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TA5 Bugs or Issues (Someone had to start it)

Started by Commando, April 24, 2009, 07:24:49 PM

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GSH

#225
blopez - did you read the last page of this thread before posting? I bet you're running Vista or Windows 7. This is a known issue, and has been discussed previously on this (very long) thread. Solutions to the issue include:

1) Install BZ2 to C:\Users\{USERNAME}\Documents\BZ2 , and patch it up
2) Put something (preferably "/vista", without quotes) on the commandline, if launching BZ2 thru a shortcut. (If you don't know how to do this, it's probably not for you)
3) Wait for ta5.1's release. This will be some time.

-- GSH

blopez0909

GSH-i would like to apologize for bringing it up, because i started reading all the post and ended on the 4th page. most of those solutions seemed to advanced for me. and i also wrote this to say the first solution worked. and thanks.

AHadley

I would have preferred adding to the commandline myself, I don't like having too much in Documents as it tends to slow my user down :S

Wraith

Just noticed a bz2 mission problem possibly. Arent the ice rhinos on the thin ice mission supposed to come after you when you attack them?
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Feared_1

Quote from: Wraith on August 02, 2009, 03:42:12 PM
Just noticed a bz2 mission problem possibly. Arent the ice rhinos on the thin ice mission supposed to come after you when you attack them?

Yeah. You're supposed to get their attention and break the ice with them so you can see.

technoid

Quote from: Feared_1 on August 03, 2009, 11:23:27 AM
Yeah. You're supposed to get their attention and break the ice with them so you can see.

I've tried to strike up a conversation (break the ice) with those rhino's once , but they ignored me.   :-)
Yes, it means shoot at them to get their attention. 

TheJamsh

Feared_1 just gave me a totally different way on how to beat that mission. I never used the ice rhinos to break the ice, i navigated around it the hard way...


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Wraith

Yeah when i attacked them they did nothing but when i saved it when come to running out of ammo and loaded it back then attacked them they came after me. Must be a glitch? I still had to blast the ice a bit even when i was out of ammo. It took ages.  8-)
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Feared_1

Quote from: technoid on August 03, 2009, 11:18:51 PM
I've tried to strike up a conversation (break the ice) with those rhino's once , but they ignored me.   :-)
Yes, it means shoot at them to get their attention. 

:lol:

Vid

#234
Minor issue in "An unlikely rescue"

With TA5, the AAN base takes out a fairly large chunk of the ISDF bridge before you ever get a chance to get up there to it.  As the mission plays out, eventually you will be told to go take out this bridge, but until then you are supposed to stay away from the base I believe?

Anyway, on to the bug.  If you go immediately to the bridge as soon as you are told to do so, and have any amount of firepower with you, you can pretty easily destroy that bridge and the scout that is usually there before 60seconds have expired.  The problem with this is...   2 assault tanks enter the territory from the northeast about 60 seconds after that bridge is marked and the order is given.  If you destroy this bridge BEFORE those assault tanks get on the screen, they will instead reroute themselves and head east, eventually coming in from the north of the AAN base.  They roll in from the north of the AAN base with some support units and all 4 assault tanks head straight for the recycler focusing fully on it.  It only takes them about 10-12 shots(2-3 salvos)(or about 30% of the health of the Recycler) to kill the recycler and lose the mission.

In short... since in TA5, the AAN base actually makes a successful assault on that bridge before you are ever ordered to go there, it is possible to mess up the scripting of the mission.  You arrive at a lightly defended bridge with only a scout protecting it and it's health almost gone..  instead of a fully healthy bridge with an Assault tank and a scout.  For someone not knowing the mechanics... they would quickly destroy the bridge before the A tanks make it on the map, and thereby hose the mission.  If they wait 1minute before finishing the bridge however, the A tanks will be on route and the mission will work as planned.  

I think the script works as that you have to kill the 2 a tanks and the bridge.  If the bridge is knocked out first before the a tanks make it on screen, they despawn/leave/do whatever, and that 4 a tank assault force comes in on the AAN base.

The workaround at the moment is to merely take more than 60sec in destroying that bridge from the time the order is given.  I'm not sure why the AAN base is successful in TA5 or even if they ever tried to assault that bridge before in previous versions.  They just do some heavy damage to that bridge and there is not a static assault tank there in TA5.  

CP5670

I just played through the singleplayer campaigns. This build generally works very well, and it fixed the Nvidia skybox memory issue perfectly. I saw some minor bugs which I thought I would post here:

The dark planet/core skybox looks a little different. The wavy sky effect is there, but it's almost transparent and hard to notice.

Water reflections of the sky sometimes look too bright, much brighter than the sky itself. This is especially noticeable in the "Get Help" level.

In "This is not a drill", when you first see the scion turret, your friends attack it immediately. They are supposed to wait until it deploys and fires on them.

In "The Wormhole", the scavenger at the end was getting stuck on a hill/wall and the mission wouldn't end. I pushed it manually when I noticed it, as you don't have control over it. This may have been a one-off glitch.

In "Counterattack", the scavengers you need to recover often get taken over by scion pilots before you reach them. I'm not sure if this is a new issue, but I don't remember seeing it before. The mission can still be completed if one gets captured.

In "Escort", the enemy maulers in the cutscene at the end bob their heads up and down, which looks really funny. :-D I don't think they used to do this.

"An Unlikely Rescue" was the only mission with major issues. I tried it a couple of times and in addition to the stuff posted above, it also seemed like sniping an ISDF tank and using it had something to do with the mission breaking, although it could have been coincidence. If you don't destroy the bulldogs on the bridge and they come to the base, the AAN recycler seems to self-destruct after a while no matter what.

Mr X

Quote from: CP5670 on August 11, 2009, 12:29:56 AM
In "Counterattack", the scavengers you need to recover often get taken over by scion pilots before you reach them. I'm not sure if this is a new issue, but I don't remember seeing it before. The mission can still be completed if one gets captured.


I generally avoid this by getting the tug to get one scavenger and driving the other back to base myself.
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Vid

Quote from: CP5670 on August 11, 2009, 12:29:56 AM
I just played through the singleplayer campaigns. This build generally works very well, and it fixed the Nvidia skybox memory issue perfectly. I saw some minor bugs which I thought I would post here:

I noticed the turret as well, but didn't care much about it.  The mauler headbob is cool.  I pushed the scavenger as well.  For rescue, read my post as the AAN base got some ace pilots for TA5, where they had rookies before apparently.  This time around they do some serious damage to that bridge before you ever get there.   In that mission there are at least 2 conditions that cause the AAN recycler death scene.  The AAN recycler death scene cannot be evaded once it starts.  If you go up to the base before you destroy the bridge, the scene starts... or if you destroy the bridge before the A tanks commit themselves to it after Shab tells you to destroy it.  You have to wait 1 minute exactly after shab orders you to destroy to it... to actually destroy it.

The death scene.. is merely 2 missile scouts(or perhaps some other support) and 4 A tanks coming in from the north to take out the recycler.  Even if you cheat and bring 20 turrets north of the recycler and plant them and totally obliterate these A tanks.... the recycler still dies just because they spawned.

Also, it may have happened in previous versions... but there are some Maulers and sentries getting hung up on walls in Hole in One...  Some of them climb the walls then go running across the map on top, but others just get stuck.

ScarleTomato

When you tell a constructor to create a bomber bay, you have to have a free group. But if all free groups get used up after you instruct the constructor and before the bay gets built, the bomber becomes unusable and you have to kill it and create another

squirrelof09

Quote from: ScarleTomato on August 16, 2009, 11:07:12 AM
When you tell a constructor to create a bomber bay, you have to have a free group. But if all free groups get used up after you instruct the constructor and before the bay gets built, the bomber becomes unusable and you have to kill it and create another

[probably_wrong]I thought there was a way around if all groups were taken and bomber wasn't assigned to a group... I think in multiplayer the commander could give and retake command and have control of the bomber....[/probably_wrong]
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