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Messages - shane ward

#1
Overdrive Terminal / Re: HDD Death
October 28, 2009, 04:39:40 PM
Might be a little bit late but I'll try anyway.

Check the board on the hard drive, dust and anything that should not be on it.

remove the board and clean the connectors. Sometimes heat expansion can move something.

Check all the chips and components to make sure something is not loose. solder it back. Also check for Black or damaged components. "Takes a long time"

Use an external hard drive connector, USB with independent power supply. Connect to PC by USB.

If by some pot luck it works, copy Everything ASAP.

I nearly lost my 750GB hard drive, until I relized all the dust went on the bord and messed it up, works fine now.
#3
Battlezone 2 Mods / Re: HellFury Mod (Please Read)
September 22, 2009, 01:29:29 PM
Quote from: Nielk1 on September 22, 2009, 01:17:01 PM
Isn't she like part fish or something?

On topic..
I have never played Hellbender.

off topic, I believe she is an aquatic hybrid of a fish/cat/human. I almost lost interest in the show until I saw her.

On topic, try out the mod, it should be basic to play and fun too, check out the first part tho to feel the experience of the hellfury type game.

On another note, how does the graphics of the worlds and ships look compared to the real game, I find it a LOT more better, even using the same model ships, shows how far 3D modelling rendering has gone ;)
#4
Maps and Modding / Re: extreme map-changing .dll power?
September 22, 2009, 01:20:53 PM
The terrain can be edited a little by using objects to change the high and width of the terrain however you cannot have them move or appear to move from my knowledge, the terrain is a basic height greyscale image and each pixel represents the height location. All the information is in the ter file that can only be properly edited in the editor.

Also any changes you are able to make cannot be saved as the game will revert to the old terrain, parity strange if you are high on a hill and when you reload the hill is not there anymore.

Collisions in objects cannot be animated, however once the animation is completed you can replace the model with the finished product. So you animate the hill growing then you just replace the finished hill with a permanent one.

I believe the colour cannot be edited, unless you can find someway of making a weapon do this for you, like the black marks they leave on the ground, maybe something like this might work, but again, once you reload the map from fresh, it will be gone.

Make any sense?

Umm...
#5
Battlezone 2 Mods / Re: HellFury Mod (Please Read)
September 22, 2009, 01:11:11 PM
I believe it's Blue Sub No6  :wink:

shane
#6
Overdrive Terminal / Re: Just cool stuff
September 21, 2009, 04:43:46 PM
I got an Turbo-Cool 510 ATX Power supply in my system, had it for 6 or 7 years and it's handled like a dream, Built like a tank and very reliable.

http://www.pcpower.com/power-supply/turbo-cool-510-atx.html if anyones interested

Ho, and thing thing is, it's heavy with loads of cables too. but it did cost over £150 at the time.
#7
will this operate on a windows me system?

shane
#8
Battlezone 2 Mods / Re: HellFury Mod (Please Read)
September 18, 2009, 06:50:57 AM
I guess you are talking about Jake, (My brother did that) he is supposed to like that, a bit over the top character in the game.

You are all welcome to canabolise the mod any way you see fit, give credit where it is due and have fun. If I could know more about the first level bug I should be able to repare it faily easy. I think I know what I done wrong, I never got around to fixing it.
#9
Battlezone 2 Mods / Re: HellFury Mod (Please Read)
September 18, 2009, 04:41:12 AM
Quote from: GreenHeart on September 17, 2009, 11:18:45 PM
No, i Av'd the second the first mission finished loading.  It basicly showed me inside the isdf base & said run to base...

Anyone else have that error, I think it can be easily fixed, I was experimenting with changing objects to players. Might be a small bug.
#10
Battlezone 2 Mods / Re: HellFury Mod (Please Read)
September 17, 2009, 10:16:01 AM
The tunnels in this mod are very basic and straight forward, it was an experiment that went very well, but it was extreamly hard to do. The tunnels are not as complex as hellbender and easy to navigate if you can find them. Also the city levels has lots of underground highways, it is nice to blow up a nuke car in one of them, Anyone tried that yet, I spent too long playing with them instead of making the level.
#11
Battlezone 2 Mods / Re: HellFury Mod (Please Read)
September 16, 2009, 05:55:04 PM
Quote from: Red Devil on September 16, 2009, 12:02:08 PM
I think you should take over this mod, GBD.  He's abandoning it and it needs work (msh files not included; can't pick up trasnmitter in final mission, etc.)

If it's the level that you get the transmitter from the scavenger that was destroyed then you need to hop out of your ship and pick it up, or shoot it. Still works like a charm, Also there is one more level after that, however it's not in the game menu, you will need to use the command line like -map HelFury05.bzn, there is a massive machine in there that might impress you all however it is only half done, I might finish it in the future depending on what people think and any time I can get. I did intend to do one more level after this and then release what I have.

DLL Scripts for the basic shoot and fly missions are in the "Hellmain.pak"
DLL Scripts for the BZ2 game missions are in there respected mission folders in the "Hellbz2.pak"
#12
Battlezone 2 Mods / Re: HellFury Mod (Please Read)
September 16, 2009, 03:35:56 AM
For everyones information it is "BZ2_v13PublicBeta3_English" I was using at the time, I was going to upgrade to the most recent, However I never got around to using it.

It should work relativity stable using Battlezone 2 1.3 Public Beta 3.
#13
Battlezone 2 Mods / HellFury Mod (Please Read)
September 15, 2009, 08:02:59 PM
HellFury

Greeting everyone,

Many of you might have been wondering what I have been working on all these years, bringing up interesting units for help with and asking some people with help with units and so on.

Well, I have decided to let everybody in on what I have been doing.

For the past few years I WAS working on a Mod called "HellFury"

And now for the bad news, as time went on I have slowly gone of the project due to time and personal circumstances – to a point that I am not working on it as much as I would want to and not any time soon, there might come a time I could get interested in it again, but no one can tell.

However the amount of work I have put into it and the excitement that many of you want with mods, I have decided to release what I have done so far. Most people would just close the project and forget about it, I almost did but I have not and decided to upload the entire project to the server and it is now available for downloading as it is, or for someone to carry on.

What is the mod in short brief description: -

The mod is a Fury 3 and Hellbender mod in Battlezone 2.

The mod is in TWO sections so read carefully and bear in mind that since I have drifted off this project, a lot of the new levels and units are RAW, and although the early levels have been tested again and again, they might be errors.


DON'T forget to add the dll's in the dll Zip folder to your missions folder or you will be in the worlds alone!

The two parts are as follows, In the Zip file you will find two Pak files. They are individual sections of the game.

If you add "Hellmain.pak" to your "bzone.cfg" under the appropate place, you will be able to access the nine Fury 3/Hellbender style levels. (You will need to access them by adding "-map Furymap1.bzn" or "-map Furymap2.bzn" and so on, To a bz2 Icon shortcut or command prompt. There are nine levels) they are not available in the single campaign or instant action menu, but they are in the pak file.

These levels are basic, you start of in your Hellfury ship and blast any enemy units and attack painted units. Levels 1 and two might fail on some systems due to the map size. However the rest should work. The last 3 levels might cause lag due to the city cars.

How to play: Use the deploy key to cause your ship to hover high or close to the ground, this is handy to pick up ammo and weapons on the ground. Destroy the Podded Building (Black Pods throughout the map) to gain access to new weapons.

At the end of each world, there is a boss to kill.

Part two of the mod will add the BZ2 element into the game and throw you into the world of my brother and me ;) You will enjoy this.

HOW TO RUN:

Simply add the following to your "bzone.cfg" file

"Hellmain.pak" and add "Hellbz2.pak" these two MUST be added for this to work

Run the game as normal and you can access the bz2 style levels in the single player campaign will full talking, mission briefings and so on. However there are only five levels fully working (I hope) so don't race through them. They are also controlled by the games difficulty setting, so make sure it's not set to high!

Please note that this mod is extremely RAW and unknown effects could occur with any part of the game. The BZ2 Style game should work ok.

ALSO, PLEASE NOTE, This was designed with BZ2 1.3 in mind, I have no Idea what will happen with 1.4 I did not get that far.

If you are a pak boff that likes to take a look at the pak files or want to know more about the game errors or scripts and so on you will need to see the "LISTPLAN" files located in every mission folder for the BZ2 style game.

I have added a small credit list below so if I missed anyone out, please add them in your reply posts, I will try and add them in a later date.

If you don't like what I have done, TUFF!

Credits: -
Axeminister
Windy
Zero Angel
BNG Da BZ Fool = Models
BNG Da BZ Fool = SCIENTIST
Bigbadbogie = Idears, ODF Info
FE TEAM
NATTY
T3WOTM
GARION, JAKE ALLTHROUGH
ME :D

MOD DOWNLOAD: - http://www.bzscrap.com/~shanesmods/files/HellFury.zip
#14
Maps and Modding / Re: APC's to carry the Player
June 02, 2009, 11:48:44 AM
The apc is basicly a transport and it is planned that the player can look out over the area and see the land. The same thing as in the QF mod, But I wanted a more easyer way by just using one object and not two..

I think the turret with no guns will be easy to work with for this.. I revered scriped one of the dll's in QF, with the shuttle and I was very impressed with the method that BBB used for the shuttle. I would not have thought of that Idear. I was sure it was a tuggable turret but then the shuttle was not a TUG!

Anyway.... Any new Idaers are welcome
Shane
#15
Maps and Modding / Re: APC's to carry the Player
June 01, 2009, 05:22:57 PM
Thanks, But does anyone know how to do this in the dll, with the scriptor.

If someone can write down or explain how to do this it will help a lot.

Shane