For those of you who don't drop by the BZ club forum often, I have just released a skins pack for the Red Wolf units. If you drop in at the BZC the thread is in the "General Discussion" forum and there are 2 links to d/l the pack from, first is just a geocities page which has low bandwidth (not recommended) but Dx set them up as a direct d/l from the BZC site as well (link is at bottom of 1st post) and I recommend using that link to grab them.
Anyway, check them out, I welcome comments and criticism on these as I hope they can be improved upon in the future.
I've recently tried to re-aquire the Red Wolves and Shrieking Eagles missions, but the YG links are down and the other forum lead by this "Collins" guy (forgot the site's name) still hasn't accepted my registering to the site, although I did it at least a week ago, so I can't download the missions anywhere.
If you have them, go to www.youtube.com/ffulmenthefinnish and add me in one of the programs listed on the side on the left, and please send them to me. Cheers.
I really don't fool with BZ that much anymore and almost closed the site a few months back. Since the community is so small as it is I decided against it. I have no idea when I approve people that register there only some get the notification and others don't. I re-set the downloads for 'all visitors' the other day so have at it.
http://bzfederation.com/index.php (http://bzfederation.com/index.php)
Nice to see the BZ federation stuff is still around... Fulmen, you can get the Red Wolf Missions and SE pack of the IA installers page at BZF.
That's odd, that you can't get files off the YG page, I will ask Kahless about this next time we talk. the YG clan is more or less defunct - just Kahless and me more or less active with bz stuff now - but the files should still be there even tho the website updater has long gone.
You can still get LOTG at benbradley.com if you want his mission pack as well.
Yup, you are the only go-to guy with BZ single player or AI. Any trick there is, you've done it and written it.
All except my jetpack :evil: but if I told you to make one you'd probably have concept->functioning in 5 minutes or less.
Glad we have one encyclopedia left for this game!.. dx, you're getting there but not just yet ;)
Ya.. guess i'll have to apply myself.. work harder, faster.. nights and weekends. ;)
BB1, I think i have your jetpack, if it is named booster.zip - neat concept, though I think there is not too much use for the jetpack in bz1 - or in bz2, either for that matter - I tried it in bz2, but there are better things for a pilot to hump around... :evil:
That would be the one. It is mostly just for pure concept and maybe snipe maps (although TBH it never stood a chance gaining popularity since it replaces the standard sniper orientation, making jumpsnipe, GASSing and airscope impractical for all but the swiftest users.
Did you ever get those rocket towers to work or did they keep UEing?
If so, one of the omega-turn variables is set too high (I think I remember noting this in ODF). I tuned it so it would have extremely little kickback when hit by weapons, just as a building should.
Jeez, I forgot all about those rocket towers until you mentioned them, I don't know if I still even have the models. I remember I never did get them working right even tho I played around with them a bit, then got discouraged and went on to something else. They were nice looking though.
Maybe if you mail the models to Avatar, they would make an appearance...
Quote from: bb1 on August 15, 2009, 01:48:35 PM
Did you ever get those rocket towers to work or did they keep UEing?
GT's in IA and possibly SP must use the stock names of either abtowe or sbtowe. (or UE)
That's something i looked into and can't find the cause unless it's in assembly code.
No, bb1's were totally new models and the errors were unrelated to the stock GT bug, as they were placed on the map in edit mode - it was something else.
I always wondered what caused that stock GT bug - I think it is the only "vehicle" type unit that modifies terrain when placed, maybe that has something to do with it? It is really a hybrid sort of unit, having characteristics of both vehicles and buildings.
It has caused alot of trouble for ppl over the years, Existence had to patch LOTG since his AT-Stabber GTs would crash the game when you tried to build one. If you could find the problem that would be a very worthwhile fix to make.
Quote from: AHadley on August 16, 2009, 03:00:35 AM
Maybe if you mail the models to Avatar, they would make an appearance...
NSDF
(http://img36.imageshack.us/img36/339/abrktwpc2.png) aiming up
(http://img15.imageshack.us/img15/987/abrktwpc1.png) firing test- custom rockets, trying to get angle right (they are lopsided because I wanted to see how close the rockets would lock on depending on firing angle).
CCA
(http://img23.imageshack.us/img23/5894/rktfrntback.png) Front/Back. Now that I look at it again, with little modification, the back of the CCA rocket bank can be used as a beam laser ;) Well, in this one the pilot sits in the far pod. Accuracy wasn't important on this one since the rockets are more concussive and tend to cause more "wobbliness" than impact damage. No in-game screenshots on this one since I could never get those dang missles to behave as planned and I dropped the project long ago before finishing them (even though now I would use tiny day wreckers disguised as missles to achieve the goal I wanted.
Nothing really special. Just something I whipped up in a few hours back when I did stuff like that. AV probably doesn't have much interest in non-canon items ;)
Oh yes he has. He's got a non-canon RV IIRC.
When exactly does it UE?
No clue. All tests were with me inside it starting the map. Maybe it is the non-stock name.
I doubt if it is due to the non-stock name. The non-stock GT crash occurs when you create a custom odf for a GT using the stock baseName (i.e. abtowe) and then try to actually build one while playing - this will make the game crash. However, you can place such units in edit mode and they work fine. I've built levels (Red Tide comes to mind) where I place a custom GT off the playable map as a team 2 unit, as long as there is one on the map the player can then build the custom units via the constructor without crashes. Very odd.
Didn't work that way for me while i tried to debug it but i should try it again now that you brought that up ssuser... but i think i should just do a sp mission and test it then.
You shouldn't be in a GT, try a turret dressed up like a GT and do the model as a turret would be made.
I was in it to go through weapons testing that I could not fully cooperate with the AI shooting directly at something. I think I named it avtank and threw it in a test map just for that reason. I did run numerous tests on it to make sure, though. I delicately balanced the weapon on the NSDF to fire 5 off quickly (to mimic a barrage) but not completely decimate the opponent. Solar flare would FREAK them out like crazy.
[TurretCraftClass]
setAltitude = 0.0
omegaTurret = 1.5
alphaTurret = 3.6
alphaTrack = 100.0 //no problems on my end, if you have probs lower to 75.
alphaDamp = 50.0 //same as above- but 12 instead.
pitchPitch = 0.0
If any portion of the ODF is causing problems, this would be it. I really worked on getting it not to bend or sway whatsoever, and with these settings, double mag or rocket bomb to the very tip top of the model would cause minimal if any sway.
Was a very important consideration; the soviet rocket tower would look pure crap if it swayed around. It never crashed for me, and all this talk about it makes me consider going back into DEV with it and potentially re releasing it.
Hey, this is ringing some bells... for maps that have custom GT's (and other custom units built) the Developers always had a custom build odf (you know, b_ambld.odf) that included the custom unit in the mission directory. We never really understood why they did this... maybe it's related to the crash when a custom unit is built ingame?
-Av-
Av. I tried everything i could to use a custom GT name in an IA mission, i wasted weeks in the debugger. :p
It seems to be the ID given to the custom named GT that causes a crash while doing the force matching which occures when the enemy units come within a certain range of the GT. It's got nothing to do with custom weapons or models, it's all in the name and unless the abtowe is in assemble code, i can't find where the problem is.
Don't ya hate putting soo much work into something and getting zero for trying... :(