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Topics - Angstromicus

#41
Wouldn't it be nice, and more realistic,  for a ball of energy to manifest as you charge up a charge gun? Urgh darn, can't think of anything else to add to this, except I hope it wouldn't take too much work to implement, and hopefully it is a good enough idea to be implemented.
#42
It would be nice to be able to change the height above the water level in which damage is sustained, and perhaps, how much that damages the vehicle, not in conjunction with the damage caused by the water itself.

Sound like a good idea?
#43
This happens if you are as a pilot, and you go a far enough distance from the center of the map (not sure how far, probably 12000 meters or so), you'll be brought back to the center of this map. I find this as a bug because if you are on an extremely large map, you'll get sent back to the center of the map if you are as a pilot, but otherwise, as a vehicle, you're safe.

This could mess up mods like epic. My suggestion is to change this to "uhoh, person out of map boundary, resetting!", if the person is 6000 meters or more out of map boundary, or even being able to change the out of world distance on a map's trn odf.
#44
Public 1.3 Beta Archive / (medium bug)Terrain Bug
May 18, 2004, 09:01:33 AM
Some bugs crawling on the terrain need to be squashed.

1: Sometimes, if the terrain is steep, and you try to go over the hill, You'll still be going up an invisible vertical "surface", even tho you are way over the hieght of the terrain (talking 20-50 meters of height). This was a lot worse in 1.2 tho, big improvment over the terrain bug similar to this in 1.2.

2: One more bug (not really that important), is that when editing the terrain that clashes with the endless, invisible planar beyond the edge of the map, the terrain greatly distorts there. This did not happen in 1.2

3: Haven't tested this in 1.3 (Probly not that important either). When moving a gun spire, it steadily raises up off the ground, taking terrain with it. If this is done at the max height setting, the terrain under the spire will break. This happened in 1.2, but not sure about 1.3.

There may be one more, but I'm not sure of it. I think it's more of a hitbox bug. It has to do with a vehicle's braking, and weapon kick.

Edit: Also, terrain, and other buildings and objects, seem to be slightly transparent if you look hard enough. The Terrain's transparency is less noticable when it's on low.
#45
In 1.3, the vehicle's hit box location is "calculated". I've noticed that the vehicle's hit box becomes more and more further away from the vehicle as the velocity of the vehicles increases, whether it's moving in a direction or spinning.

Bugs: Shooting the image of the vehicle does not hit, you must hit the invisible hit box.

One thing strange about the hit box issue is that if the vehicle is empty, jumping in the hitbox doesn't make it pick you up, but rather jumping in the image of the vehicle.

Also, the hitbox determines the vehicle's interaction with the terrain, so the vehicle may appear to bounce off nothing, high in the air.
#46
Public 1.3 Beta Archive / Thumper suggestion.
April 22, 2004, 03:13:40 PM
I've heard from a beta tester that thumper WON't be brought back because:

1) Will require too much work.

2) Screws up buildings if used, which can't be fixed becuase it goes back to 1.


Instead of making a thumper weapon that changes the terrain. Make an explosion effect and/or a weapon effect where a weapons blast rolls along the ground with seismic-like properties possible (I don't recall anything in explosions that lets you do this or anything in weapons class that lets you do this.)