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Topics - Red Devil

#41
Like the subject title says....

Common sense says that you'll get kicked from a server using this due to you not having this installed...

Just unzip to your addon folder:

Fix For Pathing When Attacking/Upgrading Some Buildings in PB4a
#43
Will anyone listen now?

http://money.cnn.com/2009/01/20/magazines/fortune/okeefe_schiff.fortune/index.htm?source=yahoo_quote

Excerpt:

'Ponzi economy'

As he outlined in 2007 in his first book, Crash Proof: How to Profit From the Coming Economic Collapse, Schiff believes that the U.S. economy has become dangerously and unsustainably dependent on consumption - fueled by trillions of dollars borrowed mainly from Asian countries like Japan and China.

"We have an economy that's based on the same principles as Bernie Madoff's investments," he says. "It's a Ponzi economy. It's not real. We don't save and we don't produce anything anymore. We simply borrow from the rest of the world, and then we spend it. We've had a giant party. We bought all these plasma TVs and iPods. We remodeled our houses and took vacations. But you know what? The bills are coming in."

Schiff is predicting a wicked post-party hangover. He sees a multiyear recession ahead marked by rampant inflation, a steadily weakening dollar, soaring commodities prices, slumping U.S. stock indexes, and falling wages.


Saved the best for last:

http://money.cnn.com/galleries/2008/fortune/0812/gallery.market_gurus.fortune/index.html
#44
You can put all your Mods in one folder outside of your BZ2 install so that you can access the mods from different installs and then point to them using your custom startup .cfg, like so.

Doing so makes it a lot easier to access Mods with different versions and it saves space.


// Configure game file system
ConfigureFileSystem()
{
   // Setup base data
   ConfigureStream("base")
   {

      // Look in "! RD_Config" first
      AddDirRecurse("I:\!BZ2_Mods\! RD_Config");

      // Look in "Uler" first
      AddDirRecurse("I:\!BZ2_Mods\uler");

      // Look at Uler13 pak next
      AddPack("I:\!BZ2_Mods\uler13.pak");

      // Look in "maps13" next
      AddDirRecurse("@rootdir\maps13");

      // Look at pakfiles next
      AddPack("@rootdir\patch13.pak");
      AddPack("@rootdir\data.pak");

      // Look in "data" last, and only last.
      AddDirRecurse("@rootdir\data");

   }

   // Make it active
   SetActiveStream("base");

   // Optional, for mods -- the ability to put pilots & savegames in
   // other directories. Commented out to simply demonstrate how to
   // do it.

   //   SetPilotsDirectory("Ulerpilots");
   //   SetSavesDirectory("Ulersaved");
}
#46
News / 1.3 ModLog - Up To PB4a - By Commando
December 25, 2008, 10:48:25 PM
I'm posting this because Commando is away from his desk over the Christmas holiday.


I have to say that Commando deserves a *huge* round of applause, a promotion, and a medal for all the work he put into this.  As I went through it, I just kept shaking my head at all the tedium he had to endure in making this for you.  I was and am very, very impressed.


1.3 ModLog By Commando   ~5MB


(I just finished proofreading it, but there may be some typos/errors in it.  If so, please let Commando or me know.)

Edit: Link edited to point to a zip file

Edit2: Zip updated.  Redownload if you have already downloaded it.
#47
Overdrive Terminal / Wikipedia Needs Help
December 24, 2008, 12:28:06 PM
#49
Maps and Modding / Visual Graphical Dynamic Pathing
September 08, 2008, 11:51:19 AM
Been meaning to mention this for awhile now...  :roll:

You can watch the AI pick targets and destinations in the Shift-F9 view if you turn on the rest of the options under Draw Mode while running an IA map in the Editor.
#50
Overdrive Terminal / Rules
September 04, 2008, 11:13:31 AM
1. No ad hominem allowed (IOW, argue the point, not the man, even if baited).  This includes race, creed, color, gender, politics, religion, cpu/video card manufacturer, or game platform preference.
2. No vulgarity.
3. No links to pirated material.
4. No Spam Games (The Last Letter Game, Whatcha listening to now?, etc)
5. No Pointless topics (flaming, babbling, etc). This is a discussion board, unless it's informative (World News, Microsoft got Sued, etc), topics should be about something to discuss.
#51
Battlezone 2 Mods / The Uler for PB4a
August 12, 2008, 02:46:49 AM
This mod was made by Coxxon.  Bulldog, Greenheart, and lately, me, have made it run in 1.3.

The Uler, for PB4a    62mb

Installation:

1. Download it
2. Unzip it to the root of your BZ2 1.3 PB4a install (not addon)
3. Make a new shortcut and add /config uler.cfg to it.  (To make a shortcut, right click bzone.exe and select Create Shortcut, then drag that shortcut to your desktop)
4. Play


Update:

Uploaded new zip on August 15th, 2008

1. Forgot to include the SP mission dll's before...
2. All Uler SP missions are available from SP now.  Briefing/Debeifing files are being worked on by LF and will be added in next update.
3. Updated/improved the Uler vs Uler AIP's (other AIP's will be updated in next update)
4. Improved physics for tracked vehicles

Update 2:

Uploaded new zip on August 16th, 2008

1. Increased firepower of GT's
2. Added AttackTask/subAttackTask entries so units will use weapon range instead of static engageRange and so they attack better
3. Added/Increased collisionRadius on all units so they will spread out more when grouped.


Update 3:

Uploaded new zip on August 23rd, 2008


Uploaded a new zip.  Size is 63mb.

- Many errors fixed.

- Added Lucky Foot's shell improvements (which are a WIP).  Just thought you'd like to see the progress.  :-)  He's making the briefings, debriefings, etc., for SP too.   :mrgreen:


- MAJOR improvement in Uler vs Uler AIP with the ability to customize the AI's weapons in the AIP.  I've locked it to run that one special AIP for now just for demonstrating the method.  This method will allow AIP coders to make more powerful and varied AIP's by enabling the AI to use all the available weapons depending on circumstances.  The current demo AIP is simple in scope - for now.

- The AI is also reactive now, so that it builds as you build and increases forces accordingly.

- Increased the range of the Mummifier.  Its shots were landing short.

Known Issues:

I need to adjust the AIP so it balances building units and building the base up and also add more special weapons for the larger units.

Units are not pathing well sometimes, maybe due to the increased collision radius.

I may have increased the power of the upgraded GT's a tad too much...

#52
Public 1.3 Beta 4 Archive / Weapons Demo
August 05, 2008, 04:36:34 PM
Here's a small zip that gives you some weapons to play around with:

1. Laser Missiles
2. Laser Poppers
3. Thumper
4. Shadower - with added avoidance feature

Installation: Just unzip to your PB4a install
Uninstall:     Just move the RDToys folder out of your addon folder.

http://files.filefront.com/RDToys5zip/;11389436;/fileinfo.html

Enjoy

Edit: Made some modifications (reticle change, health, added DM units, etc.)
#53
Public 1.3 Beta 4 Archive / PUBLIC BETA 4a RELEASED
August 05, 2008, 11:42:07 AM
See link above in sticky.
#55
Battlezone 2 / Vote For All-time Best Video Game
July 11, 2008, 11:48:25 AM
All-time favorite games

Video game developers are gathering in Los Angeles for the E3 conference, where they'll unveil the hot new titles gamers will be clamoring for this holiday season.
Tell us about your favorite games.


http://www.ireport.com/ir-topic-stories.jspa?topicId=43709
#56
Feel free to ask questions about it/make requests here.  I'll go first:

1) Would you like an option for the AI to go after your pods in MP when playing on Hard difficulty?

2) Any pain-in-the-neck players you want to give automatic self damage to?

3)

New Features:

1) Cerberi now a human-playable race.

2) New units added.

3) Monsters made more....monstery..er.

4) Spawn auto-target given higher priority.

5) Forgot to mention that animals (Jak, Jak Killers, etc., with sound) have been added to MPI.


Already-added options:

1) Capture-able item: Capturing by either human or AI team enables Alien Technology. Recapture disables Alien Tech on opposing team and enables it on your team.

2) Advanced Weapon Countering by AI.

3) Sniping/fighting AI pilots.  Precedence given to sniping Commando.

4) 4th difficulty level added.

5) Crap, can't remember now...   :|

#57
Please post your ships to be tested here.

Please put the ships in a zip in this organization so that they can easily be moved in and out of the addon folder:

addon\yourfoldername\shipname(s).odf

Example:

addon\ZA\ivscout.odf
                fvscout.odf

Since any arguments/points/discussions of re-adding hovering to 1.3 are pointless, they will be moved to another thread.


#58
Maps and Modding / Virus Alert: Notepad++
June 12, 2008, 12:17:56 PM
AVG Resident Shield found trojan Horse Vundo.T in Scilexer.DLL in my NotePad++ install whichis on Drive F:

When I run NotePad++, it creates a copy of SciLexer.dll in hidden folder C:\2\Program Files\Notepad++\SciLexer.DLL.

Uninstalling.
#59
Maps and Modding / Paint.NET
May 01, 2008, 02:58:41 PM
Paint.NET is a highly rated free picture editor that I've been using:

http://www.getpaint.net/index.html
#60
Natty Bumppo is the author of G66 and G66 2.0 and is one of the very finest BZ2 modders.

Unfortunately, Natty was unable to finish 2.0 due to RL, but he was gracious enough to pass on the DLL source and assets

Commando, bless him, did a *lot* of tedious work in modifying assets to make use of inheritance.

I was fortunate enough to be able to work on his project, but, in the process, I have been affected/infected by his loathng of humans, so I am now unable to apologize for any evil that may befall you - not that I would if I could.

G66 2.0 should mainly be played on the "v2' maps found at the bottom of the map list.


G66 2.0 Features:

Environment:

- Earthquakes
- Animals
- Volcanoes and Geysers
- Random Pools
- Random Scrap Fields
- Mine Fields
- Birds
- Sun Movement

AI:

- Surprise Attacks
- Rogue Attacks
- Subversion
- Patrols
- Skill Progression
- Fighting Pilots (Randomized Snipers, Riflemen, Grenadiers, and Rocketeers)
- Advanced AI
- 12 Generic AIP's per race
- Difficulty adjustments
  - Selectable in shell.
  - Difficulty increases according to number of humans present.
  - Armor of enemy increases according to difficulty selected.
- Idle Dispatcher is not used

Startup

- Advanced ship selection
- Neutral Snipes


Humans

- Commandable Infantry (snipers, riflemen, grenadiers, anti-tank)
- Pilotable APCs (thanks to Greenheart)
- Subversion Rifles (thanks to Nielk1 for the chargegun idea)

Deatmatch

- Huge DM maps with fast ships



Here's the BETA of G66 2.0 to TEST.  It's for PB5.1.

>>> DELETE any old G66 2.0 folder before installing <<<

Unzip to the root of your install so that it creates a "G66 2.0" folder in the root.

Your install should look like this:



Add ' /config G6620.cfg ' (sans quotes) to your shortcut to run (use the supplied .lnk file as a guide).

Example:

Target          "C:\Program Files\BZ2\bzone.exe" /config G6620.cfg

Start in            "C:\Program Files\BZ2"


Vista/Windows 7:

- Add /novista to the shortcut as well if you want BZ2 file locations to remain the same.  Otherwise, Vista/Windows 7 will place the pilots, saved, and other folders and their files in My Documents.


The maps in the map list with a 'v2' on the end are G66 2.0 maps.  The others are older maps without all the new path points added yet, so they will not play as well as the 'v2' maps.

G66 2.0 Beta 42 for PB5.1  <<===== DOWNLOAD LINK   .zip version  ~40.0 MB

G66 2.0 Beta 42 DLLs  <<===== DOWNLOAD LINK   .zip version  558 KB

G66 2.0 CFG  <<===== Download/unzip this if the the CFG is missing   .7z version 2KB