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 Post subject: Re: 1.5 patch
PostPosted: Sat Dec 27, 2008 9:08 pm 
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stratter :)

Joined: Sat Oct 11, 2008 12:33 pm
Posts: 38
If anyone continues making the patch, I thought why not put in the full BD race and the Chinese into MP? Or perhaps would that be even possible in 1.4P? :) This way we wouldn't have to make TRO-only games just to play with the Black Dogs or CRA.


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 Post subject: Re: 1.5 patch
PostPosted: Sun Dec 28, 2008 1:59 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
You already mentioned that in 1.4 discussion. I don't know how to add more races to multiplayer, I think that requires the code for BZ.

Most of us like BZ the way it is for the most part, so adding stuff probably won't happen.

There must be a reason why so many play BZ online and not so many asking for RO game. ;)


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 Post subject: Re: 1.5 patch
PostPosted: Sun Dec 28, 2008 2:18 pm 
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stratter :)

Joined: Sat Oct 11, 2008 12:33 pm
Posts: 38
I mentioned that in both threads because I didn't know in which version it would be implemented more quickly. :P


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 Post subject: Re: 1.5 patch
PostPosted: Sun Dec 28, 2008 4:56 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1314
Location: Zagreb, Croatia
Eigus wrote:
If anyone continues making the patch, I thought why not put in the full BD race and the Chinese into MP? Or perhaps would that be even possible in 1.4P? :) This way we wouldn't have to make TRO-only games just to play with the Black Dogs or CRA.


I was thinking about that when I was making 1.5 patch. I had in mind some kind of toggle on maps, Black Dogs - ON/OFF, but reaper said that wouldn't be a patch, he said it would be a mod. I said BD's are already in Bz, every single file, they just wait to be unlocked, it's not actual adding. He didn't agree. Maybe he was right or maybe he will use my idea in his mod, we'll see...

Let me remind you all of something I musta have said 5 times in this topic already :x ; concentrate on BzE code changes you don't like. Don't suggest new ideas (Eigus, your idea was kinda legit) cause patch should only cover bugs. Only 1 person commented code changes, you all go directly to polls. Polls are not so important.

It's not the same thing making the patch in 1999 and in 2009. In 1999 you could give people anything and they would play it, cause they knew the stock for only few months. We now know the stock for almost 11 years and even minor change is a huge change.

And may I also remind you that 1.5 patch is discontinued. :) :(


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 Post subject: Re: 1.5 patch
PostPosted: Sun Dec 28, 2008 5:18 pm 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
I only tried BzE a tiny bit before I decided I didn't like it.

I don't know of all the code changes off the top of my head.

But it doesn't matter unless reaper changes his mind about making the BZ 1.5 Patch.

I would roll back all these changes:

Armory weapon buildTime
Fast sniper scope
Fast sniper aiming (rotation)
Removing Single Player
All strat changes like smaller constructor reticle, bigger powerRadius of powerplants, etc.
Adding BZ2 crap and Chinese
Removing BDog skins
Ugly BZ2 scrap
blast toggle
splinter toggle

Thank you for the NO CD patch reaper. But now we would like FPS Fix and anims fix for 1.4.


Last edited by Sporkinator on Tue Dec 30, 2008 11:39 am, edited 2 times in total.

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 Post subject: Re: 1.5 patch
PostPosted: Sun Dec 28, 2008 5:32 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1314
Location: Zagreb, Croatia
Mr. Spock wrote:
As I said before, no need to say you don't like BzE change that isn't in code. It won't be in 1.5.


Sporkinator wrote:
I don't know of all the code changes off the top of my head.


Mr. Spock wrote:


Mr. Spock wrote:
Now open BzE ChangeLog again. Look for sections "BzE 1.0 code changes" and "BzE 1.1 code changes". Those changes are coming in pack with "bze.exe" and our first mission is to isolate silly changes from needed ones, cause reaper agreed only to roll back few, so we need priorities list. I named few, you name yours. If you agree with me, please say with what exactly, cause I don't want to make it look like I'm the only one fighting against BzE/for Bz.


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 Post subject: Re: 1.5 patch
PostPosted: Mon Dec 29, 2008 7:58 pm 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Reaper, you must undo ALL CODE CHANGES except:

Fixing FPS Bug
Fixing E-W Bug
Fixing Allied Silo Bug.
Fixing Cyclic Redundancy Check (better anti-hack)

It seems there will be no 1.5, but that is the requirement.

Mr. Spock wrote:
I don't want to make it look like I'm the only one fighting against BzE/for Bz.

You aren't the only one. Everybody here wants 1.5 patch, am I right?

The only one who doesn't want it is reaper.


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 Post subject: Re: 1.5 patch
PostPosted: Wed Dec 31, 2008 2:58 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1314
Location: Zagreb, Croatia
Heh, seems this is too hard subject for you guys. Spork is trying, he pointed out few silly code changes, but in pack with non code changes, which I said numerous times it's unnecesarry to do. They won't be in (possible) 1.5 patch.

I see I have to draw it for you. Once again, BZE code chages, which are in bze.exe on which is based (possible) 1.5 patch. Point out only those you don't like, cause reaper won't remove all, only few. Telling him which to leave is not an option.

Code:
Code and game asset changes make it incompatible with Bz1.4 patch thus BzE uses a different server session and plays in the 1.31 patch lobby
No CD Required
Timer bug fixed
Avi crash fixed
East/West bug fixed
Walkers & pilots sliding on hills fixed
Walkers Fly physics enabled and gyro damping added
3 new controls added for use in game (aim, level and flip type /help in lobby for usage)
2 nations added ISDF & Blackdog (Blackdog vehicles now use the NSDF recycler)
View distance locked to 375 meters to prevent cheating and increased lag online
LOD3 set to 50 meters (was 30)
Some people with Nvidia chips saw black icons on radar, this has been fixed
Single player is not available in this version
Sending power ups to Nav Beacons has been added
Smoke effects have increased
Power Plants now work at 200 meter range (this was originally listed in the stock game)
Constructors now build up to 150 meter range (was 75) (this was originally listed in the stock game)
Toggle for Blast Cannon & Splinters added to Strat
All mission files are now checked (mat,hgt,trn,vxt,bzn)
Increased memory for textures and objects
Props build menu added to editor for ISDF weapons
Netveh.odf is now unchecked so players may add custom vehicles to new maps
Many other code bugs was fixed and or optimized
Armory buildtime enabled
game window moved to upper right
disappearing reticle on nvidia cards has been fixed
new pondclass added for water
asset checks have been fixed
Main shell buttons names removed
in game kick can now use -kick and /kick
omega damping removed on walkers
A adjustment to the East/West bug fix
removal of omega damping on walkers
Strat players will now respawn 215 meters in the air
Strat recycler will spawn closer to the player when joining a game
Black Dog vehicles will get a NSDF recycler in strat
Build times will now work in the armorys
A pond class for water will be added
Pilots will return to Barracks if recycler and factory is dead
Anti-Poser in game
the asset checks have been fixed
passwords are not readable in ram
added crater effect (used for mortar, comet, day wrecker)
added coneangle to imagemissle
added a new strat game type (doesn't effect the old one)
Fixed the black screen in editor when naming a path or object
constructor's build reticle has been reduced in size
1600x1200 resolution enabled/fixed many errors
1280x1024 resolution is the wrong aspect ratio, removed, added 1280x960 resolution which is the correct aspect ratio.
added Lobby flood control
Grey scrap bug has been fixed
Cloak weapon has been added
added 4 new filter buttons to DM: Bombers Only, Mags Only, Air Craft and Turbo Walkers.
Computers that get a not enough memory error with over 2GB of ram is fixed
Fixed deployed turrets from spinning when thumped (including lander and howitzer)
Adjusted the sniper scope so you can see to the fog line.
craft and producer now ignore the water
Armorys now have launch animations on the catapult
PortalClass added for future development
A code adjustment to prevent recycler diving
Editor build menu has been expanded
New Nvidia options have been added to the render.cfg (NvidRadar & NvidReticle)
Ally has been fixed, prevents cheating, skip allied silo, prevents scrap loss
Fixed rocket flame light/added original sprite
Fixed crash when production units are destroyed while building
pilot when sniped dies quicky instead of do a fall animation that allowed 3 snipes on it
hull/ammo adjusted to the proper clipping pane so you see the last bar
disable the select weapons, prevents redfield, vir and cloak from being active when a ai ship it built
added limit to killradius and killlength
added player name with IP number


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 Post subject: Re: 1.5 patch
PostPosted: Wed Dec 31, 2008 6:42 pm 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Quote:
Code and game asset changes make it incompatible with Bz1.4 patch thus BzE uses a different server session and plays in the 1.31 patch lobby.

It may be incompatible with 1.4 (MVM), but 1.5 should run in lobby with 1.4 if possible.
Quote:
Walkers Fly physics enabled and gyro damping added

Don't know what this is, or what benefit it has.
Quote:
3 new controls added for use in game (aim, level and flip type /help in lobby for usage)

aim? level? flip? Don't know what these do, so I can't say yes or no on that yet.
Quote:
2 nations added ISDF & Blackdog

Don't want ISDF. I'm OK with BDogs in strat, but that isn't stock, so they should probably be omitted from strat.
Quote:
(Blackdog vehicles now use the NSDF recycler)

This isn't a change. That is how it already is in BZ 1.4. :lol:
Quote:
View distance locked to 375 meters to prevent cheating and increased lag online

375? Wasn't it 150 in BZ 1.4 by default in render.cfg?

I don't like increased lag online, decrease it back to stock, or REDUCE it.
Quote:
LOD3 set to 50 meters (was 30)

What is LOD3?
Quote:
Single player is not available in this version

Single player is REQUIRED and MUST NOT be removed.
Quote:
Power Plants now work at 200 meter range (this was originally listed in the stock game)

Don't know what you mean by "listed", but put it back to stock.
Quote:
Constructors now build up to 150 meter range (was 75) (this was originally listed in the stock game)

Not sure what this means, but best put it back to stock.
Quote:
Toggle for Blast Cannon & Splinters added to Strat

This would only affect CCA and blast is one of its advantages.

Splinter is a mortar weapon. We are already losing MDM, we don't need to lose Splinter too.

In fact, maybe we should remove the sniper toggle and have snipe always ON! :P

Just kidding. ;)
Quote:
Props build menu added to editor for ISDF weapons

This won't be needed since there will be no ISDF in 1.5.
Quote:
Netveh.odf is now unchecked so players may add custom vehicles to new maps

I don't see how this is a code change. check.odf seems to determine what files are checked. However, this may actually be a good idea, as long as it doesn't allow anybody to exploit it to their advantage. Overall, not sure about this one.
Quote:
Many other code bugs was fixed and or optimized

Excellent. Have no idea what you mean, but I assume this is good.
Quote:
Armory buildtime enabled

Put it back to stock.
Quote:
game window moved to upper right

I like it in center, what do others think about this?
Quote:
Main shell buttons names removed

Don't know what this is.
Quote:
omega damping removed on walkers

Don't know what this is.
Quote:
removal of omega damping on walkers

Don't know what this is.
Quote:
Strat players will now respawn 215 meters in the air

I am skeptical of strat modifications, but for the most part, I'm OK with this change.
Quote:
Black Dog vehicles will get a NSDF recycler in strat

Just like in BZ 1.4. :lol: This isn't a change.
Quote:
Build times will now work in the armories

Odd that this is listed twice, but put it back to stock.
Quote:
Pilots will return to Barracks if recycler and factory is dead

This is completely pointless. There is no way to build a vehicle without Recycler or Factory, so of what use are pilots?
Quote:
Anti-Poser in game

This may seem like a good idea, but it backfires if the person posing you is already in-game. Remove it.
Quote:
added crater effect (used for mortar, comet, day wrecker)

Crater Effect? If this is purely a graphics change, it's unnecessary, but I won't be upset if it's in 1.5.
Quote:
added coneangle to imagemissle

What does this mean? What advantage is this addition?
Quote:
added a new strat game type (doesn't effect the old one)

Don't need it or want it.
Quote:
constructor's build reticle has been reduced in size

Put it back to stock.
Quote:
Cloak weapon has been added

Don't add non-stock weapons.
Quote:
added 4 new filter buttons to DM: Bombers Only, Mags Only, Air Craft and Turbo Walkers.

Remove them. I like the idea of Turbo Walkers in DM, but they aren't stock.
Quote:
Fixed deployed turrets from spinning when thumped (including lander and howitzer)

That isn't a fix, it's a deviation from stock BZ. All vehicles are supposed to be affected by the Thumper weapon.
Quote:
Adjusted the sniper scope so you can see to the fog line.

So you INCREASED sight distance or DECREASED it?

Sounds good, but I want details on this.
Quote:
craft and producer now ignore the water

Water? I have played a lot of BZ, but have never seen water. :lol:
Quote:
PortalClass added for future development

What would portals do? Can't possibly be stock.
Quote:
Ally has been fixed, prevents cheating, skip allied silo, prevents scrap loss

Ally was never broken except for Silo bug. Make it so that scavs can drop at allied silos and that the owner of the scav will get the scrap.
Quote:
added limit to killradius and killlength

Sniper round? This prevents snipe hack? If so, limit killRadius to 0.5. ;)
Quote:
added player name with IP number

This is not needed in 1.5 because cheating will be more difficult.


Last edited by Sporkinator on Mon Mar 16, 2009 10:21 pm, edited 1 time in total.

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 Post subject: Re: 1.5 patch
PostPosted: Mon Jan 19, 2009 5:36 pm 
village idiot

Joined: Sat Sep 27, 2008 7:14 pm
Posts: 72
This selfishness reaper is showing towards bz in total (bze and bz) is very childish and ignorant. The majority vote shows that many wants bz with all bugs fixed and minor changes, if any. Master software engineers and a room filled of programmers did not make BZ the way it was because it was unfair for either CCA od NSDF. There not perfect and bugs did occur. All I am asking is cooperation by both parties and stop all the firewalling and silly stuff. At the end of the day it makes no sense and nothing is accomplished.


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 Post subject: Re: 1.5 patch
PostPosted: Mon Jan 26, 2009 5:25 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
I agree Tomcat. But reaper needs to split the BZ community somehow... so him and his cronies firewall us.

I find it kind of funny that they don't want to play. :lol:


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 Post subject: Re: 1.5 patch
PostPosted: Mon Mar 09, 2009 6:14 am 
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scrapmaker

Joined: Sat Jul 12, 2008 8:32 pm
Posts: 214
Location: ASTEROID BELT
make extra czar have sp :D
and give the golem 2 blast
give thunder bolt a extra rocket in place of its cannon so it will be 3 rockets
just some ideas


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 Post subject: Re: 1.5 patch
PostPosted: Mon Mar 09, 2009 6:19 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
GOLEM wrote:
make extra czar have sp :D
and give the golem 2 blast
give thunder bolt a extra rocket in place of its cannon so it will be 3 rockets
just some ideas

Good ideas! We will also put 4 Blasts on the Golem, RAVE GUN on PILOTS, Sniper Rifle on TANKS, and allow the single player cheat codes to work in multiplayer!!!

NOT!!! :lol:


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 Post subject: Re: 1.5 patch
PostPosted: Tue Mar 10, 2009 12:25 am 
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scrapmaker

Joined: Sat Jul 12, 2008 8:32 pm
Posts: 214
Location: ASTEROID BELT
ok ok i wnet to far
but
i am serouse about the thunder bolt
u have to add the extra rocket becasue thunberbolt is not as monuverabe as the grendal
and for Christ sakes that site camera is anoying!!! . replace it with the an extra rocket WITH MEANS 3 ROCKTETS = SUPER BOMBER

i belive the remakes of the thundebolt will the the best revonation ever

AND ADD CHINESE UNITS WITH NO CLOAKING POWER !!!!!! BIG BOLD IDEA SPORKY
NOW WHAT!~!!!!!


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 Post subject: Re: 1.5 patch
PostPosted: Tue Mar 10, 2009 12:32 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
The NSDF Bomber is just as maneuverable as the CCA Bomber.

I checked the files, they have the exact same physics.

There will be no Chinese ships in Bz 1.5.

We're discussing BZ 1.5, not RO 1.5. :P

In Bz 1.5, the SITE Camera on the DM Thunderbolt will be the 3rd weapon, so it won't be on automatically:

Image

Pretty much everybody agrees that the automatic SITE Camera is annoying, but we won't remove it from the vehicle, we'll simply fix the problem by moving it to slot 3. :D

This screen shot is taken from my own mod.


Last edited by Sporkinator on Wed Apr 08, 2009 7:30 pm, edited 1 time in total.

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