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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 - ScarleTomato

#21
Maps and Modding / Compiling multiplayer DLLs
December 30, 2008, 09:37:49 AM
Now that christmas break is here I'm finally getting some time to mod up BZ again and I kinda want to start playing with the DLLs for MPI and STRAT maps, My question is, what would yall recommend to compile the source files to dll? Say for now i just wanted to recompile the MPInstant cpp and h files?
#22
Ive found that deployed buildings when being constructed do not check for adjacent structures like regularly constructed ones do, Neither in the building preview or the actual construction. The problem is that sometimes the deploy preview goes red when the terrain is slightly uneven, which for one square buildings is easy to fix by pointing at the terrain close to the existing building. When it will let you build though if the average height of the terrain deployed on is different than the existing adjacent building height, the deployed building wont be the same height as the existing one. Leaving a small gap in the terrain.

For any TLDR guys here's a vid of what im talking about:
http://www.youtube.com/watch?v=wNRpACyv1jg

Is there a way to fix this?
#23
Public 1.3 Beta Archive / Multiple Mortar HP Targeting
August 31, 2005, 04:14:27 PM
I found a small glitch in the targeting. When something is targeted it measures the distance between the targeter and the target, and vectors the shots accordingly. This is not a problem on any other shotclass but the grenade where the distance between the objects and the distance the projectile travels differ.

I came about this because I had modified my guntower with plasma that fell, so mortarbikes couldn't hide behind hills. When the GT can't hit it strait, it points a higher arc to hit the target. (Very smart of them IMO)

If, however, the object is close to the GT but behind terrain, the vector accounts for about a 10 foot distance, where the projectile may travel 100 to 200 feet in a very high arc. This makes the shot go far off from where he intended to shoot. I know I could fix this by having the HPs in the middle but I wanted it to be pretty much the same as the old GT.

If its not too hard, could that be fixed in a later patch, or is it already?

It's not very important and easily worked around, so I don't really mind if it can't be fixed.
#24
for maps that aren't compatible with stock is there a way to add them to the list only when the mod is activated?

is there a way to do that now(without writing a launcher program)?

is there a thread with this question already where yall can point me so ill just shut up and read? :wink:
#25
Public 1.3 Beta Archive / New race build look
March 09, 2005, 09:49:17 AM
I guess this might be highly improbable, but will there be any new ways to build things in 1.3 instead of the blue isdf wireframe and the growing silver scion structures? I havent found any way to do so in 1.2 and thought there wouldn't be any harm in asking :-D
#26
Public 1.3 Beta Archive / g66 av
February 04, 2005, 02:22:59 PM
did yall want the log and exception from mods or just if it comes up during the stock games? and if so, what parts do yall want?
#27
I know you can space select a unit that wasn't assigned an fkey but it wont give you a command menu. Is it possible to make the fkeys optional on a unit?