58:16|353    | MaxUserClipPlanes:     8
DIAG|                 vid:701  |12:58:16|353    | MaxVertexBlendMatrices: 4
DIAG|                 vid:702  |12:58:16|353    | MaxVertexBlendMatrixIndex: 8
DIAG|                 vid:703  |12:58:16|353    | MaxPrimitiveCount:     8388607
DIAG|                 vid:704  |12:58:16|353    | MaxVertexIndex:        16777215
DIAG|                 vid:705  |12:58:16|353    | MaxStreams:            16
DIAG|                 vid:706  |12:58:16|353    | MaxStreamStride:       255
DIAG|                 vid:707  |12:58:16|353    | VertexShaderVersion:   0xFFFE0300
DIAG|                 vid:708  |12:58:16|353    | MaxVertexShaderConst:  256
DIAG|                 vid:709  |12:58:16|353    | PixelShaderVersion:    0xFFFF0300
DIAG|                 vid:710  |12:58:16|353    | DevCaps2:              0x00000051
DIAG|                 vid:711  |12:58:16|353    | Reserved5:             0x00000000
DIAG|                 vid:712  |12:58:16|353    | MasterAdapterOrdinal:  0
DIAG|                 vid:713  |12:58:16|353    | AdapterOrdinalInGroup: 0
DIAG|                 vid:714  |12:58:16|353    | NumberOfAdaptersInGroup: 1
DIAG|                 vid:715  |12:58:16|354    | DeclTypes:             0x0000030F
DIAG|                 vid:716  |12:58:16|354    | NumSimultaneousRTs:    4
DIAG|                 vid:717  |12:58:16|354    | StretchRectFilterCaps: 0x03000300
DIAG|                 vid:718  |12:58:16|354    | VertexTextureFilterCaps: 0x03030700
DIAG|                 vid:719  |12:58:16|354    | MaxVShaderInstructionsExecuted: 65535
DIAG|                 vid:720  |12:58:16|354    | MaxPShaderInstructionsExecuted: 65535
DIAG|                 vid:721  |12:58:16|354    | MaxVertexShader30InstructionSlots: 4096
DIAG|                 vid:722  |12:58:16|354    | MaxPixelShader30InstructionSlots: 4096
DIAG|                 vid:725  |12:58:16|354    | MaxPointSize:          8192.00
DIAG|                 vid:726  |12:58:16|354    | PixelShader1xMaxValue: 65504.00
DIAG|                 vid:727  |12:58:16|354    | MaxNpatchTessellationLevel: 0.00
DIAG|                 vid:728  |12:58:16|354    | MaxVertexW:            10000000000.00
DIAG|                 vid:729  |12:58:16|354    | GuardBandLeft:         -100000000.00
DIAG|                 vid:730  |12:58:16|354    | GuardBandTop:          -100000000.00
DIAG|                 vid:731  |12:58:16|354    | GuardBandRight:        100000000.00
DIAG|                 vid:732  |12:58:16|354    | GuardBandBottom:       100000000.00
DIAG|                 vid:733  |12:58:16|354    | ExtentsAdjust:         0.00
DIAG|                 vid:775  |12:58:16|354    |In Vid::OnResetDevice, pd3dDevice = 0x0B0AC2E0
DIAG|                DXUT:2584 |12:58:16|357    | DXUT unpause on change device done
DIAG|               setup:77   |12:58:16|358    |Drive type : Fixed
DIAG|               setup:147  |12:58:16|358    |Startup directory : D:\Development\Battlezone II
DIAG|                 vid:1236 |12:58:17|1030   |Vid::SetMode - ord(0) fmt(22), w(640), h(480) bbCount 1
DIAG|                 vid:1256 |12:58:17|1030   | bFmt(22), MSType(0), MSQual(0), DSFmt(75), Win(1)
DIAG|                 vid:1267 |12:58:17|1030   | Refresh(0), Interval(-2147483648), Flags(2)
DIAG|                 vid:1268 |12:58:17|1030   | hWnds = 000A0128 000A0128 000A0128 000A0128
DIAG|                DXUT:2097 |12:58:17|1031   | DXUT pause on change device
DIAG|                 vid:817  |12:58:17|1031   |In Vid::OnLostDevice
DIAG|                 vid:775  |12:58:17|1058   |In Vid::OnResetDevice, pd3dDevice = 0x0B0AC2E0
DIAG|                DXUT:2584 |12:58:17|1067   | DXUT unpause on change device done
DIAG|                 vid:1276 |12:58:17|1067   |DXUTCreateDeviceFromSettings = 00000000, lost = 0
DIAG|               input:1108 |12:58:17|1083   |Double click time=500 ms, threshold=4,4
DIAG|               input:1129 |12:58:17|1083   |5 button mouse, Left=0 Right=1
DIAG|               input:143  |12:58:17|1099   |Keyboard repeat delay=[500] speed=[31]
DIAG|MissionHandler_oldcode:1246 |12:58:17|1137   |Expanded game UI file of 'bzgame_moves_640x480.cfg' not found. Using default of 'bzgame_moves.cfg'
DIAG|              dsutil:143  |12:58:18|1570   |DirectSound 8 System started. Noted capabilities:
DIAG|              dsutil:150  |12:58:18|1570   | DSCAPS_CONTINUOUSRATE
DIAG|              dsutil:150  |12:58:18|1570   | DSCAPS_PRIMARY16BIT
DIAG|              dsutil:150  |12:58:18|1570   | DSCAPS_PRIMARY8BIT
DIAG|              dsutil:150  |12:58:18|1570   | DSCAPS_PRIMARYMONO
DIAG|              dsutil:150  |12:58:18|1570   | DSCAPS_PRIMARYSTEREO
DIAG|              dsutil:150  |12:58:18|1570   | DSCAPS_SECONDARY16BIT
DIAG|              dsutil:150  |12:58:18|1570   | DSCAPS_SECONDARY8BIT
DIAG|              dsutil:150  |12:58:18|1570   | DSCAPS_SECONDARYMONO
DIAG|              dsutil:150  |12:58:18|1570   | DSCAPS_SECONDARYSTEREO
DIAG|              dsutil:156  |12:58:18|1570   | dwPrimaryBuffers = 1
DIAG|              dsutil:157  |12:58:18|1570   | dwMaxHwMixingAllBuffers = 1
DIAG|              dsutil:158  |12:58:18|1570   | dwMaxHwMixingStaticBuffers = 1
DIAG|              dsutil:159  |12:58:18|1570   | dwMaxHwMixingStreamingBuffers = 1
DIAG|              dsutil:160  |12:58:18|1570   | dwFreeHwMixingAllBuffers = 0
DIAG|              dsutil:161  |12:58:18|1570   | dwFreeHwMixingStaticBuffers = 0
DIAG|              dsutil:162  |12:58:18|1570   | dwFreeHwMixingStreamingBuffers = 0
DIAG|              dsutil:163  |12:58:18|1570   | dwMaxHw3DAllBuffers = 0
DIAG|              dsutil:164  |12:58:18|1570   | dwMaxHw3DStaticBuffers = 0
DIAG|              dsutil:165  |12:58:18|1570   | dwMaxHw3DStreamingBuffers = 0
DIAG|              dsutil:166  |12:58:18|1570   | dwFreeHw3DAllBuffers = 0
DIAG|              dsutil:167  |12:58:18|1570   | dwFreeHw3DStaticBuffers = 0
DIAG|              dsutil:168  |12:58:18|1570   | dwFreeHw3DStreamingBuffers = 0
DIAG|              dsutil:202  |12:58:18|1570   | -- SW buffers in use. Using 32 channels max
DIAG|              dsutil:208  |12:58:18|1570   | -- AUTO-DISABLING 3D Audio, as soundcard can't handle!
DIAG|              dsutil:228  |12:58:18|1570   | Audio buffers will be placed in: Software
DIAG|              dsutil:241  |12:58:18|1570   |-- Prefsfile set audio mem purge at 33554432 bytes
DIAG|              dsutil:244  |12:58:18|1570   |Done with audio caps log
DIAG|            AudioSys:322  |12:58:18|1572   |Audio: DirectSound8 setup complete
DIAG|              icroot:193  |12:58:18|1573   |Root window now 640x480
DIAG|            runcodes:159  |12:58:18|1573   |[Main] Entering run code [SHELL]
DIAG|              icroot:193  |12:58:18|1574   |Root window now 640x480
DIAG|            iconsole:530  |12:58:19|3418   |[CONSOLE] page = 5
DIAG|            iconsole:530  |12:58:19|3434   |[CONSOLE] page = 5
DIAG|            iconsole:530  |12:58:19|3434   |[CONSOLE] page = 5
DIAG|            iconsole:530  |12:58:19|3434   |[CONSOLE] page = 5
DIAG|            iconsole:530  |12:58:19|3434   |[CONSOLE] page = 5
DIAG|            iconsole:530  |12:58:19|3434   |[CONSOLE] page = 5
DIAG|            iconsole:530  |12:58:19|3434   |[CONSOLE] page = 5
DIAG|            iconsole:530  |12:58:19|3434   |[CONSOLE] page = 5
DIAG|            iconsole:530  |12:58:19|3434   |[CONSOLE] page = 5
DIAG|          UPNPThread:694  |12:58:51|35436  |UPNP_DeletePortMapping('http://192.168.0.1:80/', '', '17770', 'UDP')
DIAG|                DXUT:1352 |12:58:52|35569  | DXUT pause on minimize
DIAG|         WSInterface:212  |12:58:52|35578  |Determined private IP address: 192.168.0.4
DIAG|          UPNPThread:587  |12:58:54|37822  |UPNP_GetExternalIPAddress('http://192.168.0.1:80/', '', '')
DIAG|                DXUT:1392 |12:59:17|60671  | DXUT unpause on restore
DIAG|            iconsole:530  |12:59:17|60719  |[CONSOLE] irceditline = "/leave Creating a Game"
DIAG|            iconsole:530  |12:59:17|60822  |[CONSOLE] 07/11/13 12:59:17 Created Session Hosted By General_BlackDragon
ERR |    ExceptionHandler:188  |12:59:17|60895  |---- Battlezone II Log File ----
ERR |    ExceptionHandler:188  |12:59:17|60911  |//=====================================================
ERR |    ExceptionHandler:188  |12:59:17|60928  |App version: bzone 1.3.6.4c Public Beta Jun 22 2013 20:43:02
ERR |    ExceptionHandler:188  |12:59:17|60945  |Windows version: Windows Version: 6.1.7601 'Service Pack 1' PlatformID=2

ERR |    ExceptionHandler:188  |12:59:17|60970  |Last few battlezone.log lines (may or may not be relevant):
ERR |    ExceptionHandler:188  |12:59:17|60986  |DIAG|            iconsole:530  |12:58:19|3434   |[CONSOLE] page = 5
ERR |    ExceptionHandler:188  |12:59:17|61003  |DIAG|          UPNPThread:694  |12:58:51|35436  |UPNP_DeletePortMapping('http://192.168.0.1:80/', '', '17770', 'UDP')
ERR |    ExceptionHandler:188  |12:59:17|61019  |DIAG|                DXUT:1352 |12:58:52|35569  | DXUT pause on minimize
ERR |    ExceptionHandler:188  |12:59:17|61036  |DIAG|         WSInterface:212  |12:58:52|35578  |Determined private IP address: 192.168.0.4
ERR |    ExceptionHandler:188  |12:59:17|61061  |DIAG|          UPNPThread:587  |12:58:54|37822  |UPNP_GetExternalIPAddress('http://192.168.0.1:80/', '', '')
ERR |    ExceptionHandler:188  |12:59:17|61077  |DIAG|                DXUT:1392 |12:59:17|60671  | DXUT unpause on restore
ERR |    ExceptionHandler:188  |12:59:17|61094  |DIAG|            iconsole:530  |12:59:17|60719  |[CONSOLE] irceditline = "/leave Creating a Game"
ERR |    ExceptionHandler:188  |12:59:17|61111  |DIAG|            iconsole:530  |12:59:17|60822  |[CONSOLE] 07/11/13 12:59:17 Created Session Hosted By General_BlackDragon
ERR |    ExceptionHandler:188  |12:59:17|61136  |(done)

ERR |    ExceptionHandler:188  |12:59:17|61152  |Exception code: C0000005 (ACCESS VIOLATION) READING from 00000000h
ERR |    ExceptionHandler:188  |12:59:17|61169  |Message :  Exception
ERR |    ExceptionHandler:188  |12:59:17|61185  |Error occurred at 7/11/2013 12:59:18.
ERR |    ExceptionHandler:188  |12:59:17|61202  |D:\Development\Battlezone II\bzone.exe, run by BlackDragon.
ERR |    ExceptionHandler:188  |12:59:17|61227  |D:\Development\Battlezone II\bzone.exe, run by BlackDragon.
ERR |    ExceptionHandler:188  |12:59:17|61243  |CPU: 2 processor(s), AMD Athlon(tm) 64 X2 Dual Core Processor 5200+
ERR |    ExceptionHandler:188  |12:59:17|61260  |     x86 Family 15 Model 107 Stepping 2
ERR |    ExceptionHandler:188  |12:59:17|61277  |Process Memory :   1615 MB free out of   2048 MB total
ERR |    ExceptionHandler:188  |12:59:17|61293  |Physical memory:   1043 MB free out of   3327 MB total
ERR |    ExceptionHandler:188  |12:59:17|61318  |Page(swap) file:   3744 MB free out of   6652 MB total
ERR |    ExceptionHandler:188  |12:59:17|61335  |This exe is using 105 MB (19 MB dlmalloc), peak use 105 MB

ERR |    ExceptionHandler:188  |12:59:17|61351  |Fault address:  6F72B9F0 01:0003A9F0 C:\Windows\WinSxS\x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57\MSVCR90.dll
ERR |    ExceptionHandler:188  |12:59:17|61368  |
Registers:
ERR |    ExceptionHandler:188  |12:59:17|61384  |EAX:00000000
EBX:76CFC200
ECX:00000000
EDX:00000000
ESI:7F9FD4E8
EDI:00000000
ERR |    ExceptionHandler:188  |12:59:17|61410  |CS:EIP:001B:6F72B9F0
ERR |    ExceptionHandler:188  |12:59:17|61426  |SS:ESP:0023:0051DDF4  EBP:0051DE00
ERR |    ExceptionHandler:188  |12:59:17|61443  |DS:0023  ES:0023  FS:003B  GS:0000
ERR |    ExceptionHandler:188  |12:59:17|61459  |Flags:00210246
ERR |    ExceptionHandler:188  |12:59:17|61484  |
Call stack:
ERR |    ExceptionHandler:188  |12:59:18|61503  |Address  Offset1  Offset2  Module              SourceFile
ERR |    ExceptionHandler:188  |12:59:18|61854  |6F72B9F0 +0003B9F0 00000030 MSVCR90          (MSVCR90): : strlen

ERR |    ExceptionHandler:188  |12:59:18|61929  |013DB6AC +0020B6AC 0000005C bzone            (bzone): : VarSys::VarItem::SetStr

ERR |    ExceptionHandler:188  |12:59:18|61968  |013EA294 +0021A294 00000014 bzone            (bzone): : VarString::operator=

ERR |    ExceptionHandler:188  |12:59:18|62015  |013944D6 +001C44D6 000000D6 bzone            (bzone): : IFaceVar::SetValue

ERR |    ExceptionHandler:188  |12:59:18|62054  |01392045 +001C2045 000003C5 bzone            (bzone): : ICEdit::HandleEvent

ERR |    ExceptionHandler:188  |12:59:18|62095  |013A543C +001D543C 0000017C bzone            (bzone): : IFace::OnModeChange

ERR |    ExceptionHandler:188  |12:59:18|62121  |
Battlezone Classic Public Forums
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Juggernaut
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by Juggernaut »

I was hoping to get some BZ2 gameplay in tonight but rather found a couple minor bugs in shell as server waiting for joiners.
(1) Clients attempting to join my server no longer 'knock' when the server is full or locked (Gamespy versions of BZ2 would alert the server with messages on any connection attempt).
Commando just tested with me. I set server limit to 1 and he attempted to join. No 'client connect attempt message pops up (knock).
(2) BZ2 server filer buttons do not work properly. Nathan's server was up, my strat, and Tub_but's MPI. Clicking the 'Strategy' button would only list Tubs MPI (not my strat). Then, clicking other buttons then back to strat, no servers were displayed. Clicking Deathmatch button displayed Tubs MPI this time. The 'All' button ALLways works, ofcourse. :)

I also notice Raknet had 45 minutes of hiccups. BZ2 'could not communicate with master server ...' servers would drop on list, etc. I have reason to believe it was a DDOS by a 'certain individual', not on my server but Raknet's (Commando and Red Devil noticed Raknets drops as well). This causes BZ2 to hang, usually at a black screen while it's scanning for servers.
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mase
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Posts: 160
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by mase »

Ordnances sometimes seem to do 400% their original damage: Getting hit by a sniper round for example did 16 damage .

Also it seems bumbing into the ground has gotten worse.

Getting hit by blast for example sometimes does not register visually.
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by Ded10c »

Sent to me by Vearie. Occurred in a generally lag-free game, with ping of 64ms.

Juggernaut, hosting, picks up a chain gun. Vearie's minigun switches to chain at the same time (whether it was a complete change or effects only is unknown). The issue resolved itself without resync.

http://www.youtube.com/watch?v=b2ZDJgpp3m0
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Cyber
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by Cyber »

AHadley wrote:Sent to me by Vearie. Occurred in a generally lag-free game, with ping of 64ms.

Juggernaut, hosting, picks up a chain gun. Vearie's minigun switches to chain at the same time (whether it was a complete change or effects only is unknown). The issue resolved itself without resync.

http://www.youtube.com/watch?v=b2ZDJgpp3m0


This is not a 1.3.6.4c bug. I have noticed this bug in 1.3.6.2 already, but didn't really care because it sometimes helped to know when the enemy's got lasers out.
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Ded10c
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Re: BZ2 1.3.6.4c patch - OPEN BETA & TESTING

Post by Ded10c »

Cyber wrote:
AHadley wrote:Sent to me by Vearie. Occurred in a generally lag-free game, with ping of 64ms.

Juggernaut, hosting, picks up a chain gun. Vearie's minigun switches to chain at the same time (whether it was a complete change or effects only is unknown). The issue resolved itself without resync.

http://www.youtube.com/watch?v=b2ZDJgpp3m0


This is not a 1.3.6.4c bug. I have noticed this bug in 1.3.6.2 already, but didn't really care because it sometimes helped to know when the enemy's got lasers out.
If it happens in 6.4c (which it does), then it's a 6.4c bug.

Simply because a bug is occasionally an advantage to you is a very bad reason to not report it.
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Re: BZ2 1.3.6.4k patch - OPEN BETA & TESTING

Post by GSH »

1.3.6.4k build posted.

-- GSH
mase
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Re: BZ2 1.3.6.4k patch - OPEN BETA & TESTING

Post by mase »

GSH wrote:1.3.6.4k build posted.

-- GSH
Thanks, but the new DLL source is missing.
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Re: BZ2 1.3.6.4k patch - OPEN BETA & TESTING

Post by GSH »

I generally don't release DLL source to the public until a full public beta. I reserve the right to change implementation details -- including function names, parameter(s), etc -- at any time until the full public beta. Reason is that once it's out to the public, it's got to be supported by any future BZ2 builds.

-- GSH
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vlad_C0M
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Re: BZ2 1.3.6.4k patch - OPEN BETA & TESTING

Post by vlad_C0M »

GREAT THANKS! ) will test!
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