CommVehicle ViewDist

Moderators: GSH, VSMIT, Red Devil, Commando

spAce
Scrap
Posts: 5
Joined: Tue Dec 17, 2013 8:02 pm

CommVehicle ViewDist

Post by spAce »

Hey,

Umm, [CommVehicleClass] ViewDist is broken. It doesn't set the camera beyond something like 400 meters. Cam spawns way too close to the ground.
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: CommVehicle ViewDist

Post by Zero Angel »

Isnt there settings to control the minViewDist and maxViewDist ? Maybe if you bump up those values it might resolve your problem?

PS: Good to hear from ya space. You doin some ZE mod updates?
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: CommVehicle ViewDist

Post by General BlackDragon »

Woohooo! SPACE!!!! :D <3

Also i use this:

Code: Select all

[CommVehicleClass]
DoBettyOn = true // true = bettyvoice when switched on
DoBettyOff = true // true = bettyvoice when switched off.
//viewDist = 100.0
MinViewDist = 50.0 // If specified, minimum height of commbunker view
MaxViewDist = 200.0 // If specified, maximim height of commbunker view


Battlezone Classic Public Forums
*****General BlackDragon*****
spAce
Scrap
Posts: 5
Joined: Tue Dec 17, 2013 8:02 pm

Re: CommVehicle ViewDist

Post by spAce »

Zero Angel wrote:PS: Good to hear from ya space. You doin some ZE mod updates?
http://ze.bz2maps.us/

Yeah pal, so very few good games have been released in recent years - so, I'm trying... Focusing only on team vs team strat this time. ;)
It's now massively improved over previous version - new stuff - better balances - hundreds of bugs gone - it flows now...

Btw, I'd be realy happy If someone would help and turn a couple maps to MPI.
General BlackDragon wrote:Also i use this: MinViewDist = 50.0 // If specified, minimum height of commbunker view
MaxViewDist = 200.0 // If specified, maximim height of commbunker view
Yeah, I tried those but they didn't help - the cam spawns very low, ignoring the viewDist value completely. Actually it spawns at like 200 meters, not 400 as I said above.
User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: CommVehicle ViewDist

Post by Ded10c »

Welcome back, spAce.
battlezone.wikia.com needs your help!
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: CommVehicle ViewDist

Post by General BlackDragon »

Yay, I look forward to helping with it :)

Also, the point was that I OMITED the "ViewDist" entry, allowing it to default to the last used value, to prevent that "snapping". Though I honestly don't remmeber it that worked :)
Battlezone Classic Public Forums
*****General BlackDragon*****
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: CommVehicle ViewDist

Post by Zero Angel »

Glad to hear you're focusing on improving the fluidity of team strat, I wasnt really able to get into the team strat on the original ZE because it didnt flow that greatly on the ESF (sp?) v ESF matches due to stale mating (which was also a problem I had with earlier VSRs when I tried to make Scions easier to play in early game but at the expense of some of the endgame warriors' power, leading to some rather bad stalemating).

Website looks nice, is it done with some kind of CMS like Wordpress?
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: CommVehicle ViewDist

Post by Ded10c »

Hmm... how come the soundtrack is dated 23rd December 2018? :P
battlezone.wikia.com needs your help!
User avatar
Nielk1
Flying Mauler
Posts: 2991
Joined: Fri Feb 18, 2011 10:35 pm
Contact:

Re: CommVehicle ViewDist

Post by Nielk1 »

Story question, still using Mineral/Mining Drills instead of pools?
Commando
Flying Mauler
Posts: 2176
Joined: Fri Feb 18, 2011 6:41 pm

Re: CommVehicle ViewDist

Post by Commando »

That the same space?
Nevermind. Just saw his post.
spAce
Scrap
Posts: 5
Joined: Tue Dec 17, 2013 8:02 pm

Re: CommVehicle ViewDist

Post by spAce »

Zero Angel wrote:Glad to hear you're focusing on improving the fluidity of team strat, I wasnt really able to get into the team strat on the original ZE because it didnt flow that greatly on the ESF (sp?) v ESF matches due to stale mating (which was also a problem I had with earlier VSRs when I tried to make Scions easier to play in early game but at the expense of some of the endgame warriors' power, leading to some rather bad stalemating).
In 0.7 ESAF didn't have any real game ending tech. The stalemating was a major issue - easily the most reported problem.

The difference of ISDF and Scion kind of suggested that races were not designed for team strats. Your redesign is spot on.
Zero Angel wrote:Website looks nice, is it done with some kind of CMS like Wordpress?
It's wordpress, yeah. Suprisingly easy/quick to put up a site like that - times have changed.
AHadley wrote:Welcome back, spAce.
Hey man.
AHadley wrote:Hmm... how come the soundtrack is dated 23rd December 2018? :P
Dunno what you mean. Can't see any date anywhere. :)
Nielk1 wrote:Story question, still using Mineral/Mining Drills instead of pools?
Yes, still using element drills that have branches (like tree roots) that go hundreds of meters deep.
General wrote:Also, the point was that I OMITED the "ViewDist" entry, allowing it to default to the last used value, to prevent that "snapping". Though I honestly don't remmeber it that worked :)
If it doesn't get patched, maybe we could introduce some DLL magic that would spawn the cam at lets say 420 meters ? :)
RubiconAlpha
Rattler
Posts: 98
Joined: Sat Feb 19, 2011 4:37 am

Re: CommVehicle ViewDist

Post by RubiconAlpha »

Great to see you again spAce!

Always loved your projects.
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: CommVehicle ViewDist

Post by General BlackDragon »

I'd love to, unfortunately the DLL doesn't have control over that part of the game :3
Battlezone Classic Public Forums
*****General BlackDragon*****
User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: CommVehicle ViewDist

Post by Ded10c »

It's in the metadata of Forerunner's .ogg. The others don't have any.

Nielk and I were pondering this last night; what is Zephyr's backstory and does it fit in with / branch off from any part of the existing BZ story?
battlezone.wikia.com needs your help!
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: CommVehicle ViewDist

Post by Red Devil »

what's happening with infinity, space?
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
Post Reply