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Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

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Topics - TheJamsh

#1
Battlezone 2 Mods / The new deal with Serenesis Mod...
December 06, 2009, 04:34:32 PM
Go here to see the thread, comment there preferably.

http://www.bz2md.com/smf/index.php?topic=2822.0

- TJ
#2
Im talking about the new star trek movie. I have never really watched Trek, was more of a star wars person, but this movie really impressed me.

Discuss... even though i think we may have covered this...
#3
Modding Tutorials / Silent Sounds and Unlimited Health
November 30, 2009, 05:10:50 AM
I decided to post this because it seems that very few people know about two nifty tricks in ODF files that save you time and processing power, and its very irritating to see people doing the opposite of these things.

Making your object silent.
Most people will tell you to use "silence.wav" if you want something to seem like its making no noise, but ive got news for you. Silence.wav STILL takes up a sound channel! and for no reason. Its FAR safer and simpler to do this:

sound = ""

Unlimited Health
So long as you are working in the 1.3 patch, DONT use 99999999 if you want to give an object unlimited health. First of all, 9999999 is NOT the same as infinity, and your still giving the game something to keep track of. Use this:

maxHealth = 0
#4
Overdrive Terminal / Terragen 2 Free Edition
November 27, 2009, 06:10:46 AM
This software as i have recently discovered, is SO freakin useful in creating backdrop-style skydomes.

However, it doesn't draw properly until i render a scene on my laptop. Any clues as to why? Its a Mobility Radeon HD2600 before you ask, but there doesnt seem to be any preferences to switch to software rendering/open GL rendering in it...

Anyone else having graphical issues running this on a laptop?
#5
If anyone owns the PC version of Unreal Tournament 3, PM me please, as i have a favour to ask. Its nothing illegal, but i need someone to export a heightmap from the editor for me.

Thanks :)
#6
Maps and Modding / Bump vs. Normal Maps
November 24, 2009, 10:42:36 AM
First of all, whats the difference? apart from one is black and white while the other is a bluey colour...

Second, im experimenting using normal style maps with BZ2 in place of bump maps, does BZ2 automatically apply a bumpmap (if present) so long as an additional texture with _bump is present? Is that to ANYTHING, such as water tiles, terrain tiles etc?
#7
Overdrive Terminal / Planet Battlezone .com is gone!
November 24, 2009, 03:03:29 AM
Sucks big time, lots of handy links and sites hosted by it.

Anyone have a backup?
#8
Maps and Modding / The Old Toys Are The Best
November 21, 2009, 03:28:10 PM
This is what happens when im modding, and discover assets i made year ago... This one happens to be a remake of -x-'s commache chopper... aaaah the days of old. Funnily enough... i might re-vamp this, make it prettier and make it Serenesis Easter Egg worthy :P

Video

Feel free to post some other random assets that give you a buzz when using them :)
#9
Maps and Modding / cockpit timer...
November 14, 2009, 03:50:50 PM
Anyone know if there is a .cfg that handles this? I want to change it somewhat (no not just the font)
#10
Maps and Modding / Flat/Straight Gauges in the shell?
November 13, 2009, 06:19:31 AM
Im creating some flat gauges, and while ive got one to work just fine, i need to know if its possible to reverse the 'gauge' direction.

One of my gauges on the left hand side of the screen fades away from the right to the left, which is what i want. But on the other side of the screen i want it to fade from the right to the left.

Is this possible? Cant find any controls to do it.
#11
Overdrive Terminal / Gamertags
November 12, 2009, 04:32:09 PM
Post them here if you want to play with other live gamers on the forum. Mines 'TheJamsh'. Add as and when you wish.

Sticking so its easy to find.
#12
Battlezone 2 / Running at high TPS
November 06, 2009, 04:03:11 AM
Does anyone on the boards run at higher TPS than 10? I tried running at 20 just to see the difference, and well there doesnt seem to be much really. Aside from the fact my weapons with a 0.05 fire rate fire at regular intervals now...

GSH seems to think there will probably be a few high-TPS bugs that appear, but what actually qualifies as high? At what point am i drowning my CPU in digits?

#13
Maps and Modding / need help with notepad rotary anims...
November 02, 2009, 02:57:18 PM
okay... ive got, some of this worked out.

        0;                                                                                       << This obviously tells BZ2 what animation type it is
        6;                                                                                       << How many 'stages' or something?
        1; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,            << what the hell.
        8; 4; 0.758758, 0.000000, -0.651373, 0.000000;;,
        9; 4; 0.688967, -0.000000, -0.724793, -0.000000;;,
        24; 4; -0.688967, -0.000000, -0.724793, -0.000000;;,
        25; 4; 0.758758, 0.000000, 0.651373, 0.000000;;,
        31; 4; 0.994869, 0.000000, 0.101169, 0.000000;;;

Is it obvious where i need help?
#14
I know this has been around a while (im not THAT slow). But WHY are walkers able to walk under water in stock now, (something they never used to be able to do, and an obvious balance issue), and yet tracked vehicles did not suffer this change?

Other modes always killed off walkers if they strayed under water, and now im getting pretty damn annoyed with my expensive attilas wandering off under a lake, then them not being able to get out (because maps were NOT designed to have walkers run under neath the water).

Surely this is a change that should be reverted? It hasn't fixed anything, and its perfectly possible via ODF flags without any code changing to restore the old behaviour. Im sure someone is going to say the words 'recycler variant' to me here at some point, but stock NEVER had this before one of the 1.3 patches.
#15
I'm using "Torpedo"'s to simulate powerup crates flowing down a stream. The crates flow, but the powerup isnt generated when they smash into something or if they are killed off.

EDIT: Found a way to do this without using torpedo class, BUT the problem is, scrap wont generate over water :@. Any inventive ideas on how i can get around this? Im now using a wingman class to float down the stream (pushed by a shield tower when spawned).
#16
Per title^

This is mainly for the four-legged thing that VSMIT's making for Serenesis
#17
Modding Tutorials / Water Colour On The Mini-Map
October 27, 2009, 08:39:35 AM
Having difficulty getting the mini-map to display your water colour correctly? Appearing all white or similar? This tutorial will tell you how to get BZ2 to start displaying correct water colours on the mini-map.

1) Okay first of all, place your water, and get it to the right colour that you need. I STRONGLY advise NOT relying on the colour of the texture, and using the pallete to get a correct colour. This may be more difficult, but it makes the mini-map readout far more accurate.

2) Ensure that the colour of the terrain UNDERNEATH the water is exactly what you want it to be as well.

3) One essential thing that you need to do (so it seems) is apply a Dome light first. Type the following into the console:

dome.light.select 0
dome.light.description 255 200 100 6 1

This will make the map use a red-ish dome light, you can change the colour if it affects youre map, but it usually doesnt.

4) Go to the 'color' pane, and paint a white colour OVER the colour under your water, and then INSTANTLY undo it.

5) The map read-out should now show coloured water.
#18
Maps and Modding / Tutorials for creating textures?
October 26, 2009, 09:53:02 AM
I have Photoshop CS3 (and all the related programs), but NO idea how to use it. I mainly want it to create effects textures.

Anyone know where to start? Steeveeo is probably the person to ask here, but im a complete PS noob.
#19
Battlezone 2 Mods / Mods
October 26, 2009, 04:18:08 AM
Phobos, you played Forgotten Enemies? Fleshstorm? QFMod?

If not, get them and play them as well!
#20
seeking a bit of outside help for the pack here... One of the new extra options pages lets you change vehicle list. Now these lists are radio buttons with variables assigned to them, but the variables are shell-based ones, NOT Ivars or SVars etc...

This is the Host CFG (not whole thing, just an example):

ConfigureVarSys()
{
CreateInteger("extraoptions.vehiclelist", 0);
SetIntegerRange("extraoptions.vehiclelist", 0, 16);
}

CreateControl("MPVehicles", "BUTTON")
{
ColorGroup("BLACKBLUE");
Geometry("TOP", "LEFT");
Position(0, 0);
Size(125, 0);
BorderSize(5);
BevelSize(3);
JustifyText("LEFT");
Style("ROLLOVER", "RADIO");
Font("TINY");
Text("Stock: MP Vehicles");
Cursor("Highlight");
useVar("extraoptions.vehiclelist");
value(1);

NotifyParent("Button::Select", "StockMPVehicles");
}

OnEvent("StockMPVehicles")
{
Cmd("network.session.svar4 mpvehicles.txt");
Cmd("network.session.ivar4 2147483647");
}


Now imagine that lower area many times over and arranged correctly to give multiple buttons. Below is the client version. No matter what i do, i CANT get the client version to read the same as whatever the host selects. It will always stay blank and not show which vehicle list has been selected. Do i HAVE to assign an svar to this to make it work correctly?


ConfigureVarSys()
{
CreateInteger("extraoptions.vehiclelist", 0);
SetIntegerRange("extraoptions.vehiclelist", 0, 16);
}


CreateControl("MPVehicles", "BUTTON")
{
ColorGroup("BLACKBLUE");
Geometry("TOP", "LEFT");
Position(0, 0);
Size(125, 0);
BorderSize(5);
BevelSize(3);
JustifyText("LEFT");
Style("ROLLOVER", "RADIO", "INERT");
Font("TINY");
Text("Stock: MP Vehicles");
Cursor("Highlight");
useVar("extraoptions.vehiclelist");
value(1);

NotifyParent("Button::Select", "StockMPVehicles");
}

OnEvent("StockMPVehicles")
{
Cmd("network.session.svar4 mpvehicles.txt");
Cmd("network.session.ivar4 2147483647");
}