Battlezone II Remodeled 1.0.8 released 2/21/17
Moderators: GSH, VSMIT, Commando
Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
Heavy Warrior is not using the new Warrior model.
- Progressor
- Thunderbolt
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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
No, looks like map/radar size is hardcoded. Cannot say that 1.3.7.x is playable - SP campaign mods except BZClassic, i.e. FE, QF, Uler... do not work and crash, map/radar cannot be sized... BZII becomes an MP game.Both the map and radar can be resized via gameprefs, I believe.
- General BlackDragon
- Flying Mauler
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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
Map size can be changed from bzgame_init.cfg and scaled versions of it. (bzgame_init_x1_5.cfg, etc) in the bottom there's size settings.
Mods like QF etc just need texture conversions (some textures need to be resized to work as DXT, or built with the allow non ^2 size parameter)
RD can update FE so modern players can play SP
I should finish updating QF2 stuff....
Mods like QF etc just need texture conversions (some textures need to be resized to work as DXT, or built with the allow non ^2 size parameter)
RD can update FE so modern players can play SP
I should finish updating QF2 stuff....
Battlezone Classic Public Forums
*****General BlackDragon*****
*****General BlackDragon*****
Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
Okay, poor choice of words to say hardcoded. What I meant was that there is no easy in-game way to change it at will, say through the graphics options. That's something GSH would have to do (or allow for).
But, yeah, there are ways to change the radar and minimap outside of the game as others have pointed out.
I thought about doing that myself, b/c I don't care for the latest radar view angle, but I've been too lazy to mess with it. Nor would I want to force it on everyone by putting it in the mod, and risk not being compatible with potential future changes to the interface that may come through the 1.3 patches.
But, yeah, there are ways to change the radar and minimap outside of the game as others have pointed out.
I thought about doing that myself, b/c I don't care for the latest radar view angle, but I've been too lazy to mess with it. Nor would I want to force it on everyone by putting it in the mod, and risk not being compatible with potential future changes to the interface that may come through the 1.3 patches.
Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
It never did. That was one of the 3rd party mod/models I never got around to finding or working on. I think there's also one last Scion guntower variant I never managed to find either. If you want to post the correct odf for the warrior, I can try to remember to get it fixed for the next version of the mod.Commando wrote:Heavy Warrior is not using the new Warrior model.
Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
I don't believe that earlier patches allowed live updating, or even some updating of these. You do see some changes to position and scale if you toggle the cockpit/2D radar to the other setting and back.map/radar cannot be sized.
As to your other comments, it is the responsibility of mods to stay current with the game. Not that the game has to bend over backwards to preserve 100% compatibility. BZ2 patches aren't forced on users, you are free to find a particular BZ2 patch that works best with a particular mod.
-- GSH
Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
The only difference is the heavy warrior has two cannon has.
I tried to have two weapons use hp-cannon-1 but the game kept crashing.
I tried to have two weapons use hp-cannon-1 but the game kept crashing.
- General BlackDragon
- Flying Mauler
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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
Odd, it shouldn't have a problem doing that.
Battlezone Classic Public Forums
*****General BlackDragon*****
*****General BlackDragon*****
Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
What shouldn't happen and what does happen sometimes don't match up.
It has been years since I made the new XSI.
I'll have to edit the odf for the Remaster to try it again.
Maybe the AV has been fixed.
Basically all I did was take HP_Cannon_1, I copied it, then renamed the copy HP_Cannon_2.
This gave me two identical HPs which I referenced in the ODF.
What the game didn't like was
weaponHard1 = "HP_Cannon_1"
weaponName1 = "gpstab"
WeaponHard2 = "HP_Cannon_2"
weaponName2 = "gatstap"
I think it would crash when I picked up a weapon hardpoint.
It has been years since I made the new XSI.
I'll have to edit the odf for the Remaster to try it again.
Maybe the AV has been fixed.
Basically all I did was take HP_Cannon_1, I copied it, then renamed the copy HP_Cannon_2.
This gave me two identical HPs which I referenced in the ODF.
What the game didn't like was
weaponHard1 = "HP_Cannon_1"
weaponName1 = "gpstab"
WeaponHard2 = "HP_Cannon_2"
weaponName2 = "gatstap"
I think it would crash when I picked up a weapon hardpoint.
Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
I just tested the xsi using HP_CANNON_3 for Hardpoints 1 and 2.
I didn't experience any crashing, like I did in the past.
I wasn't able to thoroughly test it though.
I maybe ran it for five minutes.
Here is the odf
I didn't experience any crashing, like I did in the past.
I wasn't able to thoroughly test it though.
I maybe ran it for five minutes.
Here is the odf
Code: Select all
/////////COXXON - BZII REMODELED/////////
[GameObjectClass]
baseName = "fvtank"
classLabel = "morphtank"
glowTexture = "fvtankcoxa0.pic"
geometryName = "fvtankcox00.xsi"
cockpitName = "fvtankcox_cockpit.xsi"
animCount = 7
animName1 = "forward"
animFile1 = "fvtankcoxSF.xsi"
animName2 = "neutral"
animFile2 = "fvtankcoxSN.xsi"
animName3 = "reverse"
animFile3 = "fvtankcoxSR.xsi"
animName4 = "deploy"
animFile4 = "fvtankcoxd0.xsi"
animName5 = "forward2"
animFile5 = "fvtankcoxAF.xsi"
animName6 = "neutral2"
animFile6 = "fvtankcoxAN.xsi"
animName7 = "reverse2"
animFile7 = "fvtankcoxAR.xsi"
scrapValue = 15
scrapCost = 55
customCost = 65
buildTime = 15.0
customTime = 15.0
maxHealth = 3500
maxAmmo = 3000
addAmmo = 5.0
addHealth = 0.0
unitName = "Warrior"
aiName = "TankFriend"
aiName2 = "TankEnemy"
heatSignature = 2.0
imageSignature = 2.5
radarSignature = 0.5
isAssault = 0
armorClass = N
/////// REQUIREMENTS ///////////////
requireCount = 1
requireName1 = "fbforg"
requireText1 = "Build Forge"
/////// PROVIDES ///////////////////
provideCount = 4
provideName1 = "fvtank"
provideName2 = "VIRTUAL_CLASS_MORPHTANK
provideName3 = "VIRTUAL_CLASS_TANK"
provideName4 = "DefendUnit"
/////// weapons ////////////////////
weaponMask = 00001
weaponGroup1 = 0
weaponHard1 = "HP_CANNON_3"
weaponName1 = "gsonic_c"
weaponAssault1 = 0
weaponGroup2 = 1
weaponHard2 = "HP_CANNON_3"
weaponName2 = "gsplasma_c"
weaponAssault2 = 0
weaponHard3 = "HP_SPECIAL_1"
weaponName3 = "gproxmin"
weaponAssault3 = 0
weaponHard4 = "HP_SHIELD"
weaponName4 = ""
weaponAssault4 = 0
/////////LIGHTS AND EFFECTS//////////////////
lightHard1 = "hp_light_1"
lightName1 = "spotyellow"
//LightsOnlyWhenPiloted = true
effectHard1 = "hp_dust_1"
effectName1 = "fxcox1.dusttrail"
effectMinAltitude1 = 0.0
effectMaxAltitude1 = 5.0
effectMinVelocity1 = 10.0
effectMaxVelocity1 = 500.0
effectHard2 = "hp_dust_1"
effectName2 = "fxcox1.dustpuff1"
effectMinAltitude2 = 0.0
effectMaxAltitude2 = 3.0
effectMinVelocity2 = 0.0
effectMaxVelocity2 = 10.0
/////////////////////////////////////////////////////////
[CraftClass]
rangeScan = 300.0f
periodScan = 5.0f
velocJam = 5.0f
engageRange = 120
/////////CRASH INTO COMPONENT PARTS/////////
xplcrash = "xpl_crash_fvtankcox"
//chunkEffect1 = "fvtankcoxchk01.xsi"
//chunkEffect2 = "fvtankcoxchk02.xsi"
//chunkEffect3 = "fvtankcoxchk03.xsi"
//chunkEffect4 = "fvtankcoxchk04.xsi"
//chunkEffect5 = "fvtankcoxchk05.xsi"
//HasSeparateChunks = true
//numChunks = 5
//numChunks1 = 1
//numChunks2 = 1
//numChunks3 = 1
//numChunks4 = 1
//numChunks5 = 1
//UseChunks = true
//UseExplosion = true
//attackTask = "MortarBikeAttack" //coxxon - may not need this
//subAttackTask = "MortarBikeSubAttack"
//subAttackClass = "ANS"
//1 target: A Air/N Ground +2 attack: D Deploy/N Normal +3 range: S Weapon/N eNgage
//AttackTaskUsesGroups = false //coxxon
//GoToTaskHasLeader = false //coxxon
/////////MESSAGES/////////
selectWaitMsg = "fvtank04.wav"
selectAttackMsg = "fvtank01.wav"
selectFollowMsg = "fvtank03.wav"
selectGoMsg = "fvtank02.wav"
selectOtherMsg = "fvtank04.wav"
holdMsg = "fvtank12.wav"
goMsg = "fvtank05.wav"
attackMsg = "fvtank06.wav"
followMeMsg = "fvtank08.wav"
followMsg = "fvtank03.wav"
repairMsg = "fvtank09.wav"
reloadMsg = "fvtank09.wav"
rescueMsg = "fvtank10.wav"
recycleMsg = "fvtank11.wav"
otherMsg = "fvtank05.wav"
user1Msg = ""
killedMsg = "fvtank07.wav"
diedMsg = ""
// COMBAT MODE /////////////////////
[HoverCraftClass]
velocForward = 30.0 //
velocReverse = 18.0 //
velocStrafe = 14.0 //
accelThrust = 24.0 //acceleration
accelBrake = 75.0 //braking
accelDragStop = 5.8 //how fast it stops once hands are off controls
accelJump = 15.0
setAltitude = 1.0 // how high off the ground
alphaTrack = 22.0 //springs speed it rights itself
alphaDamp = 8.0 //shocks
pitchPitch = 0.19 //nose up
pitchThrust = 0.09 //nose down
rollStrafe = 0.01 //rolls while strafing
omegaSpin = 6.0 //spinning in place speed
omegaTurn = 2.0 //turning while moving speed
alphaSteer = 4.5 //how fast it responds to steering
rollSteer = 0.1 //rolls while steering
soundThrust = "ssent01j.wav"
// ASSAULT MODE ////////////////////
[MorphTankClass]
maxHealth = 2500
maxAmmo = 3000
addAmmo = 0.0
addHealth = 9.0
engageRange = 100
isAssault = 0
unitName = "Warrior II"
rangeScan = 250.0f
periodScan = 5.0f
velocJam = 5.0f
velocForward = 20.0 //
velocReverse = 10.0 //
velocStrafe = 20.0 //
accelThrust = 16.0 //acceleration
accelBrake = 75.0 //braking
accelDragStop = 9.0 //how fast it stops once hands are off controls
accelJump = 15.0
setAltitude = 1.0 // how high off the ground
alphaTrack = 24.0 //springs speed it rights itself
alphaDamp = 9.0 //shocks
pitchPitch = 0.19 //nose up
pitchThrust = 0.09 //nose down
rollStrafe = 0.01 //rolls while strafing
omegaSpin = 5.5 //spinning in place speed
omegaTurn = 1.3 //turning while moving speed
alphaSteer = 3.5 //how fast it responds to steering
rollSteer = 0.13 //rolls while steering
soundThrust = "ssent01j.wav"
/////////////////////////////////////////////////////////
[DeployableClass]
soundDeploy = "morph01.wav"
soundUndeploy = "morph01b.wav"
- Red Devil
- Recycler
- Posts: 4398
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Re: Battlezone II Remodeled 1.0.7 available now! 2/1/17
I just wanted to say that this mod is really beautiful; best modeling i've ever seen.
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
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Re: Battlezone II Remodeled 1.0.8 released 2/21/17
BATTLEZONE II REMODELED
v108 NOW AVAILABLE 2/21/17
Go to below url and login
http://www.moddb.com/mods/battlezone-ii-remodeled
Sorry to release this so soon after 107, but lots of major work has been done. Hopefully it'll be a looong time before I need to do another one.
See mod Changelog for full info.
This is the everything old is new again version of the mod.
- Specular highlights - finally found a solution, and the time and energy to (re)set these to stock setup. They are less shiny and consistent with the stock models.
- Race textures - major run through of ISDF and Scion textures. ISDF - added in more highlights and shadows - most visible in SP and IA, online less so. Scion - set to more like original appearance.
- Ground textures - returned/unquadded many back to single tile, and went through and readjusted contrast so they wouldn't be so faded or soft.
- ivscout - did new reverse anim to remove "flipping" appearance when transitioning to other anim sets.
- ivscout/fvscout - set cost back to stock, and increased fvsent/ivmbike radar range. See changelog.
- cut in half the number of chunks meshes, and simplified the chunk explosions for many units.
- added in Heavy Warrior and Scion Phantom.
- fvtank now has hp_cannon_1 - 4 available.
- FYI, there are other guntower variants and a few models still not covered. It's likely they won't be since they are so specialized and infrequently used.
v108 NOW AVAILABLE 2/21/17
Go to below url and login
http://www.moddb.com/mods/battlezone-ii-remodeled
Sorry to release this so soon after 107, but lots of major work has been done. Hopefully it'll be a looong time before I need to do another one.
See mod Changelog for full info.
This is the everything old is new again version of the mod.
- Specular highlights - finally found a solution, and the time and energy to (re)set these to stock setup. They are less shiny and consistent with the stock models.
- Race textures - major run through of ISDF and Scion textures. ISDF - added in more highlights and shadows - most visible in SP and IA, online less so. Scion - set to more like original appearance.
- Ground textures - returned/unquadded many back to single tile, and went through and readjusted contrast so they wouldn't be so faded or soft.
- ivscout - did new reverse anim to remove "flipping" appearance when transitioning to other anim sets.
- ivscout/fvscout - set cost back to stock, and increased fvsent/ivmbike radar range. See changelog.
- cut in half the number of chunks meshes, and simplified the chunk explosions for many units.
- added in Heavy Warrior and Scion Phantom.
- fvtank now has hp_cannon_1 - 4 available.
- FYI, there are other guntower variants and a few models still not covered. It's likely they won't be since they are so specialized and infrequently used.
- squirrelof09
- Sabre
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- Contact:
Re: Battlezone II Remodeled 1.0.8 released 2/21/17
For most of the rocket towers, different models would be pointless.
Some of them would only require a tweaked texture since some have dual assault hips while others only have 1.
I'll have to check the warrior and phantom.
The phantom just used thescout's xsi while the heavy warrior only differed in having one extra cannon hp.
Some of them would only require a tweaked texture since some have dual assault hips while others only have 1.
I'll have to check the warrior and phantom.
The phantom just used thescout's xsi while the heavy warrior only differed in having one extra cannon hp.
Re: Battlezone II Remodeled 1.0.8 released 2/21/17
With the forums being unreachable and wonky, I didn't see this until just now.