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Messages - Scout

#1
Battlezone 1 Patch Board / Re: First things First...
December 06, 2009, 08:25:56 AM
<3
#2
Battlezone 1 Patch Board / Re: First things First...
December 05, 2009, 04:34:12 PM
Quote from: Dx on December 03, 2009, 02:34:19 PM
Shield Towers is a odf change and they work now.

That's semi-vague

They "work now" as in at one point they didnt work odf edit or not?

and what is the odf change?

and is this just some hack up of a mcurtain or do they do what they SAY they do when you show info on them?
#3
Battlezone 1 Patch Board / Re: First things First...
December 03, 2009, 01:52:52 PM
I would also like nothing in battlezone 1 to change...

But perhaps Completing something that wasn't finished.. Like those Shield Walls that you see on the 5th training map. as a novelty

Some anti-hacking measures would be nice.

#4
Battlezone 2 / Re: Spectator mode?
November 28, 2009, 07:10:35 AM
Quote from: Zero Angel on November 02, 2009, 01:34:22 AM
A player called No|<omm3nt once developed a spectator strat map, which for the most part enabled a ship called 'gods scout' that could was invisible/uncollidable and could use a modified blink (with no effects and explosions). It worked out quite well.

Of course there are problems to simply using a spectator ship. Some of them are:
- The spectator's radar would extend the minimap radar of the team that the spectator is on
- Chat -> One -- could be used to relay useful information about one player to the other player

Usually though, only trusted players were allowed to be spectators in tournaments. So it wasnt a big issue at the time.

I think that a spectator mode would work if the person selecting the spectator ship was automatically put onto a neutral team.

It would be best to build this feature into the stock 1.3 mode via DLL scripting and assets. This way they can be applied globally instead of being map-based.



Actual touraments this was actually used in? because afaik his latest version still messed up the AI units

He also made dynamic alliances, EI) you could team up with people in a FFA strat game so you could do 2 vs 2 vs 2 vs 2 or whatever combination.

#5
Battlezone 1 Patch Board / Re: Experimental Build
November 26, 2009, 10:17:25 PM
Quote from: Red Devil on November 22, 2009, 08:35:32 AM
I just noticed that a lot of people are dividing their karma by -0, so maybe that is why things are misbehaving... :-D



:)

Also Ken, thanks, it's looking like the holiday season will be merry indeed..

Looking forward to some bomber colli with Trinity :D
#6
Battlezone 1 Patch Board / Re: Hardware Only?
November 20, 2009, 03:41:41 AM
Last time I needed software mode was before I had a 3d accelerator on my 48mb ram(maxed out) ibm machine, cant imagine anyone who still needs software
#7
Quote from: General BlackDragon on April 27, 2009, 11:12:09 AM
A good mod for BZ2 1.3 could easily be considered a BZ3

no
#8
Battlezone 2 / Re: The Physics Nerds' Theory Thread
November 16, 2009, 07:45:06 AM

From the FM 6-1201-309-62, The National Security Agency Field Manual:

A Memorandum from President Dwight D Eisenhower to General George Collins, regarding the establishment of the National Space Defense Force (NSDF):

NSDF TU11 Mobile Bio-Metal Fabricator:

The Recycler builds vital base resources and unit supplies, as well as basic offensive and defensive units.  It does this by projecting ultra-lightweight endo-skeletal beams inside of its construction bay while generating extreme temperatures that melt its supply of bio-metal.  It then coats the beams with the liquid bio-metal, and holds the new unit's engines and internal machinery in place while the bio-metal cools.  The entire process takes seconds.


It's in the book that comes with battlezone1

if you were unfortunate enough to get just the jewel case of battlezone then you missed out on a lot.
#9
Battlezone 2 / Re: The Physics Nerds' Theory Thread
November 15, 2009, 07:51:12 AM
Quote from: Zero Angel on November 14, 2009, 11:22:12 PM
I made an MS word document a couple of years ago, detailing my thoughts about biometal

you scare me some times
#10
Battlezone 2 / Re: The Physics Nerds' Theory Thread
November 14, 2009, 10:00:55 PM
Quote from: bigbadbogie on November 14, 2009, 04:27:31 PM
Thumpers are now in BZ2 thanks to 1.3.

I know, probably before you did ...


On another note, Any theory to the construction process?

isdf in particular..
#11
Battlezone 2 / Re: The Physics Nerds' Theory Thread
November 14, 2009, 04:25:59 PM
Along the same lines, Tesla also created something else, something we all  had in battlezone1 but not battlezone2 :P

.
.
.

Thumpers :D

His frequency research also included being able to use a thumper device (for the lack of a better word) to create a oscillating mass that was at the right harmonic frequency was said to destroy solid objects, This was tested on myth busters, myth busted but Tesla's research sits in government hands, general fact.
#12
Battlezone 2 / Re: The Physics Nerds' Theory Thread
November 14, 2009, 04:19:09 PM
Quote from: TheJamsh on November 13, 2009, 03:30:11 AM

As for power lungs, i have always considered them to be some sort of solar powered object. They act like some kind of hi-tech solar panel/ray filter, which extracts energy from the sun and converts it into power.

Nikola Tesla, when inventing wireless RF(microwave) energy transmission systems said that his designs were also capable of capturing and harnessing other forms of radiation such as x-ray and gamma and the likes.

Wouldn't be to difficult to believe that an advanced form of this energy capture technology evolved into what the isdf and scion use.

Or maybe just the Scion, since it would to me at least seem more likely that they would be catching the cosmic winds :P

and the Isdf.. A self sustaining antimatter capture and energy extraction system.
#13
Battlezone 2 Mods / Re: HellFury Mod (Please Read)
September 22, 2009, 12:09:19 PM
hehe blue sub no7 avatar, nice :P
#14
Maps and Modding / Re: Adding Stock Voiceovers To Keys
August 23, 2009, 03:37:11 AM
Yeah thats what it seems its limit is from reading the changelog..
I guess lubber was trying to see if it'd work over the network with some tweaks or something...  :?

oh well 
#15
Maps and Modding / Re: Adding Stock Voiceovers To Keys
August 22, 2009, 09:51:01 AM
the fuction was requested by lubber, and added in one of the early 1.3 patchs

I think if the file is already on the other client it'll play it, sound files that come with bz should work? not 100% there i wasnt the one touching the mod files, and this was a long time ago.

Newkeys isnt directly related, but I guess you could edit them to do that.

Probably how it was done the first time around anyways