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Messages - Marksman

#1
1.3 Public Beta 5: Tech Alpha 5 / Re: 1.3 TA5 AVs
May 09, 2009, 07:24:27 PM
I have ta5 plus Reds latest G66 2.0, playing G66 Crossroads, ISDF vs ISDF, alone, all defaults.
About an hour in, moving toward upper right of map with a crowd of units following me.

---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3TechAlpha5 Apr 23 2009 13:36:08
Windows version: Windows Version: 5.2.3790 'Service Pack 2' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|            runcodes:154  |21:09:32|3765733|[View] Entering run code [NoPauseScreen]
DIAG|      MissionHandler:1269 |21:09:32|3765733|Expanded game UI file of 'bznopause_enter_800x600.cfg' not found. Using default of 'bznopause_enter.cfg'
DIAG|      MissionHandler:1269 |21:09:34|3768342|Expanded game UI file of 'bznopause_exit_800x600.cfg' not found. Using default of 'bznopause_exit.cfg'
DIAG|            runcodes:154  |21:09:34|3768348|[View] Entering run code [COCKPIT]
(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from 000003E4h
Message :  Exception
Error occurred at 5/9/2009 21:16:54.
C:\Games\BzII\bzII_13ta5\bzone.exe, run by Mark.
C:\Games\BzII\bzII_13ta5\bzone.exe, run by Mark.
CPU: 2 processor(s), ?
     ?
Process Memory :   1302 MB free out of   2048 MB total
Physical memory:    190 MB free out of   1024 MB total
Page(swap) file:   2100 MB free out of   3007 MB total
This exe is using 514 MB, peak use 515 MB

Fault address:  005D49EA 01:001D39EA C:\Games\BzII\bzII_13ta5\bzone.exe

Registers:
EAX:7C043464
EBX:0E675D44
ECX:000003E4
EDX:7BFFDF54
ESI:000003E4
EDI:0E675D58
CS:EIP:0023:005D49EA
SS:ESP:002B:0249F5B8  EBP:0249F5B8
DS:002B  ES:002B  FS:0053  GS:002B
Flags:00010206

Call stack:
Address   Return    Function            SourceFile
005D49EA  00000000  0054DEFB  BoundingBox::Coalesce+0x0000000A
0054DEFB  00000000  0054E1C1  TerrainQuadTree::UpdateExtents+0x00000017
0054E1C1  00000000  0054E032  TerrainQuadTree::UpdateLeaf+0x00000140
0054E032  00000000  0054DF6E  TerrainQuadTree::UpdateBranch+0x00000066
0054DF6E  00000000  0054C10D  TerrainQuadTree::Update+0x0000004E
0054C10D  00000000  0054C1BA  TerrainClass::RenderRange+0x000001DD
0054C1BA  00000000  004D2A33  TerrainClass::SubmitMesh+0x00000052
004D2A33  00000000  00448AC0  TargetCam::Render+0x00000840
00448AC0  00000000  00448BA7  Simulate_Cockpit+0x000006B5
00448BA7  00000000  00452184  Render_Internal_View+0x00000082
00452184  00000000  005CD53F  ViewCockpit::Process+0x00000674
005CD53F  00000000  004535F2  RunCodes::Process+0x000001BF
004535F2  00000000  00456EB7  ViewManager::Process+0x000000A1
00456EB7  00000000  004573D1  MissionHandler::RenderOneFrame+0x0000006E
004573D1  00000000  005CD53F  MissionHandler::State::RunState::Process+0x00000427
005CD53F  00000000  00455004  RunCodes::Process+0x000001BF
00455004  00000000  005CD53F  MissionHandler::Process+0x00000011
005CD53F  00000000  005CD9D4  RunCodes::Process+0x000001BF
005CD9D4  00000000  00449644  Main::MessagePump+0x00000064
00449644  00000000  00449343  HandledMain+0x000003F6
00449343  00000000  00446BDF  HandledMain+0x000000F5
00446BDF  00000000  0057B90F  WinMain+0x00000059
0057B90F  00000000  7D4E7D42  fabs+0x00000191
7D4E7D42  00000000  00000000  BaseProcessInitPostImport+0x0000008D

#2
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
October 20, 2007, 07:52:47 PM
Ok, I just had some fun.

Played 3-Way Primordial. But it seems someone has been playing around in that map, because the starting scout was a super scout that could zoom all over the map. And it had a one shot kill anything "Assault Laser". :-o
It's a lot of fun :evil:, but probably should come out, alas. Also, full map radar was on the whole time and the scout could target things across the map.
#3
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
October 15, 2007, 06:55:02 AM
Portals... As in human players going through portals?

I think there are some maps that have the initial 3rd race spawn point off map (outside of human play boundary) and portal in. What would happen if a human player transported to that point? (I'll have to go looking to see what maps that might be and list them. I may be just imagining all this.)
#4
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
October 14, 2007, 11:55:36 AM
He's done a lot to it since the last time I saw it. Is there going to be another round of testing before it goes gold?
#5
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
October 12, 2007, 12:38:07 PM
I think both are good ideas.

For recapture it takes away most incentive to destroy the object (unless you just can't take it because it is too well defended...)

I also like the idea of enhanced weapons. I even suggested it a while back in another thread (a G66 thread actually).

I'm not sure how the two go together though. If you have enhanced weapons and then lose the capturable item, what happens to your weapon? Does it just dissapear from the armory but you keep whatever you already have? Can they be applied in the factory control panel? What happens to the factory control panel when it gets recaptured?

Oh, FYI. On the capturable item. I once captured it as a thug accidently. It was 20 power, but it did not apply to our base because it was not the commander who got it. Is there any way to reassign it to the team commander on capture? (We could probably have switched command. I didn't think of it at the time... Would that work?)
#6
As I've experienced FE, it seems a little difficult up front when raiders come into an early base with nasty upgrades. There was a tendency for a big raid early on and then a bit of a lul. (or I might be mixing up with G66, can't remember that well). If we could survive the raid, then we had a strong path to winning. Or we would just get wiped out in that raid.

If you could have the power of the upgrades go along more or less with the enemy tech up it would probably keep the early raids down a bit and make early survival easier. Late game, anything goes.

#7
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
October 07, 2007, 05:00:48 PM
Ouch!  Very sorry to hear that.
I hope it turns out negative.
Best wishes and good health.
#8
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
September 25, 2007, 06:30:17 AM
You can't yet. He's still working on adding Cerberi to MPI and has not released it yet. This is a teaser shot (and a nice one).
#9
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
August 03, 2007, 12:49:23 PM
Quote from: Red Devil on August 03, 2007, 11:59:25 AM
Also, I'll be adding the Cerberi as a race choice.
:-o
Ok, this I've got to see. We've been wanting to do that for a long time.

I'll give it some multiplayer runthrough tonight and maybe a little single player over the weekend as time permits. (I'm stuck playing Mr. Mom this weekend so I won't have much free time. :|)

You said "commando's latest FE13". I don't know if or when that has been updated. The last one I got was from your first FE MPI post several pages back. I have not updated it since. Is he updating that at all or at least since then?

On a side note: I've noticed some maps that should have water but the water is invisible. Hover ships still go over where the water should be. I first found this a while back when I made my first feeble attempts to bring some 1.2 maps up to 1.3. Apparently water and sky don't make the transition very well, and I'm not experienced enough to know why or fix it. I'll try to make a note of these as I see them from now on.
#10
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
July 27, 2007, 08:17:00 PM
more tidbits (All with your latest posted patch).

I mentioned a while back a strange missle from an RT. I saw it again from a Hammer on 3-way BOX. then I finally found it in the single player mission 1. The scout has an "Advanced Shadower" and it did the same thing, slow, short range. fire ball looking missle.

Also, just started a two player MPI on river styx, as Had vs Scion. It blew on startup:

DIAG|GLOBAL          |            runcodes:153  |22:12:11|3556984|[Main] Entering run code [MISSION]
DIAG|GLOBAL          |            runcodes:153  |22:12:11|3556984|[Mission] Entering run code [RUN]
ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557015|ERROR: Object "evturr_st.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557015|ERROR: Object "evturr_st.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557015|ERROR: Object "evturr_st.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557015|ERROR: Object "evturr_st.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557078|ERROR: Object "_.odf" does not exist

ERR |GLOBAL          |     GameObjectClass:1231 |22:12:11|3557078|ERROR: Object "ebrecycpu.odf" does not exist

DIAG|GLOBAL          |            Planners:8518 |22:12:11|3557078|SetAIP - cfg(FE13_ee0.aip) team(6)

ERR |GLOBAL          |              bitmap:3926 |22:12:13|3558781|Can't load texture sun.pic.
DIAG|GLOBAL          |            Planners:8518 |22:12:13|3558828|SetAIP - cfg(FE13_ee0.aip) team(6)

ERR |Debug           |               debug:765  |22:12:13|3558968|[ E X C E P T I O N ]
ERR |GLOBAL          |              i76win:80   |22:12:13|3558968|Patch 1.3pb3 Aug 10 2006 07:49:33
ERR |Debug           |               debug:885  |22:12:13|3558968|Type: ACCESS VIOLATION
ERR |Debug           |               debug:886  |22:12:13|3558968|Info: READING from 000003F8h
ERR |Debug           |               debug:410  |22:12:13|3558968|CallStack:
ERR |Debug           |               debug:552  |22:12:13|3558984|0047F42F +0171 bzone.exe EXE DeployBuilding.obj public: void __thiscall DeployBuilding::SetConstructionMatrix(struct Vector const &,long)
ERR |Debug           |               debug:552  |22:12:13|3559000|00417A40 +0153 bzone.exe EXE DeployBuildingProcess.obj public: __thiscall DropGoto::DropGoto(class Craft *,class AiPath *)
ERR |Debug           |               debug:552  |22:12:13|3559000|00417C1F +002F bzone.exe EXE DeployBuildingProcess.obj protected: virtual void __thiscall DeployBuildingProcess::InitDefend(void)
ERR |Debug           |               debug:552  |22:12:13|3559000|00401D91 +000A bzone.exe EXE AiMission.obj void __fastcall AI_Update(float)
ERR |Debug           |               debug:552  |22:12:13|3559000|00462AD4 +00D0 bzone.exe EXE MissionHandler.obj void __fastcall MoveOneTurn(void)
ERR |Debug           |               debug:552  |22:12:13|3559000|00600B26 +0136 bzone.exe main runcodes.obj public: void __thiscall RunCodes::Process(void)
ERR |Debug           |               debug:552  |22:12:13|3559000|758B56EC +758B56EC [Unknown] [Unknown] [Unknown] [Unknown]
ERR |Debug           |               debug:433  |22:12:13|3559000|Registers:
ERR |Debug           |               debug:434  |22:12:13|3559000|EAX: 0F9D9600h   CS: 00000023h  DS: 0000002Bh
ERR |Debug           |               debug:435  |22:12:13|3559000|EBX: 00000000h  EIP: 0047F42Fh  ES: 0000002Bh
ERR |Debug           |               debug:436  |22:12:13|3559000|ECX: 13810A80h   SS: 0000002Bh  FS: 00000053h
ERR |Debug           |               debug:437  |22:12:13|3559000|EDX: 0FFFFFFFh  EBP: 0269FADCh  GS: 0000002Bh
ERR |Debug           |               debug:438  |22:12:13|3559000|ESI: 0F5909F4h  ESP: 0269FA38h           
ERR |Debug           |               debug:439  |22:12:13|3559000|EDI: 0F591120h                       
ERR |Debug           |               debug:449  |22:12:13|3559000| CF: 00010246h PF:0 AF:1 ZF:0 SF:1 OF:0
DIAG|Main            |            mainproc:158  |22:12:13|3559000|Entering critical shutdown




Also, tried Rust mountain MPI, Had vs Scion and scion vs isdf.  The enemy was always scion, but they didn't even build a base when we selected scion.


Khoranos aim is straightened out (worked fine on rust mountain). Don't know what my problem was before on Clay Ridge.
#11
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
July 22, 2007, 11:20:37 AM
I did some more MPI just myself to try things out. This is the same patch level as last Friday, not the patch you just put up, so things could have changed since then.

I played map LowRidge 3 times: 1. Had vs Edf, 2. Scion vs Had, 3. EDF vs Scion.
Used default rec "FFA: Stock, no TTB"
Used default AIP "Forgotten Enemies for 1.3pb3"
easy on first, normal on the others.

No matter what I chose as races, the enemy was always Scion.
When I chose Edf or Had as enemy, the enemy was scion, and never built a base. Just planted the rec and made scavs and scouts.

When I chose Scion as the enemy, they made a full base and attacked often.

In the first two games, third race units came out as EDF timed whenever I built a gun tower and occasionally at other times. (Though, strangely, I would occasionally see a zypos but then it would go away in another direction and I would not see it again.)

In the third game, the third race came out as Had, again whenever I built a gun tower, and occasionally other times.

As ISDF, as a pilot I jumped very high. As other races pilot jump was normal.

As scion, at first I could see the whole map on radar, then after a while radar went back to normal. Also, I could build mutiple antennas.

I didn't get to the Krahanos again.

If I were going to try out other enemy base builds, what should I vary to test with? Should I try different recycler variants or different AIP or different maps? Which combinations make the most difference?
#12
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
July 21, 2007, 06:19:43 AM
I wasn't hosting so I don't know the settings. I'll have to try some myself to see how the settings affect it. I think they were mostly on the easiest settings. (There's a lot of recyclers in that list!)

I was driving the walker. The combat laser shoots from the right hand, crosses over and hits targets to the left of the reticule.
#13
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
July 20, 2007, 09:58:31 PM
More MPI maddness.

Tried a couple of maps against Scion. (dark forest and clay ridge). Scion never built out a base. They made scavs and scouts and thats all.

On the Haeden walker (Karanos) the weapon aim was off. It crossed over too close and went way off to the other side of the target indicator. And it seemed inconsistant just how far off it was. sometimes a little sometimes a lot.

Third race came in late and hard. It's different than it was in 1.2. Is this intentionally different?

The startup screen defaults to 1 (or fewest) player and MWF of 1. The default used to be 4 users. It's a bit annoying if the host does not remember to change it and starts a game. Then noone can join. Maybe the old default would be better?

#14
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
July 07, 2007, 08:28:21 PM
I don't know if anyone has changed these maps. They worked before. Has the DLL or AIP changed to add the requirements for these hold points? Why are they all of a sudden a problem?
#15
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
July 07, 2007, 05:05:57 PM
Trying some MPI.

picked first map, ammo2go. ISDF vs Scion. First MPI specific recy variant.

Got these errors on startup:
ERR |GLOBAL          |              bitmap:3926 |18:36:54|121313 |Can't load texture hb0003.bmp.
ERR |GLOBAL          |              bitmap:3926 |18:36:54|121313 |Can't load texture hb0003.bmp.
ERR |GLOBAL          |              bitmap:3926 |18:36:54|121313 |Can't load texture hb0003.bmp.
ERR |GLOBAL          |     GameObjectClass:1231 |18:36:56|123000 |ERROR: Object "evrecycpu
.odf" does not exist

WARN|GLOBAL          | ParticleRenderClass:345  |18:36:58|124657 |ERROR: Effect "fbgu_c.twirl" has no base class specified


Again, the evrecycpi?.odf extra strange character.

The enemy base did not build. The scion rec was planted, made a few scavs but did not do any more.

As a pilot, I can jump very high. Not the normal pilot jump.

On previous FE MPI (in 1.2) the third race would come in about when you made your first gun tower and increase as you make more. This time it does not seem to do that. The third race comes in on a timer or something and comes in force. What are the conditions and scale for this now?

I picked one rampage in the setup unit but never saw any.

Some of the enemy gardians were not paying attention very well. I could drive right up to them and shoot them and they would not respond. they did not seem to be watching anything specific, just staring off into the ground somewhere.