TheJamsh' Recycler Variant Pack
First, I have included my own recycler variant. This variant is designed to add a few more fun ships and buildings to youre build tree, which open up a new range of strategies you can use against you're enemy in any mode. This recycler was designed to fit-in with stock like variants, so don't expect any overly fancy visuals on this.
The variant adds units, weapons, buildings and abilities you youre build tree, which widens you're gameplay a little. Fed up of the using the same attack groups and winning/loosing games all the time? TJRV has a lot of thought-out new and old units that allow for different strategies.
The main focus of TJRV was too add some exciting new ships to gameplay, but ensure they all serve a purpose and don't exist 'for the sake of it'. There is also a HIGHLY expanded scion build tree now, as I felt the scions always got left behind with unit options. I hope you enjoy playing and discovering the many features of this variant.
TJRV also improves the AI behaviour of some units, such as the sabre tank and others. It also uses QF's nav beacon, with a twist. The nav beacon will change to the same color as youre team color :). The variant differs slightly between IA and MP, this is because there are still bugs in BZ2's engine that may be exploited or cause problems in MP. Soon, there will also be a version with Pilot Recyclers, so you can pass stripped down versions of recs to youre teammates in MP, and build entirely different bases!
(http://i239.photobucket.com/albums/ff29/thejamsh/MyRecVariant.png)
(http://i239.photobucket.com/albums/ff29/thejamsh/My.png)
(more in variant than shown in image)
Festive Fireworks Variant
A new variant made by TJ, that includes the fireworks from Steeveeo's festive fireworks mod released a while back! Playable in all modes. The stock weapons are replaced with the new ones, and there is a special power-weapon avalable from the armoury for a high price.
Local Mod Manager
The key part of the add-on pack is that you can run it alongside stock and play online WITHOUT getting bad assets, and therefore is an always-on mod, that can even be run alongside other mods. New!! You can also preview mini-mods before they are applied, so you needn't venture in and out of game.
(http://i239.photobucket.com/albums/ff29/thejamsh/LMMScreenie.jpg)
Local Mod Manager is a new application written by Nielk1, and allows you to add, modify or remove optional extras that are included with the add-on pack with the check-of-a-box. It is a very user-friendly program, but DO NOT confuse it with mod-manager. Although similar in design, LMM is designed to work SPECIFICALLY with non asset-checked files, to improve or change YOUR machine only, and still allow you to play with people hosting stock games online.
It is VERY easy to make youre own mini-mods for LMM, and every few months we will post a large 'LMM bonus pack', that will include all of the Local Mods people have publicly released, so everyone can enjoy them without clashes.
A selection of mini-mods included with the addon pack so far are:
[Team-Color Textures]
A while ago Zero Angel worked to make Multiplayer games using teamcolors a lot better, by using a masking glowskin on all ISDF vehicles. Now, the add-on packs team has re-created this for PB5.1, and has skins for EVERY unit in the game, including the new ones included with the AP!
Below are some screenshots to show how you're units will look in MP with this installed. Essentially, our team colors replace the orange area of you're unit with the teamcolor for ISDF, and the blue area with the teamcolor for scion. It is advised that you use these for Multiplayer only, as they can make youre units look too dark on some maps.
(http://i239.photobucket.com/albums/ff29/thejamsh/ISDFTeamColors-2.jpg)
(http://i239.photobucket.com/albums/ff29/thejamsh/ScionTeamColors-1.jpg)
[Color Schemes]
We have also been kind enough to include a bunch of shell theme's and color schemes from favourite mods, and you may toggle one at a time. Included themes are:
Forgotten Enemies:
(http://i239.photobucket.com/albums/ff29/thejamsh/FESkin.jpg)
Queen's Filchers:
(http://i239.photobucket.com/albums/ff29/thejamsh/QSkin.jpg)
Starfleet:
(http://i239.photobucket.com/albums/ff29/thejamsh/StarfleetSkin.jpg)
Blue:
(http://i239.photobucket.com/albums/ff29/thejamsh/BlueSkin.jpg)
Green & Black:
(http://i239.photobucket.com/albums/ff29/thejamsh/GreenBlackSkin.jpg)
Gold:
(http://i239.photobucket.com/albums/ff29/thejamsh/GoldSkin.jpg)
Red/Blue:
(http://i239.photobucket.com/albums/ff29/thejamsh/RedBlueSkin.jpg)
[Alternative Gauges]
There are also a bunch of swappable gauges for youre health, ammo and weapon status.
BZClassic Demo Gauge:
(http://i239.photobucket.com/albums/ff29/thejamsh/BZC_Weapon_Hud_PrePb4.jpg)
BZClassic Gauge:
(http://i239.photobucket.com/albums/ff29/thejamsh/BZC_Weapon_Hud_PostPb4.jpg)
Circle Gauge:
(http://i239.photobucket.com/albums/ff29/thejamsh/CircleGauges.jpg)
Curvy Center Gauges:
(http://i239.photobucket.com/albums/ff29/thejamsh/CurvyGauges.jpg)
QF Gauge:
(http://i239.photobucket.com/albums/ff29/thejamsh/QGauge-1.jpg)
[Cornered Colorize]
Zero Angel has included his cornered colorize files, that change the appearance of youre HUD slightly. Very pretty...
(http://i239.photobucket.com/albums/ff29/thejamsh/ZAsColorize.jpg)
[Zero Angels Newkeys]
Fed up of typing orders and taunts to friends and foes? Zero Angel has added his version of 'newkeys', that enables you to post very useful messages with youre numpad. Not only can you post full messages with a single key press, but you can also change the chat type.
Note that if you have binded keys alternatively to stock, newkeys will re-set this when installed. Upon un-install, youre key bindings will be returned to what you asked. You may however, edit newkeys to use your new key bindings, and save it as a new LMM add-on.
[Alternative Radar Blip]
An alternative sound to the high-pitched stock radar blip. This is useful if you play with headphones on, or if the high-pitched sounds are to powerful for your ears.
[Alternative Missile Lock Sounds]
Changes the high-pitched stock missile lock sounds. This is useful if you play with headphones on, or if the high-pitched sounds are to powerful for your ears.
[Extra In-Game Music]
Music provided by BZ1, TRO and Recoil can be switched on or off too. To hear them play, make sure the track choice is on 'Random' (default). You can switch these on independently of one-another.
BZGame_Team.cfg
A replacement .cfg file that enables you to see youre teammates hull and ammo status, and their name under their icon. A very useful addition indeed. Click HERE for the full post.
(http://www.bzcomplex.com/mirror/config/bzgame_team/bzgame_team.jpg)
TheJamsh's Chaos UT Newkeys
Welcome newkeys with voiceovers. There are male and female versions of this local-mod, that play a full set of voice-overs for each given command (VO's taken from Chaos UT 1999). You can also take advantage of the new pre-named nav beacon feature, that allows you to place a selection of pre-named nav points, rather than un-named ones. Useful for Thugs!
This version of newkeys is substantially larger that other versions, so i suggest you print off the included read-out sheet and learn it!
Team Color Picker
Some of you may have used OvermindDL1's Color picker. Local Mod Manager also integrates a similar idea and allows you to change you're team colors and save and load them at any time. You can have as many color pre-sets as you like, and some attractive ones are also included in case you're bored of blue and red.
(http://i239.photobucket.com/albums/ff29/thejamsh/LmmScreenie2.jpg)
Red Vs. Blue (Default)
Red Vs. Blue (P3 Like)
Reds Vs. Blues (FFA)
Blue Vs. Green
Purple Vs. Sand
Pastel Red Vs. Lime Green
Plated Gold Vs. Acid Green
Gold Vs. Silver
Red Devil's FFA
(This list may grow with time)
Nielk1's Mutator Recycler Variant Pack (MRVP)
(http://www.bzcomplex.com/wiki/images/9/97/Mrvp_banner.png)
MRVP 2.0 is now included with the add-on pack! Nielk1 adds many adventurous, ridiculous and downright weird recycler variants to expand gameplay options ever further. The list of variants currently includes:
Guns Guns Guns:
There are no gun towers, what could you possibly defend yourself with? You are doomed, or ARE you? NO! Every single structure has self defense capabilities. While these might not be as strong as a gun tower in some cases, they are efficient at augmenting unit based defenses to repel attacks. In addition, Scion lungs now have a thirst for blood and will attack you if you get too close. (Note there may be a version of this that still has Gun Towers).
Power Lungs Only:
Both ISDF & Scion now use power lungs rather than powerplants.
Mega Structure:
Ever wonder why there are so many buildings in every ISDF base? Well no more, now ISDF bases can make the best of a small area with Mega Structures. These combination structures upgrade to pick up more functions. For example, the Bomber Bay, Service Bay, and a Comm. Tower all form one structure.
Power Catcher:
The ISDF now use a power-catcher system, similar in design to the Queen's Filchers system. This allows the ISDF to power as many as 8 gun towers with only 2 power (if surrounding the catcher). The Scions, following this lead, have created a similar structure that places a lung under a powerful shield. It then directs the power to surrounding Gun Spires.
Research:
Ever wonder why a Tech Center had a magical power to unlock any and all technology instantly? Ever wonder why it came so late in the tree? Well now you don't have to. The Tech Center, and a Scion equivalent, now allows you to build it early and research technology. Want Service Trucks before a Service Bay? Research it.
Self-Defending Extractors:
Tired off those Extractors getting destroyed every time you set them up? Now they can defend themselves with laser or arc beam technology. Be aware, this system is automated and will attempt to fire on the closest enemy, though this may prove unreachable, incidentally target a nearby friendly constructor, or cause enemies just passing by to attack. It's safer than it sounds... no really.
Silo:
Every wonder what the big deal is with the large container above an Extractor? Ever wonder why you can't just blow it off to hurt scrap production? Now you can, at the cost of 15 hold each.
Deploys
All buildings start in vehicle form. This provides an excellent system for deploying an outpost quickly, easily, and suddenly.
Deploys B
In addition to all buildings starting as vehicles, now they can be un-deployed by a constructor (if fully upgraded) and moved elsewhere. Move a gun tower to a better position, or move your entire base!
Fat-Boy
Scavengers are replaced with a max of 5 Fat Boys, a new vehicle that is cable of both scavenging and generating its own scrap. These new vehicles are a hefty cost of 40 scrap and make scav defense an extremely important part of the game. Know that scavs don't run away from attacking units or gun towers. Because pools are not used, a new unit called a Service Pylon Driller is available. It deploys on biometal pools and converts the resources to armor and ammo.
(http://www.bzcomplex.com/gallery/albums/userpics/10002/ifatboy.jpg)
Inverted Power
The ISDF and the Scions are experimenting with new power technology. Fight as the ISDF with power lungs or the Scions with power generators, the choice is yours.
Merger
Creates a Recycler of the opposite race on deploy of the main Recylcer. The first Rec is on slot 1 and the 2nd on slot 4. This means you can play as both races at once. Note the 1st Recycler is the main Recycler.
No Extractors
This Recylcer breeds its own scrap. Service pylons can be deployed to make use of pools.
No Lung Recycler
The Scions use power generators in just like the ISDF. No structures use lungs.
No Power A/B
Neither side needs lungs or power generators. In the B variant, at least one template P.Gen must be made for the ISDF to build any other structures.
No Rescource A/B
This Recylcer breeds its own scrap. In addition, neither side needs lungs or power generators. In the B variant, at least one template P.Gen must be made for the ISDF to build any other structures.
Scrapper
Brings the scrap management of Battlezone to the world of Battlezone II. Build Silos, collect loose scrap with hovering scavengers, and turn scrap pools into regenerating scrap fields.
(http://www.bzcomplex.com/gallery/albums/userpics/10002/iscrapper.jpg)
(http://www.bzcomplex.com/gallery/albums/userpics/10002/fscrapper.jpg)
TheJamsh' Beserk AIP Set
Lets face it... insane... isn't, and after a while the same 5-mauler, 3 titan attacks get really boring. Not quite as evil as G66 2.0, but closer. The Beserk AIP's are a few levels up from insane. The enemy now build ALL of the units from TJRV, including flying dogfighter's, heavy rocket bombers. And they built LOADS, FAST.
You'll need a full-squad of experienced MPI players to take on this and win. These AIP's are compatible with stock so long as TJRV is installed. The beserk AIP's are designed to increase difficulty of gameplay, and reduce repetitiveness of long MPI/IA games. The AI will build units and buildings from TJRV the same way stock AIP's do, but they will build much quicker, and will build much more. Gone are the days of 4-5 unit attack waves if you progress to mid-games.
TheJamsh's Shell Enhancements
I have added a few things to the shell that allow you to do the following:
This new escape menu for multiplayer allows you to view all of the extra options in game, without having to ask youre commander or the host. You can quickly view any option set by the host, youre alliance configuration etc etc. Its easy, useful and tidy. Credit goes to Red Devil for the initial idea for this.
(http://i239.photobucket.com/albums/ff29/thejamsh/RV3.jpg)
Additions have been made to the pre-game shells. You can change vehicle lists to a wider available selection, and compliant submissions can add their own lists as well. The pack has been designed to run alongside other mods and extra variants, so you needn't worry about asset clashes.
(http://i239.photobucket.com/albums/ff29/thejamsh/YahImage.png)
TheJamsh's Dogfight Multiplayer Mode
Deathmatch gets a little old after a while. You're restricted to only 2 real directions of movement, and the action is a little slow-paced. Thats where dogfight mode takes over.
(http://i239.photobucket.com/albums/ff29/thejamsh/RV4.jpg)
(http://i239.photobucket.com/albums/ff29/thejamsh/dfscreenie1.png)
(http://i239.photobucket.com/albums/ff29/thejamsh/dfscreenie2.png)
(http://i239.photobucket.com/albums/ff29/thejamsh/dfscreenie3.png)
(http://i239.photobucket.com/albums/ff29/thejamsh/dfscreenie4.png)
(http://i239.photobucket.com/albums/ff29/thejamsh/dfscreenie5.png)
Dogfight adds all-new units and weapons to MP, as well as a special 'Lucky Dip' mode that truly randomises the weapons you pick up with a new dll. You may get a space bomb, you may explode! Who knows that the fun :)
(http://i239.photobucket.com/albums/ff29/thejamsh/luckydip.jpg)
Dogfighting allows for 3 axis of movement, and you can fly at blindingly fast speeds. The agile Supa, Ultra and regular dogfighters dorn the ISDF fleet, and the Bee, Super Bee and Legion for the scions.
And if you think its human-only, think twice, CPU bots fly just as hard if not better than you could. 1.2 hovering vet? Dogfighting in the sky is an entirely new skill to master. Seven maps are converted for dogfighting mode, additional ones may follow as soon as you realise how fun it is!
Icons
Nielk1 has included a batch of BZ2- Related icons for you're desktop and for the included LMM program, feel free to use these for you BZ2 programs!
THINGS WE WOULD LIKE TO INCLUDE:
Consider this area as an in-formal request section. Listed here are things we believe would fit well with the add-on pack. If you see something of yours listed here, please feel free to PM either myself or Nielk1 about how you feel about its inclusion. Note there is PLENTY of time to finalize assets if youre submission is still in development. The pack will NOT be released until we are happy with it.
Commando's New Recycler Variant (Thug Recyclers).
CM1 Indestructables. This will be included ONLY if finalised before its inclusion, and updates to rec variants will NOT be released for the AP in future.
SRV. I believe this has been ruled out, but not sure. Let me know.
Any ideas/suggestions about what we could add? Post them! More maps welcome!
Just a lonely admin seeing if he can add more characters to this post.
Additional MapsI have taken the time to convert quite a selection of old maps into new ones, as well as convert some stock ones to be used in more modes. The current list of maps from their original authors goes something like this. Although I converted them, all credit for the maps should go to the original authors, along with some gratitude for allowing me to convert them...
Appel
ST: Ancient
ST: Barren
ST: Hilo Blues
ST: Bowls
ST: Garden
ST: Haven
ST: Phoenix
ST: Quagmire
ST: Redslope
ST: Reflex
ST: Rendon
ST: Ridges
ST: Tempest
ST: Terron
ST: Trench
Oppressor
ST: Eygpt
Malelovence
ST: Aztec
ST: Beaches
ST: Echelon
ST: Europa
ST: Exodus
ST: Ground Zero Lite
ST: Ice Age
ST: Insula
ST: Jade Green
ST: Lunar
ST: Mojave
ST: Ravine
ST: Sahara
ST: Uxbridge
ST: Wales
RocketmanX
ST: Ammo2Go
ST: Balance
ST: Box
ST: CanyonX
ST: Clay Ridge
ST: Hazzard Us
ST: Militus Procinctu
ST: Pit Stop
ST: Simplicity
ST: Space Roast
ST: Subterfuge
ST: The Pass
ST: The Ward
TheJamsh
MPI/ST/IA: Outposts
MPI/ST/IA: Tranquility
MPI/IA: Oxide
MPI/IA: Rock Pools
DF: Arena
DF: Figure Eight
DF: Orbit
(http://i239.photobucket.com/albums/ff29/thejamsh/space.png)
DF: Titan
DF: Volcanoes
DF: Spin Cycle
DF: Loot
DF: Shangri-la
ST: Snow Blind
(http://i239.photobucket.com/albums/ff29/thejamsh/SnowBlind.jpg)
MPI/IA: Quarry
Fizzy
ST: Iceolation
AHadley
Loot: Mire
Loot: Core
GreenHeart
MPI/ST/IA: GH Snowman
Nielk1
RW: Core
DM: Daisy Chain
DM: Tunnel Square
Datannti (have also fixed these up)
MPI/IA/ST: 2009
MPI/IA: Remember
FFA: Remember Four
MPI: Scrapmine
MPI: Volcano
ST: Dunes River
ScarleTomato
MPI/IA: Warzone Hills (slightly altered for higher FPS on lower-spec machines)
StormFront
ST: Boot Hill
ST: Chaos
ST: Trinity
{NOK} Clan
ST: Amazonia (SparrowHawk)
ST: Desert Storm (MightyBlade)
ST: Falling Sun (MightyBlade)
ST: Lava Pit (SparrowHawk)
ST: Arctic Circle (MightyBlade)
ST: Canyons (Darkman)
TimeVirus
ST: Cauldron
ST: Crater
ST: Supply Lanes
ST: Mountain Pass
ST: Oxide
ST: Plaza
ST: Red Bluff
ST: Terrace
*IX* Clan
ST: 7-Forts
ST: Arctic Assault
ST: Blaze
ST: Inferno
ST: Polar
ST: Red Planet
ST: Scorched
ST: 6Sixway
ST: Trenton
ST: Voodoo Child
Feared_1
ST: Bolt
ST: Iraq
ST: Rampant
ST: Sinister
ST: Valley
ST: Vortex
ST: Wipeout
Maps From Mad-Dog, Laguna, EXE, Sly are waiting on approval.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!NEW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
TheJamsh' Warship Recycler VariantSupported by the CPU (and potentially for human players in the future), the warship variant swaps-out the traditional recycler for a pre-placed warship, complete with its own defensive batteries and build capabilities! Each base-ship supports up to 40 turbo laser batteries and additional missile batteries at once, and its your job to take down this ship while it continues to build fighters and collect scrap the same way a normal base would.
The base-ship has a mega range, and its 30+ defensive batteries will keep it well-protected. Destroy the warship before you are annihalated!
(http://i239.photobucket.com/albums/ff29/thejamsh/Warships4.png)
(http://i239.photobucket.com/albums/ff29/thejamsh/Warships2.png)
(http://i239.photobucket.com/albums/ff29/thejamsh/Warships.png)
(http://i239.photobucket.com/albums/ff29/thejamsh/Warships3.png)
And we will try to make the pack use an installer that can detect if any mods that were released separately are already installed to prevent any issues.
And the Reds vs. Blues color set forces the game into FFA color mode but it is designed for STRAT and MPI to give each thug a different color.
MRVP:
Descriptions now added.
If you end up needing this post too you can have it.
Wow... I really want that guns guns guns.
Mega structures I am not so keen on, however. Part of the fun is driving through giant bases. It wasn't done so well in BZ2 because of clutter, but having that perfect, giant placed-correctly base has a magical feeling. Kind of like huge pre placed scenarios in age of empires.
(http://www.bzcomplex.com/gallery/albums/userpics/10002/hype1.png)
No need to make a lengthy comment. How about: FREAKIN' A!!!!!!!!!!
Ah... people are posting here lol. i thought id scared them away with the latest posted...
Quote from: TheJamsh on September 18, 2009, 02:48:46 PM
Hey N1 could you edit my original post
No, this isn't BZCx or BZ2MD. I am only a sectional mod here and not in this section.
Go ahead and post screenies of LMM1. Funny thing is LMM2 is going to be recoded from scratch with C++ instead of VB.Net but, ya know... LMM1 is what you get in this first release.
Theres a #2 planned? Heck even I didnt know that :).
and damn, i thought you could edit/modify my post. Ill have to not be lazy then i guess ¬_¬
When will this be coming out? It sounds like an awesome idea to add all this stuff to BZ2.
TopGun
no delivery date yet, as MrTwoSheds would say, 'when its ready'
We were discussing in the other topic how we would NOT like to be releasing fixing patches post-release, so we want it as bug-free as possible. That and theres still things to add. I'll post more screenies soon. Putting some of LMM up now.
EDIT: LMM screenies up, check out N1's handywork :)
HAHA, i cant update the original post... Too many characters.
See if an admin can inject a post for you so you can continue in a 2nd one. Also, LMM1 can now have a short sound as the demo. Also, LMM1 is literally a proof of concept thrown together in VB.Net with a bunch of features added. LMM2 will be new and won't bug out, but know that LMM1 should work unless you break a mod. I am here to help when that happens and it does make log files (so far).
hmm, do you get a color swatch to pick more team colors?
Quote from: bb1 on September 18, 2009, 01:37:32 PM
This is definitely something I would host. If I could.
I want details on those MRVP!!!
Just so you know your post was eaten for the greater good, so Jamsh could edit it to have 2 posts to get around the post size limit issue.
Quote from: Nielk1 on September 18, 2009, 05:09:51 PM
See if an admin can inject a post for you so you can continue in a 2nd one. Also, LMM1 can now have a short sound as the demo. Also, LMM1 is literally a proof of concept thrown together in VB.Net with a bunch of features added. LMM2 will be new and won't bug out, but know that LMM1 should work unless you break a mod. I am here to help when that happens and it does make log files (so far).
Done. I apologize in advance to bbl for his sacrifice of a post.
Thanks Sonic thats really helpful :)
Quote from: Rocket on September 18, 2009, 08:04:11 PM
hmm, do you get a color swatch to pick more team colors?
What do you mean pick more teamcolors? You have a teamcolor editor in LMM1, which you use to pick any color you like.
DONT mistake the teamcolor enhancement skins as totally new skins that only come in red. They are MASKING glowskins. All they do is layer OVER the top of the rest of the craft, and therefore mask the teamcolor to only certain areas of the craft. If you wish i can post screenshots of them being uses in game.
If you didn't tell me I wouldn't know... it's one of those "My PC is choking on those huge pictures that I press Stop and scroll down anyway" type of things.
What was that GIGANTIC scion-looking thing?
Its not the gigantic scion things you should worry about (much), its the even bigger ISDF thing... can you spot it :D?
i like the blue laser thing on top of the scion antenae
QuoteWhat do you mean pick more teamcolors? You have a teamcolor editor in LMM1, which you use to pick any color you like.
DONT mistake the teamcolor enhancement skins as totally new skins that only come in red. They are MASKING glowskins. All they do is layer OVER the top of the rest of the craft, and therefore mask the teamcolor to only certain areas of the craft. If you wish i can post screenshots of them being uses in game.
yes, i know it's a masked thing....
what i mean is, if i wanted to pick say, brown vs blue, or gold vs green, could i do it?
oh, no but you can make and save youre own color presets, so just mouse-over for color specifics, and copy them, then save a new one. You can have whatever colors you want, and have as many saved pre-sets as you want.
That 'antenna' thing is just a borrowed model for the moment... but i can tell you its NOT an antenna :)
There's some stuff there even I didn't know about, proves I am in need of an update! :lol:
I'll see what else I can add too, but I'm worried I'll slow you all down too much. This pack has come a long way in a very short time.
EDIT: Will you stop posting so I can get a post in, please? :P
get on line and update then :D! i update nearly everyday now... :)
And... ah.... bigger ISDF thing? The only ISDF thing I haven't seen before is the one with the sphere on top, but its not bigger... what is it anyways? Looks faintly familiar?
so whats keeping it from being released? Just thoroughly testing for glitches?
Quote from: ScarleTomato on September 19, 2009, 12:31:47 PM
so whats keeping it from being released? Just thoroughly testing for glitches?
LMM1 fixes, enhancements, and new features, the random crate still has no code behind it, Reactor Wars is pretty broken atm in the round control system (it can run multiple rounds, or will be able to), MRVP GGG rec isn't done, MRVP Research rec's 2nd variation is not done, config work is still being done, and finally tons of testing will be needed.
Quote from: bb1 on September 19, 2009, 09:03:50 AMWhat was that GIGANTIC scion-looking thing?
That is a scionized Vasudan Hatshepsut Destroyer. A rare sight to see so low to the ground. The scions probably found it floating derelict from days gone by and a testament to a massive war between the GTVA and the Shivians. 8-)
The ISDF tracked vehicle is question made its first appearance in ULER mod, but it was a non-used vehicle that Coxxon left behind...
So, i used the model, re-made an ODF for it, icon, teamcolor textures etc, and a mighty cool weapon. You wont like it... i promise :)
There are a few brand spanking new scion units, such as a new kamikazi ship, distributor (minelayer), mantichora has made a new appearance with a new skin and a properly fixed model and some balancing. The item that looks like a walking mauler head is the toughest unit in the variant. But i dare not say much more... it'll spoil the surprise when you see one 80 meters or so from the rec...
But yeh theres a LOT stopping this release. Just today i found an arseload of bugs and glitches.
In Uler the ODF dropped DA-BOMB.
For note Avatar made the Gorgon model.
it drops something like da-bomb, but a little more balanced. its the isdf answer to the gorgon really... but not as powerful, unless it actually drops its weapon, in which case you are hosed.
Added maps today from Feared_1 and the IX Clan.
NK1 is working on the DLL, so I hopefully won't be too long...
Local Mod Manager 1 Demo Video (http://www.youtube.com/watch?v=nNaB7qY9AQo)
local mods meaning all the ones that don't cause bad assets? very nice, cool to see a mod manager specifically for those settings.
nice one N1.
Neat aint it ST :). It all started from teamskins causing bad looking ships on dark maps.
Those teamcolor screenshots are pretty sweet though... guess what map i took them on and you get a prize :P
Nice.
BZ1's soundtrack was written by Jeehun Hwang.
TRO's soundtrack was written by Kochun Hu
Recoil's soundtrack may or may not have been written by Jim Lively (that's the closest entry to 'Composer' in the credits)
If you're after companies, then Recoil's was by Zipper Interactive and Westwood Studios... both of whom went bust and got bought out by other companies soon after. Shame really.
Quote from: AHadley on September 23, 2009, 01:27:58 PM
BZ1's soundtrack was written by Jeehun Hwang.
TRO's soundtrack was written by Kochun Hu
Recoil's soundtrack may or may not have been written by Jim Lively (that's the closest entry to 'Composer' in the credits)
If you're after companies, then Recoil's was by Zipper Interactive and Westwood Studios... both of whom went bust and got bought out by other companies soon after. Shame really.
Use your SVN access to the mod to edit that info into the LMM files and commit it. :D
Still trying to get SVN to work! So bloody slow! Not enough time!
I'll try it when I get back in from school tonight :P
you have to have hamachi up to use it, and N1's been DLing a lot of stuff recently, it takes a bit of time to initialize, but when it does it should be fairly quick. Even quicker when im on lol.
The DLL's are there now and they work a treat :)! Just setting up DF mode now as we speak, should have all the maps ready tonight!
And PC was off last night because of massive thunder.
Total awesomeness, with a side of bacon.
All DF maps are now ready. All weapons are randomising with lucky dip switched on.
/me wonders how since he never added a switch, just the random.
on by default then :P
YOU know what i mean, others may not...
looks really cool...
and, yay, it does have a color swatch. :-)
i can't wait to have it! :-D
Reactor Wars is dead. Please section off and preserve any assets pending extremely expensive HDD recovering in the next few YEARS.
SVN is dead, you are on your own now.
Oh hoot...
we'll manage :), i removed the references to RW and PDM.
still a fair bit left to keep me busy, but i guess it does shorten the time from now till release. still sucks though.
back to old-fashoined zip files!
I thought MRVP and the DLL were still going in?
I can reconstruct the DF and the GH_Snowman DLLs from the files I added last min to the modder data for the mod, so I can continue DLL work, but I don't want to at the moment.
MRVP is, as is Dogfight, but PDM will probably not go in at this rate. Depends...
ooh dearr :(
I was having such fun working on it as well :(
Keep at it, though I lost MRVP+ assets for the first release, I will likely be working on MRVP+'s second map since I never started it (nothing lost). Note MRVP+ was going to be in the next addon pack mod cluster, or thus, the next version, not in the current.
yeh keep working on it. There WILL be future packs, or expansions to the original.
Been working on rock pools a little bit. Its getting there... slowly.. Heres a quick look around the unfinished areas with a pretty waterfall :)
http://www.bzuniverse.com/~betadudes/unprotected/ST_Rock_Pools.7z
lemme know what you think. btw i am hereby PATENTING the ripple idea :)
I'm quite impressed with what's going on here. Definitely looking forward to returning to BZ2 for this. (sorta played BZ2 a few times off and on in the past few months)
Now that I see PB 5.1 is out and an addon pack is being made, just gives me inspiration to return to my old BZ2 days. If you ever need a beta tester for this project, I'd be more than happy to do so. My time needs to be used anyway since I've been bored out of my mind.
Company tells me from my description of the incident near full recovery is highly likely. So we should get Reactor Wars back.
oooo.... interesting :)
Added notes about my new warship recycler variant for the CPU, and my DF: Orbit map
EDIT: Also included notes about my CUT newkeys, a few more screenshots and moved the bzgame_team.cfg to the LMM mods section.
I LOVE that new DF map.
Warship mode looks absolutely awesome. The warships need new skins, though. Those ones are a bit low quality.
Youre a tester youre meant to know about this stuff! Feel free to make them then :P, or anyone for that matter...
They dont look too bad in-game, youre distracted by the ridiculous amount of ordnance attacking you anyway :)
sorry but the link for download?
Quote from: Phobos on October 19, 2009, 12:08:44 PM
sorry but the link for download?
This hasn't been released to the public yet.
Quote from: VSMIT on October 19, 2009, 12:12:57 PM
This hasn't been released to the public yet.
but this mod will be for the latest patch just? (1.3 pb 5.1) :? :?
Yes. It relies heavily on most of its new features only made available in the new patch.
Quote from: Axeminister
No need to make a lengthy comment. How about: FREAKIN' A!!!!!!!!!!
QFT
This is insane!
GOOGLE TRANSLATE... SORRY FOR THE ERROR...
Does anyone know when the mod will be published and therefore will be downloadable?
When it's finished.
What he said ^
Im dev lead for it (well, joint dev lead really), and im NOT making the mistake of posting a release date. Too many mods/variants have posted release dates and they have always missed bugs and problems, im not making that mistake.
People should stop rushing things to get them out quicker.
Will the expansion pack have an installer?
yep
Quote from: VSMIT on October 20, 2009, 06:40:01 AM
When it's finished.
yes i know that... but when it's finished? when i can download? there is a date? a day? a week? a month? :|
Quote from: AHadley on October 20, 2009, 11:26:35 AM
Oi... :P
still waiting for assets :P
And the expansion pack HAS NO DATE. There isnt one because im NOT going to rush things. NO date, NO clue when its going to be out. NO idea.
ok... :oops: :oops: :oops: :-( :-( :-( :-( :-( :-( :cry: :cry: :cry: :cry:
We're testing out every kink in there, including some of the new variants included to fix issues and all that. Most of the bugs are probably going to be AIP related with the Beserk AIP set, which is deadly itself, but.. lol, I know something deadlier. XD
can't wate to see how the warships turn out. :-D
hoping for multiplayer warships. :evil:
I've moved the warship variant to both Human and CPU team now, and the AIP's all work with it. Its pretty damn formidable :)
I can not wait now that the mod is downloadable ... hopefully soon!
(GOOGLE TRANSLATE)
It will be a few months yet. Still a lot to do.
This is also not a mod as such, its an expansion, and is ALWAYS ON when you download it.
you mean install it :P
well yeh that :D...
I've just got to say, the warships look awesome. And I can't wait for the expansion pack.
Warship modes looks GREAT! I can't wait to try it!
TopGun
i remember those...
you remember who :P?
added the fireworks variant info
The screenies from n1's warship map thing he was making a while back.
:-)
He was :S?
I posted some ages ago, which aren't anything to do with this. This one is all mine :P
This?
(http://www.bzcomplex.com/gallery/albums/userpics/10002/arcangel2.jpg)
Never seen that before but holy hell it is awesome :)
Not in the EP though im afraid, the warship variant here uses the stock ISDF carrier and the ARK II models.
Couldn't you use one as the factory and one as the recycler?
And yes, I agree that it looks awesome.
you could
yeah that thing :D
Ladies and Gents, reactor wars is BACK :D!
Quote from: Nielk1 on October 26, 2009, 03:28:18 PM
This?
http://www.bzcomplex.com/gallery/albums/userpics/10002/arcangel2.jpg
Hey, it's part of the Arc Angel! (Or did we change the name? I can't remember.)
Holy crap N1, that is awesome!
Quote from: Nielk1 on October 26, 2009, 03:28:18 PM
This?
(http://www.bzcomplex.com/gallery/albums/userpics/10002/arcangel2.jpg)
that looks grate do you still have a copy of the map Nielk?
and do you think you could and it to this expansion?
I think it would work grate for DFs,
and close combat Inside the ship.
even if you don't add it can I get a copy?
Quote from: S.cavA.rmyG.en on October 30, 2009, 06:01:34 PM
that looks grate do you still have a copy of the map Nielk?
and do you think you could and it to this expansion?
I think it would work grate for DFs,
and close combat Inside the ship.
even if you don't add it can I get a copy?
The assets belong to the aRc Mod, and no, you can't have them. Make your own.
Quote from: VSMIT on October 30, 2009, 06:58:20 PM
The assets belong to the aRc Mod
I did not know that!! I am not on the aRc Development team!! and last time I checked It's Not done yet. :cry: so how would I. :?
I fist asked because I saw a picture of a realy cool map that looks like it would work with this expation pack for DF.
I asked if I could get a copy because 1. cool map! 2. I did not know The assets belong to the aRc Mod.
If you think theres a map around the forums that will work with DF mode well, then post a link to it here somewhere and ill take a look at adding it.
Remember, im still adding things all the time, map conversions are time-consuming but easy, so its not a chore to add them :) (e.g, Crashes new map has been added already)
I looked at video of local mod manger 1 and want them use designer's skin color or signature tattoo.For example,red devil tattoo or QF tattoo or FS tattoo things like that. He or she select it what they wants.We will enjoy their signature tattoo on our ships.
Oooh, nice idea there. Maybe for added customizing, allow people to use a sort of custom design to replace the ISDF logo on their ships, and... hmm.. what do we do with the Scions? The way their ships are designed is that they are made out of what seems to be mostly biometal, where-as ISDF are more mechanical, but still need biometal to function. So that's the only puzzling thing I can see.
Hopefully that is possible as it would be a nice thing to see perhaps. I don't think it is, but would love to see it without causing bad assets. (hence, the point of this addon pack XD)
If the users can manage to edit the textures themselves, they must simply place them in an LMM mod folder to use them.
Clan skins are a hot items for many games. Basically, if you can make the skin, we can put it in. Now, one issue is wanting to put in just a logo. That is much tougher. And remember, glow texture masks won't look right unless they are customized too if the texture edits are major, like FE skins.
I tried to enable the Black Rook skins for the EP. It never really got of the ground with all the new units, and the glowskins, and all the other complications.
How about nice pharoah mod or sponge bob skin?
Most of the minimods included are serious additions that are either needed or would be useful. If you want something for yourself, then make it yourself and release it seperately after the main release, as a small LocalMod.
OR dont release separately, and contribute it to the next add-on update.
Or make them now and pass them on.
clan logos suported thats new and grate can't wate to see it :-o
Clan logos would have been supported ever since BZ 1.0. The difference here is that you can toggle them on or off whenever you like WITHOUT having to move files around.
The thing is, only YOU will see them. They will however make great LMM add-ons for the BZ2 online tournament we have planned. My thoughts are that Logo's can be made, and clans can send their files before match-off's to eitherm yself or nielk1. We can make a quick LMM add-on before the game which you can download and install, and all members of the clan fighting in that particular game can have clan skins enabled.
I can make addons too :P
Remember, all we are doing is swapping out textures on the LOCAL MACHINE.
collectively i think weve said it about 5,679 times now :P
ok, but if someone did the clan skins idea, wouldn't the enemy, if they were the same race, appear to have the clan skins aswell?
nope.
To expand on TJ's answer, it depends on what race both you and your opponent are playing as, and what race the clan skins are for.
Quote from: Rocket on November 07, 2009, 11:22:26 AM
ok, but if someone did the clan skins idea, wouldn't the enemy, if they were the same race, appear to have the clan skins aswell?
Yes.
Let me put it like this, i dont understand why this is confusing.
If YOU have a texture set on your computer, and in this instance, you spray paint the word 'COW' on the side of a sabre tank skin yes? Now, on YOUR MACHINE ONLY, anything that uses that skin will have the word 'COW' on the side of it.
If you go on the internet, and host or join a game, YOU will see COW on the side of your sabre tanks, but ANY other players WILL NOT SEE THIS, UNLESS THEY HAVE THE NEW 'COW' SKIN AS WELL.
Textures are NOT sent over the internet when you start/join a game.
1) i wasn't confused.
2) i was saying that if you modify a race's textures (isdf for example) and you join a multiplayer game, you are ISDF and the enemy is ISDF, both sides (to you) would have the clan skins, causing confusion for yourself.
Why not we pick computer's unit custom skins before enter the game same as choose race.
because that simply isnt possible hybrid.
@ Rocket, wasnt neccesarily directed at you... just... people
A few screenshots of my latest map-based creation for Reactor Wars. This ones a little different... May i also add its ENTIRELY freehand, apart from the symetrical fort area. Getting better...
(http://i239.photobucket.com/albums/ff29/thejamsh/cliffs.png)
(Click on links to see the rest)
http://i239.photobucket.com/albums/ff29/thejamsh/dropship.png
http://i239.photobucket.com/albums/ff29/thejamsh/bio-crystal.png
http://i239.photobucket.com/albums/ff29/thejamsh/dropship3.png
http://i239.photobucket.com/albums/ff29/thejamsh/fortfront.png
http://i239.photobucket.com/albums/ff29/thejamsh/fortstatue.png
http://i239.photobucket.com/albums/ff29/thejamsh/forts.png
http://i239.photobucket.com/albums/ff29/thejamsh/dropship2.png
http://i239.photobucket.com/albums/ff29/thejamsh/crash.png
http://i239.photobucket.com/albums/ff29/thejamsh/bridgedistant.png
http://i239.photobucket.com/albums/ff29/thejamsh/scouttargeter.png
http://i239.photobucket.com/albums/ff29/thejamsh/waterfalls.png
Wow, what beautiful screenshots...
Those are pretty pictures, but please convert them to .jpg's or links, please.
Yeah, PNGs are nice because they dont suffer from reduced image quality but even a JPG encoded at 90% quality (virtually imperceptable detail loss) would be less than 1/2 the filesize.
Getting better? TJ, you are one of the best mappers we have!
okay just to keep RD happy they are mainly links now.
Is that the ZEmod beacon I see? :-P
Quote from: AHadley on November 08, 2009, 01:26:25 AM
Getting better? TJ, you are one of the best mappers we have!
He's the best mapper to ever steal almost all the frikin assets!!
MAKE YOUR OWN FLIPPING MODELS TJ!!!
Well, he hasn't asked me for models yet :-P
The rule is everything should be done with permission, so we will be figuring out if TJs been breaking some of the rules on us. :-P
YES its the zemod beacon, and the trees. the beacon doesnt even FIT so yeh that has to go before release. What im going to do about the trees i dont know. (are trees REALLY that important?)
Quote from: bigbadbogie on November 14, 2009, 06:15:10 PM
He's the best mapper to ever steal almost all the frikin assets!!
Facility objects... from FE, which appeared in FS2 if im not mistaken. And yes i took the hi-res textures from FS2, i dont see why that a big deal. I also modified most of the XSI's anyway.
- Textures for the map... if i remember rightly, TWO are from spAce, but hes cool with that. MOST of the 'ZST' maps we've converted have also used spAce's zephyr textures, and they have been around for YEARS.
- Originally, i had about three of four facility textures as well. Makes sense being a facility-like map. So i swapped out three of them for higher-res versions in FS2... again i dont see that as a big-deal.
- The waterfall, thats yours from QF, which you said i could use ages ago, and is in .msh format, and its the ONLY one around.
- The rest of the textures are either ones ive had to edit after hours of scouring through google, or my own.
- The tunnels are Nielk1's, as they are part of the pack, and TO be used for maps.
- The angels on the bridge sides are from Uler, and so everyone has permission to use them. I cant stand them though as they look awful, so ill probably swap them for some sort of emblem of something.
- The train is yours, but that you released ages ago to be used in maps.
The biocrystal, is my model, as is the holder, vehicle selector. The smoke effect and texture used is my own. I dont see the point of doing things again if someone else has already got them halfway.
AND , if i remember rightly (from FS2 Installer)
"All new assets (since Fleshstorm 1 that I have personally created) are free for anybody to use in their own mods only IF I am credited."
EVERYONE will get credited, as they requested, so its NOT a problem...
This expansion pack is supposed to be a high-quality thing, if i start putting my models in (which will end up as horrifically textured blocky objects, probably made wrong), then the quality of this is going to go down in spades. I have Warfreak, VSMIT, and Nielk1 doing models if they are needed. If this is a collaboration of different peoples efforts, why bother putting the crap that i make in, when Nielk1 can model 3,000,000,000,000 times better than me?
@above.
You know TJ BBB is naturally angry looking in his posts when he often does not mean it.
you know spAce said no one can use ZEmod assets in other mods.
Have BBB make you some trees :)
Or ask spAce since his maps are already in with a few concessions.
Quote- Originally, i had about three of four facility textures as well. Makes sense being a facility-like map. So i swapped out three of them for higher-res versions in FS2... again i dont see that as a big-deal.
I remade half of the Facility textures, and Lizard remade the other half.
I'm not even slightly sorry to be so blunt... but I really don't like seeing maps/mods which are stuffed full of other peoples assets... even if the maker does have permission. It makes it look like the work of some random newbie who just finished playing GMod for the millionth time.
I know that you are not just some newbie TJ, but I really would hope for more than that... from every modder.
I see nothing wrong with using what is available. The tunnels he used are an entire set I specifically made for maps to use.
If I can get the DLL powered shield paths in the DLL he can even pull out all the invisible shield walls he has and make the map 100% hackles.
Which reminds me, that tunnel exit of mine bugs me... I need to slope that front face or something so it looks better.
like he said, it's supposed to be a place on facility. If he has permission, it's better if he uses facility textures to stay consistent. I think it's being a little too anal to say that each map maker has to use unique textures. Grass is grass, dirt is dirt, who cares? I usually just Google for my textures but if I spent a certain amount of time creating a seamless texture and another mapmaker decided that it was good enough to use on his maps, I'd take it as a compliment.
I have messaged space about the trees, as i really do like them. Anything that is used there is already in the pack anyway, apart from that beacon, which i do want to replace... its not very 'facility' like.
Nor are mountains unless you found a rare spot.
True actually lol, okay so its not facility, but... the buildings were meant to look old, factory like etc.
Does the expansion pack contain Ultraken's recy VO's? I think it would be neat to make them optional.
didnt know any existed? you got them lurking around somewhere?
Could ask Ken for them perhaps if he made them. Though now I'm wondering what these VO's are.
Thought they were in patch13... hmm.
I know one of them was the scripted one from On Thin Ice - "Do you want me to do something, commander?"
http://www.moddb.com/mods/bzii-unofficial-expansion-pack/videos/christmas-deathmatch
Got my video editor working.
Quote from: TwinShadow on November 21, 2009, 04:00:07 AM
Could ask Ken for them perhaps if he made them. Though now I'm wondering what these VO's are.
Ken released them to the Front Line Soldiers project a few years ago, so I dont think he would mind if they were made public. There are many extras there that don't seem to be used in stock. I'll repackage them and send him a PM asking him if I can release them to the expansion pack project (I renamed them in order to try and map them to the stock 1.3 recy VO's although there are a few extra VO's that are unused).
Quote from: Nielk1 on November 28, 2009, 01:49:35 AM
http://www.moddb.com/mods/bzii-unofficial-expansion-pack/videos/christmas-deathmatch
Got my video editor working.
LOL. That's some pretty ominous sounding christmas battle music. :-D
Quote from: Nielk1 on November 28, 2009, 01:49:35 AM
http://www.moddb.com/mods/bzii-unofficial-expansion-pack/videos/christmas-deathmatch
Got my video editor working.
this makes me wouder how much is aredly working in the ep.
but nice video can't wate to see the ep done.
HAHA awesome! music is perfect! Thanks for the VO's ZA, now to see where they can be used :D
What video capture did you use to get that? I may have to do a couple videos too.
Lol, the DM was fun. I'm still curious as to how I got the the most kills, but I would probably blame that on one or two vehicles I was using. We also found a couple bugs in the process, and I think those have been reported.. (been not feeling too well to really do much, DM was to pass the time for me)
Is this on bzscrap?
Nevermind. Is the version on bzscrap complete?
There should be no version on BZScrap.
Oh nvm that's the enhancement pack.
That's for 1.2. This is only available by SVN. For which you need to be on the team.
And need a username and password etc, so we should be cool.
[Minor update while im here]
Progress has been a bit slow lately. I've been ridiculously busy and have had a lot of crap in RL to deal with the last few months. It will get finished, and hopefully this week ill be able to do some bigger work on it. I haven't seen any major contributions from anyone else in the last few weeks either, so don't know whats up with them.
Never fear though, theres too much content for this project to shut down, so it will get done. Despite several HDD crashes and everything, it will get done.
That reminds me. Since when has the 1.3 installer had a password? I got the zip an am trying to open it but it won't let me without a password.
Where the hell did you get it? :?
Quote from: Clavin12 on December 20, 2009, 07:49:35 AM
That reminds me. Since when has the 1.3 installer had a password? I got the zip an am trying to open it but it won't let me without a password.
If it's passworded then it's not a 1.3PB.
http://www.visi.com/~nathan/bz2/bz2_13.html
Oh and the file planet download doesn't work.
That shouldn't be passworded.
And we know.
Well it is. Go ahead and try it.
i just tried it, its not passworded.
It is for me. I'll try again.
I also haven't been able to test much lately with the expansion pack. I've been stressing out way too much lately and I think its starting to affect my health right now. I've had way too much happen in the last month that I can't seem to bear it for too much longer... Which is part of the reason why I've been rather quiet as of late.
4 Recyclers so far are 100% done:
MRVP: Scrappy/Scrapper
MRVP: Power Catcher
MRVP: Fatboy
MRVP: Merger
6 (technically 8 ) Recyclers ready for final testing:
MRVP: No Power A/B
MRVP: No Extractor
MRVP: No Resource A/B
MRVP: Inverted Power
MRVP: Lungs Only
MRVP: No Lungs