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Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Thu Jan 16, 2014 4:04 am
by Commando
Additional note.

This bug occured on two of my computers. Both with NVIDIA cards. One is a Windows 8 machine and the other is Windows 7 Home Premium. Both being 64-bit. The Sentry, Missile Scout were also affected. I believe the Scion Scout and Lancer were also affected, but can't remember. I know some ships were fine. The ISDF Sabre always rendered without issue.

Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Thu Jan 16, 2014 11:04 am
by Red Spot
I've had that white scout issue in the past, many PB's ago. Cant remember what I did to get around it or if it stopped on its own though.
Can say that I have an AMD with Nvidia-GPU.

Do you have an up to date system Commando? If so could you try some older Nvidia drivers and see if it changes the issue, thats what I 'guess' may have solved it for me.

Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Thu Jan 16, 2014 4:45 pm
by Zero Angel
Speaking of strange rendering. I've noticed that the nose of a (textured) scout is brighter than the rest of the scout. I wonder if this is an EMBM (bump mapping) issue. I also noticed that the EMBM feature uses a certain texture which is used to 'brighten' the center of each texture surface -- said texture is basically a white gradiated sphere on a black background. The effects are most noticable on the recycler silos. I did some experimenting with that embm overlay texture and found some pretty nice looking settings for it that don't look so odd on things like the recy silos. I'll do some more comparing when I get home to see if it has all the benefits that the current one provides with fewer downsides/discontinuity than the current one.

Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Thu Jan 16, 2014 6:33 pm
by Zero Angel
Original envmap texture (overlay texture for bump maps)
Image

Modified envmap texture (lowered contrast while retaining brightness, less discontinuity with some textures like recy silo and scout nose -- retains 'brightening' feature added by enabling EMBM)
Image

Download for the modified dxtbz2 (put into addon)
http://zeroangel.overminddl1.com/misc_f ... map.dxtbz2

Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Fri Jan 17, 2014 1:18 am
by Nielk1
Zero Angel wrote:Original envmap texture (overlay texture for bump maps)
Image

Modified envmap texture (lowered contrast while retaining brightness, less discontinuity with some textures like recy silo and scout nose -- retains 'brightening' feature added by enabling EMBM)
Image

Download for the modified dxtbz2 (put into addon)
http://zeroangel.overminddl1.com/misc_f ... map.dxtbz2
Can I get an in game screenshot comparison, or do I have to do that myself? :P

Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Fri Jan 17, 2014 6:39 pm
by Zero Angel
Gotta do it yourself. Arranging objects in the editor to be exactly the same is a PITA.

Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Sun Jan 19, 2014 4:19 pm
by Kyte314
Describe exactly what "unpack" means.

Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Mon Jan 20, 2014 4:22 pm
by Juggernaut
Describe exactly what "unpack" means.
It means, unzip this update to your battlezone folder, overwriting any files when prompted to do so. :)

@GSH -- another Z13 bug I notice is, on many occasions, orders need to be repeated to AI (e.g. AI sabre was told to attack ext, then I later command it to go back to base for repair .. it continues to attack EXT, upon second order to go back to base it will). Intermittent ignoring of orders seems to happen with any AI ship. A common one is AI rat is going to a spot in field, incoming enemy so I order it to HOLD .. it keeps going. It holds eventually after repeated orders to do so, but often is too late and destroyed by then.

Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Mon Jan 20, 2014 5:20 pm
by Kyte314
Juggernaut wrote:
Describe exactly what "unpack" means.
It means, unzip this update to your battlezone folder, overwriting any files when prompted to do so. :)

@GSH -- another Z13 bug I notice is, on many occasions, orders need to be repeated to AI (e.g. AI sabre was told to attack ext, then I later command it to go back to base for repair .. it continues to attack EXT, upon second order to go back to base it will). Intermittent ignoring of orders seems to happen with any AI ship. A common one is AI rat is going to a spot in field, incoming enemy so I order it to HOLD .. it keeps going. It holds eventually after repeated orders to do so, but often is too late and destroyed by then.
Oh, thanks. :D

Re: BZ2 1.3.6.4z13 - Open beta & testing

Posted: Mon Jan 20, 2014 7:39 pm
by Commando
You will need 7-zip, winzip, winrar, or another program that will unzip or unpack the files. http://www.7-zip.org/ is free. If your OS is 32-bit, you will want to run the .exe, if your OS is 64-bit, you will want to run the .msi file.

Once downloaded, right click on the patch, select, extract, then point it to your battlezone II 1.3 install folder. If you have the correct location, it will ask you if you want to override files. Hit yes.