• Welcome to Battlezone Universe.
 

News:

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.

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - appel

#1
Battlezone 2 / Mega Map Pack #4
December 22, 2009, 08:13:20 PM
Not sure if anyone is interested in this, but there's a new map pack out with a dozen new zst maps over @ bz2maps.com.

http://bz2maps.com/phpBB/viewtopic.php?t=3087
#2
Battlezone 2 / BZ2 model usage
April 20, 2009, 05:57:01 PM
I'm scratching my head a bit over these XSI models, there are many for each unit.

Let's take the sabre as an example:
- ivtank00.xsi
- ivtankL1.xsi
- ivtankL2.xsi

The ivtankL1.xsi seems to be something like a "flattened" model of ivtank00.xsi, while ivtankL2.xsi seems to be a low-poly model.

My main question is: How are these models used in the game? Is ivtank00.xsi used for position purposes only (lights, cockpit, exhaust etc.) while ivtankL1.xsi is used for in-game visuals?

Just want to get this right.
#3
I'm analyzing the game objects and input control interface for BZ2 and I'm wondering to myself, "How on earth did these guys approve of themselves having 14 different unit types (ISDF) that the player can control, but only twelve F-keys!?".

And then you have multiplayer where you only have 9 F-keys for those 14 unit types.

What would they have done if they had to support 24 players per game? No AI units? :) (not likely, but still some games from that era did support that many!)

Perhaps just a trade off for a "simplifier" interface.
#4
Battlezone 2 / Models & textures
July 28, 2008, 07:18:53 AM
Hello.

I have a few questions:

1. I am wondering if there exists higher detailed textures of the models in BZ2, or improved versions? Like of the ISDF scout and sabre for instance.

2. Has anyone created bump maps for any of the models, or the scout/sabre?

3. Anyone got the scout model in a bone-animated model format?

4. Has anyone modified the scout/sabre models to make them of a bit higher detail?


Thank you. :)
#5
Battlezone 2 / BZ2 hovercraft physics
July 24, 2008, 08:25:21 AM
Hi

I'm making a game demo and I want to include a BZ2-like hovercraft unit, that handles in the same way as a BZ2 hovercraft unit.

What information I need is all the variables that are used for the physics of the unit, and a short description of those variable.

Thank you :)
#6
Public 1.3 Beta 2 Archive / Balance issue with shads
March 05, 2006, 05:14:12 PM
Appearently shadowers can kill regular extractors, if you're within 40 meters of it you can get a target lock.

This presents a huge balance issue, because not only can you lock on to regular extractors, you can kill 2 of them with a single ISDF scout, and still have some ammo left.

For the games I play, nobody would even bother with chain gun anymore if shads lock on to everything and gives you more for the ammo, scout with chain and full ammo can only kill 1 pool and maybe get 1 scav deep red in one run.
2 laser full scouts on the field would not only kill all the enemy scouts, but they would have enough ammo to kill 4 pools and maybe 1-2 scavs. Laser+shads would become the default configured full scouts.

#7
Public 1.3 Beta 2 Archive / Warrior with EMP
March 05, 2006, 04:21:37 PM
Nobody has a problem with the warrior bouncing 200m in the air when it uses EMP gun, and basicly *flying* away like it was a mortar bike?

Making units bounce off the terrain is the cause, since in 1.2 the warrior only gains a slight speed for an instance and you don't bounce off the terrain in 1.2.
#8
In this deathmatch, all the units, the players and bots, were impossible to hit.

Take this ai bot for example:


I have a target lock on it, it's moving slower than a scav, the dot is like 40 m to the right, and I'm shooting at the actual warrior, not the dot...and I'm not doing any damage. I'd expect this in 1.2 while the unit was moving at 500 mph, but when the units aren't moving fast I'd expect to see their actual position.
#9
Public 1.3 Beta 2 Archive / What do I need to do?
March 05, 2006, 12:13:13 PM
How should I configure 1.3pb2 so it's more like 1.2? I don't want some new rec variant, just want to know how I should configure these cfg files and other stuff.