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 Post subject: Discussion about changes between stock Bz and E mod
PostPosted: Mon Oct 01, 2007 4:58 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1184
Location: Zagreb, Croatia
Battlezone Enhanced (BzE) ChangeLog Last update: 9/28/07

Single Player missions removed. (If you want to play the Single player missions use Battlezone 1.4 patch, not BzE)
Code and game asset changes make single player mission incompatible

Black Dog models removed to make more space in the data table. (Doesn't effect game play)

Hadean Crown models removed to make more space in the data table. (Fury's remain in game)

Olympian Armada models removed to make more space in the data table.

Old props removed to make more space in the data table.
Storage crates
Old Supply Structures
etc...

Code Changes:
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 - NOT FIXED!
Walkers & pilots sliding on hills fixed
Walkers Fly physics enabled and gyro/omega 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
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

Hud Graphics changed:
Radar
Ping rings
Weapons area
Sniper crosshairs (alt. sniper scopes available in edit folder)
Sprite table replaced

AGP
3D Vehicle Explosion (largeassets=1 only)
Ground shake reduced from 5 to 2, this will reduce the spin.

Planet Graphics:
Sun and ring flares. (replaced)
Clouds: acloud and acloud2 have been replaced. Use (cloud.map, cloud2.map, cloud3.map, cloud4.map)
Stars: New starfields added (stars1.map, stars2.map or stars3.map)
Jupiter (replaced)
(More work to be done on sky maps)
Many sky background images added to game
Notes: Add a choice of moons
Make a list of sky maps.

Planets added:
Bane (beta)
Dune
Elysium
Ganymede
Mire
Toxic (D3D Only)

(Starter maps are available in edit folder)

Shield Buildings:
Added 4 types of working shield buldings for NSDF & CCA
Left (50meters)
Right (50meters)
Left/Right (100meters)
End (10meters)

(Shield alignment tools are available in edit folder for map makers)

Power ups added:
New Weapon Power ups (will be used for any new weapon that has been added to the game )
New Ammo (replaces old)
New Repair (replaces old)

Reticles
This part of the sprite table has been rewritten and sprite coordinates reworked, this may result in some reticles being very slightly off of Activision's but should be more accurate.

RaveGun!
"RaveGun!"(No flashing screen effect)

Flash Cannon changes:
Unfortunately the old Beam class code doesn't work reliably over the net.
Increased Range (was 92m now 130m)
The Flash Cannon is basically a short range powerful weapon. (does more damage then a sp-stabber)

Day Wrecker changes:
Cost reduced to 15
Hull increased from 300 to 1500

Arc Mine
Reduced explRadius so you can see when hit.

CCA & NSDF Pilots changed:
Snipe animation frame rate increased from 10fps to 14fps. ie: snipe animation was 1.4 seconds, now its 1 second or 28% faster)
Added sniper bullet sound (now you can hear and see the sniper hit, pilot will now take damage from sniper hit in the leg (in non-laggy game), shows red flash on screen)
All pilots are now set to 150 Health
Pilots can be locked onto with image locking rockets, not heat locking
Pilots have increased damping and tracking in the air. (Effects largeassets=1 only)
Pilots can now rotate a bit faster. (effects in air only)
Pilots set for image signature only (doesn't effect popguns)
CCA pilot aim fixed

NSDF Base Unit changes:
Recycler, factory, and armory models replaced
Pad removed from hanger model.
Mass reduced on Recycler, Factory, Armory, Guntower, Scavy, Constructor (NSDF and CCA this reduces bump damage to pilot)

CCA & NSDF changes:
Supply Depot models replaced with HQ models
Minelayers' pitch pitch changed.
Howitzers/Turrets deploy time set to 5 seconds
Soviet bomber model changed, hp's moved, 16bit textures added
American ltnk, 16bit textures added
power up, 16bit textures added
Consolidated duplicate NSDF/CCA cockpits textures
Golem walker fixed, it now fires straight and the walk animation is fixed.
NSDF walker, cannon hp's are closer together
Fixed disappearing faces on NSDF HQ
Fixed L-power rotation
CCA scavy, set smoke emitter
NSDF Lt. Tank, set smoke emitter
NSDF Minelayer, fixed disappearing faces, set smoke emitter
Nsdf Apc , fixed disappearing faces, set smoke emitter
NSDF Gun Tower, fixed disappearing faces, set smoke emitter, added bigger collision box
Dm and tanks now have short life mines, minelayers remain the same.
NSDF Armory has Blast Cannon added to list (this now matches CCA weapons)
Set smoke emitters and or pov on CCA recycler, Artillery,GunTower, NSDF Artillery
NSDF base uits replaced with Coxxon's NSDF base units (tracks removed)
NSDF Factory rangescan reduced from 1000 to 500 to match the rest of the base units in the game.
Missing apwasp files added (used by rings of fire map)
Removed mars textures from multdm99.trn
Fixed star on Grizzly
american tug and apc (pitchpitch changed from 0.5 to 0.25, this makes it easyer to drive)
Soviet tug and apc (pitchpitch changed from 0.5 to 0.25, this makes it easyer to drive)
Brightened 10 vehicle skins (20-30%)
CCA Gun Tower increased range to 200 meters, removed second hard point for balance, remaining chain gun does the same damage as 2 used to
Strat Blast Cannons reduced to 250 meter range (Blasts in armory only)
Strat Splinters reduced damage by 1/3 (Splinters in armory only)
All base units had timerepair changed from 1.0 to 0.33

Eagle Lander changes:
Fixed missing faces on model
Added engine flame effect
Choice of 12 or 5 second deploy time

Sounds replaced
jumpSound
landSound
stepSound
step2Sound
LightningBolt Sound

Fixed: Typos/general errors
svrecy.odf (svrecy9.wav to svrecyv9.wav)
svrepa.odf (hull 0 to hull 150)
All multiplayer "des" files have been gone over to fix errors and provide more info.
Missing "inf" files added
Capitan and Ram HP's removed
Missing avhaule2.wav
NSDF walkers missing avwalkvb.wav removed
Power buildings had wrong labels, changed (powerRange to powerRadius)

Walker Changes:
All walkers are now more stable. (Air physics are now on and gyros physics have been added to help keep them from spinning out of control)
svwamp.des (added)
Walkers have a small run speed increase (Dm only) Noted as Turbo Speed
Choice of stock speed or Turbo Speed walkers added
Missing faces on NSDF walker fixed
Custom AT Stabbers on NSDF walkers (increased range from 150meters to 300meters)
Strat Walkers have ther HP's closer so ai can hit targets with both weaons instead of one.

Gun Towers:
All gun towers are now more stable.
CCA GT now uses 1 Hard point with custom chain gun doing stock damage but increased range to 200meters

New maps added:
Capitan and Ram removed from strat. maps.
Removed Lander from strat. maps.

Strat
Rocky Road (recovered Activision map files)
Capture the Flag (recovered Activision map files)
Scrap Pit
Grasslands
Swampy
Subzero
Dunes
Bosieda
HiLo
Ravine

Dm
Z Flower Child (remake using the Z King Flanker terrain)
Ramps
Titan
Highland Siege (remake on Mire)
Bane-DM
Plateaus
KOTH Rend
The Rift
Volcanos
LocBowl
Pyramid (BzE)

Test maps added:
testdm01.bzn (NSDF)
testdm02.bzn (CCA)
testdm03.bzn (ISDF)
testdm04.bzn (Scion/Props/Hadean/misc)

Multiplayer Map changes:
Colliseum (fixed ammo path typo)
Crown (fixed apmcurt path typo)
Entombed (textures, terrain 3 paths fixed)
Europe (added edge path)
Great Pyramid (fixed typo, apatst fixed 2 duplacate paths)
Leap Of Faith (textures fixed, long path numbers fixed, empty paths removed)
Mars Rally (fixed 17 paths)
Rings of Fire (moved spawn points out of lava, textures fixed, typos fixed: apcome, apspst, apspst, apmagg incomplete path, missing apwasp odf, removed empty paths)
Singularity (added edge path) (RAVEGUN! Power up fixed)
Stomp (recentered terrain, reduced hull on cca walker, set ammo to 0)
Snowed In (Replaced non-working Shield buildings with working ones and aligned to work properly, removed scrap from verticle terrain)
Z Crossroads (set edge path, removed old prop building, removed empty path)
Z Monolith's Revenge (removed empty paths, changed svrckt to svrcmp to help with scoring problems)
All stock maps have been renamed, DM are (AA-RR), ST are (AA-QQ) (also 15 old bzn versions was resaved to the latest 1037 "bzn" format)
BzE maps use the following format, DM are (SS-ZZ, then X0-X9), ST are (RR-ZZ, then X0-X9) and will have a BzE prefix to the map's name.

ISDF and Blackdog recyclers have been added to the game for strat. (ISDF available on BzE maps only)

Props added:
Water Plains and sounds
Bz2 Bio-metal replaces Bz1 Bio-metal

Io Props:
Butte
Rocks
Plants
Added cap and diagonal lava to rock textures so they can do damage.

Scrap values:

Offense Cost (new cost) Recycled value Gathered value
Scout 6 4 8
Lt. Tank 6 4 8
Tank 8 5 10
Rocket Tank 8 5 10
Bomber 9 -1 ( 8 ) 5 10
Apc 5 +1 (6) 4 8
Walker 12 5 +2 14

Defense
Howitzer 8 6 -1 10
Minelayer 4 +2 (6) 2 +2 8
Turret 6 -2 (4) 4 -1 6

Structures
Power 4 3 6
Gun tower 6 4 8
Barracks 8 -2 (6) 3 +1 8
Silo 4 4 -1 6
Radar 6 4 8
Supply 5 +1 (6) 3 +1 8
Hangar 7 -1 (6) 5 -1 8

Production
Recycler *12 10 +2 24
Factory 10 7 -1 12
Armory 6 +2 ( 8 ) 5 10
Constructor 8 7 -2 10

Utility
Scavenger 4 2 +1 6
Tug 6 5 -1 8

stockCost(new) 146(146) 106(107) 212(214)

Notes:
Gathered value comes from the recycled value and multiplied by 2.\
(-+) indicates a change from stock
* Figure not used for strat calulations.


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PostPosted: Mon Oct 01, 2007 5:01 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1184
Location: Zagreb, Croatia
Changes I don't like and my reasons:

Change:
Single Player missions removed. (If you want to play the Single player missions use Battlezone 1.4 patch, not BzE)
Reason:
We can't all just move to BzE when there's no single player in it. Having 2 games and 2 installations (1 for multi, 1 for SP) is unnecessary when original Bz 1.4 has all in 1. Even after 10 years, single player missions are still fun to old players and new players need to finish them before trying MP. After all those changes reaper made, Bz and BZE are completely different games, so finishing SP in BZ won't be helpful for BZE multiplayer.

Code Changes:
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
Reason:
2 different lobbies will split community. Not all ppl know about bze, so lately there are 3 players in bze and 5 in bz and 0 games. If they were all in the same lobby at least one game would be up.

CCA & NSDF changes:
Strat Splinters reduced damage by 1/3 (Splinters in armory only)
Reason:
Bdog still has stock splinter (including Bdog from BD factory) so change only affects armory. Reason we wanted a change was only because Bdog and its splint rushing.

Flash Cannon changes:
(does more damage than a sp-stabber)
Reason:
SP stabbers are strong enough, we don't need stronger weapon. Activision reduced (too much) power of flash in 1.4 patch, reaper instead of raising it a little makes the same mistake Acti did with Bz 1.0, flash cannon is too strong again.

Day Wrecker changes:
Cost reduced to 15; Hull increased from 300 to 1500
Reason:
From 20 to 15 is too big change.

Walker Changes:
Custom AT Stabbers on NSDF walkers (increased range from 150meters to 300meters)
Reason:
http://battlezone1.freeforums.org/walke ... e-t78.html

Gun Towers change:
CCA GT now uses 1 Hard point with custom chain gun doing stock damage but increased range to 200meters
Reason:
http://battlezone1.freeforums.org/tower ... e-t82.html

Props added change:
Bz2 Bio-metal replaces Bz1 Bio-metal
Reason:
It looks like mines and it's harder to see it.

Scrap values changes:
Scout 6 4 8
Lt. Tank 6 4 8
Tank 8 5 10
Rocket Tank 8 5 10
Bomber 9 -1 ( 8 ) 5 10
Apc 5 +1 (6) 4 8
Walker 12 5 +2 14
Howitzer 8 6 -1 10
Minelayer 4 +2 (6) 2 +2 8
Turret 6 -2 (4) 4 -1 6
Power 4 3 6
Gun tower 6 4 8
Barracks 8 -2 (6) 3 +1 8
Silo 4 4 -1 6
Radar 6 4 8
Supply 5 +1 (6) 3 +1 8
Hangar 7 -1 (6) 5 -1 8
Recycler *12 10 +2 24
Factory 10 7 -1 12
Armory 6 +2 ( 8 ) 5 10
Constructor 8 7 -2 10
Scavenger 4 2 +1 6
Tug 6 5 -1 8
Reason:
Almost every unit's scrap value is changed without a reason. We only wanted to remove scrap making from Bz strat: +3 apc, hangar; +4 nsdf factory, armory, tug, howitzer, silo; +5 cca bomber; +6 constructor, cca factory. Every serious stratter knows what he should or shouldn't destroy, in BzE is everything different, it's a completely new game. Reaper changed the whole gameplay without a good reason. He's a DMer and he changed it only because it looked nice on the paper to him.


Changes not mentioned which I dont like:
BD turret and BD light tank are the only two units (including all CCA, NSDF and BD units) whose gathered scrap value is different, itisn't +2, it is 0.
BD light tank is built with phantom vir on, so he loses ammo quickly, without doing anything.
E-W bug is not really fixed, like it says in the log. It is still there when ships are not on the same altitude.
Every now and then after a snipe you get 4 kills/deaths instead of 1. Imagine strat game and a sniper in it...

10 reasons why keep playing Bz and not move to BzE


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 Post subject:
PostPosted: Wed Oct 03, 2007 7:16 pm 
Bz2 1.3 dummy

Joined: Fri Sep 21, 2007 4:34 pm
Posts: 6
Singleplayer broken?

I guess I'm not updating. I don't have a playable internet and I'm looking for a more moddable BZ1 so I can do some stories in that engine. :|


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PostPosted: Fri Jul 18, 2008 4:14 pm 
stratter :)

Joined: Fri Apr 18, 2008 3:08 pm
Posts: 14
I agree with Lucky foot, if there's no single player why update from current version which has both single and multi.

Yes, I see few fixes in this change log, but I also see few new broken things, few unnecessary changes that Mr. Spock mentioned. BZE fixed few bugs but also introduced few new ones. :(


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PostPosted: Tue Aug 05, 2008 1:38 pm 
stratter :)

Joined: Wed Jul 23, 2008 7:53 pm
Posts: 46
the thing is if there was a single player in bze it would not work currectly because there is so many changes in bze.

But i may be wrong and there might be soon :P


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