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Remove the LA Ground Shake Effect?
Yes, remove it. (post and explain why) 50%  50%  [ 3 ]
No, leave it. (post and explain why) 50%  50%  [ 3 ]
Total votes : 6
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 Post subject: LA GroundShake
PostPosted: Mon Feb 23, 2009 12:52 pm 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Yes, I'm aware BZ 1.5 is on hold. But this is something I'd like to discuss.

If you haven't ever played with LargeAssets (LA) ON, or aren't familiar with the Building Collision Bug that it causes, you should read that topic and test it for yourself. (Just explode an enemy fighter near supply in NSDF #2 and then bump into the supply all with LA ON, and you'll see what I mean)

The LA Ground Shake Effect CAN easily be removed from the game, it's a simple ODF change. (xgndshk.odf, change omegaShake from 5.0 to 0.0)

Because it's an ODF change, it will have to be in a patch/mod. Changing any ODF makes you not compatible with stock.

This also removes the spinning eject from the game.

I personally would like it removed.

My reasons:

1. Same game physics for all. (Explosions are still cool looking and textures sharper with LA ON)

2. Fixes a bug.

3. I never liked the spinning eject. Puts a player at a disadvantage for an air snipe and is dizzying.

4. LargeAssets graphics patch is now just that: Better Graphics. Not changed explosion physics.

5. All this annoying ground shake stuff and dizzy spinning eject seemed to me like punishment for wanting cool graphics effects. :P

What do you all think?

EDIT:
After posting, I realized there MIGHT be a 3rd choice. MIGHT.

Assuming the code could be manipulated to allow the ground shake to be ON/OFF independent of the LargeAssets.

largeAssets=0 (LA OFF, SHAKE OFF)
largeAssets=1 (LA ON, SHAKE OFF)
largeAssets=2 (LA ON, SHAKE ON)

OR

groundShake=1 (SHAKE ON)
groundShake=0 (SHAKE OFF)

in render.cfg.

That is mostly speculation since I don't have access to the code.

Code:
switch (renderFile.largeAssets)
{
    case 0:
        groundShake = false;
        largeTextures = false;
    break;
    case 1:
        groundShake = false;
        largeTextures = true;
    break;
    case 2:
        groundShake = true;
        largeTextures = true;
    break;
    default:
        groundShake = false;
        largeTextures = false;
    break;
}


If reaper could post here, he'd say my code is wrong, but I'm not saying it's right. It's not the exact code that matters, it's the logic behind it. ;)

This piece of code could be written in C, C++, Java, etc. Many programming languages share things.

It could also be re-written with the good old fashioned "if ( ) { } else if ( ) { } else if ( ) { } else { }" structure, but the switch() statement is easier to work with. :P


Last edited by Sporkinator on Tue Feb 24, 2009 4:24 am, edited 1 time in total.

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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Mon Feb 23, 2009 11:33 pm 
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sniper

Joined: Sun Mar 30, 2008 5:49 pm
Posts: 205
Location: Under your bed...
Believe it or not, I get a sick feeling in my stomach with the spinning eject effect. I'm not kidding.

So please, save me the time of cleaning up barf from my keyboard and desk and remove the eject spin effect.

Thanks.


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Tue Feb 24, 2009 3:24 am 
team dummy member

Joined: Tue Feb 03, 2009 12:09 pm
Posts: 124
Would this also change the kickback that certain weapons create?

Also, I recreated this bug in multiplayer, except it didn't create the suction field, I just started going nuts when it happened. I dunno if it was just the thumper, or the fact that 5 turrets were destroyed near the NSDF supply.


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Tue Feb 24, 2009 3:56 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Great to know that I'm not the only one who wants to say goodbye to spinning eject/ground shake in LA Graphics Patch. :)

Firestorm29, The collision bug never creates a "suction field", but if you bump into a building such as your supply depot, especially after more than 1 unit has been destroyed near it, it can cause you to start spinning around like crazy in such a way that you become "trapped" in your supply depot. The only solution then is to destroy it or recycle it, then build a new supply. But why should we have to do that? It can cost you the game in multiplayer strat, and if a unit explodes near the new building, the same thing happens again. It only takes 1 explosion near the building to mess it up.

I would like to see everybody playing with LA on, and not avoid it because of a bug or spinning eject. ;)

Firestorm29 wrote:
Would this also change the kickback that certain weapons create?

Not sure to what you are referring. I've never seen any weapon kickback when firing SP-Stabbers or any weapon.

I remember when I still had my BZ CD and played BZ. There was no ground shake. There was no spinning eject. I never got trapped in a supply depot. I lost my CD and stopped playing BZ because of it. Later, I searched the Internet for BZ, and found 1.4 installer! Yay! I can play BZ again! I loaded it up after figuring out how to do the Daemon Tools thing. I played it. When I saw the spinning eject and the ground shake effects (which were apparently on by default and I didn't know about render.cfg), I was disappointed a little bit. This was not the same BZ I played before. When I played online and somebody finally told me how to get rid of spinning eject, I was overjoyed. :P "YAY! My BZ is back to normal!"

So from the first time I saw the ground shake and spinning eject, I hated it! :lol:


Last edited by Sporkinator on Tue Feb 24, 2009 5:40 am, edited 1 time in total.

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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Tue Feb 24, 2009 4:27 am 
team dummy member

Joined: Tue Feb 03, 2009 12:09 pm
Posts: 124
Sporkinator wrote:
Firestorm29 wrote:
Would this also change the kickback that certain weapons create?

Not sure to what you are referring. I've never seen any weapon kickback when firing SP-Stabbers or any weapon.

I remember when I still had my BZ CD and played BZ. There was no ground shake. There was no spinning eject. I never got trapped in a supply depot. I lost my CD and stopped playing BZ because of it. Later, I searched the Internet for BZ, and found 1.4 installer! Yay! I can play BZ again! I loaded it up after figuring out how to do the Daemon Tools thing. I played it. When I saw the spinning eject and the ground shake effects (which were apparently on by default and I didn't know about render.cfg), I was disappointed a little bit. This was not the same BZ I played before. When I played online and somebody finally told me how to get rid of spinning eject, I was overjoyed. :P "YAY! My BZ is back to normal!"

So from the first time I saw the ground shake and spinning eject, I hated it! :lol:


I mean when I get shot with certain weapons, most noticeably the Chaingun or SP Stabber on the left or right of my ship, it caused me to turn to the left or right slightly. This is kickback I mean, not firing the weapon, but getting shot by said weapon causing the target to rotate if hit properly.


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Tue Feb 24, 2009 4:29 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
OK now I know what you mean.

That happens no matter if LA is ON or OFF. ;)


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Tue Feb 24, 2009 5:37 am 
team dummy member

Joined: Tue Feb 03, 2009 12:09 pm
Posts: 124
Sporkinator wrote:
OK now I know what you mean.

That happens no matter if LA is ON or OFF. ;)


I may have to see what's it is like with LA off. Maybe I just haven't noticed it until now.


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Sun Mar 22, 2009 10:48 am 
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team dummy member

Joined: Thu Mar 19, 2009 7:26 am
Posts: 95
Location: ARGENTINA (SORRY ABOUTH MY ENGLISH )
NO MORE TALKING DEFINETLY IT MUST BE REMOVED


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Tue Mar 31, 2009 12:26 am 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1313
Location: Zagreb, Croatia
Sporkinator wrote:
if you bump into a building such as your supply depot, especially after more than 1 unit has been destroyed near it, it can cause you to start spinning around like crazy in such a way that you become "trapped" in your supply depot. The only solution then is to destroy it or recycle it, then build a new supply.


That's not the only solution, if you do nothing the spinning stops after a while (15 seconds or so), but yeah, would be better without it...


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Tue Mar 31, 2009 2:06 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Well, not the ONLY solution, but in a campaign mission against the Furies with LA on, I was trapped in my supply spinning around for more than 15 seconds, and I could not get out. I let go of all keys and the mouse but was still trapped. So I started shooting my weapons until the supply exploded and I got free. :lol: I've also had it happen with Hangars.


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Wed Apr 01, 2009 11:43 pm 
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stratter :)

Joined: Fri Dec 19, 2008 11:19 pm
Posts: 800
Location: The Cimpire(Mars)
Well that was cool.


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Wed Apr 01, 2009 11:44 pm 
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stratter :)

Joined: Fri Dec 19, 2008 11:19 pm
Posts: 800
Location: The Cimpire(Mars)
I would like to keep the LA.

It does help make the game's physics more realistic.


HOORAY FOR REALISM!!!! :D


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Thu Apr 02, 2009 4:38 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Well, then we should modify the code to be able to turn LA on and off independent of omegaShake. Could just put it in render.cfg right below LargeAssets.
Code:
[NormalView]
VisibilityScale=150
HiRes=1
[Debug]
TrackFPS=1
[D3D]
TripleBuffer=1
Zbuffer=0
MipMaps=1
LargeAssets=1
OmegaShake=0 //right here
PreLoad=0
loadsprites=1
halftexel=1
alpha=1
SplitZbuffer=1

That's the best solution. Good luck with the hard part: GETTING the code.


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Sat Apr 04, 2009 9:07 pm 
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stratter :)

Joined: Fri Dec 19, 2008 11:19 pm
Posts: 800
Location: The Cimpire(Mars)
That's gonna be complicated.


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 Post subject: Re: LA GroundShake in Bz 1.5
PostPosted: Mon Jun 01, 2009 11:21 pm 
stratter :)

Joined: Mon Jun 01, 2009 6:03 pm
Posts: 2
Build in another weapon like groundshake to dizzle enemy crafts in a line infront of you, it would be nice. Something like the spinning effect if you get hit by several weapons :) would apreciate it


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