Battlezone Universe

Battlezone Universe => Overdrive Terminal => Topic started by: GSH on July 30, 2009, 11:32:35 AM

Title: Everything old is new again
Post by: GSH on July 30, 2009, 11:32:35 AM
http://kotaku.com/5326494/atari-founder-returns-to-development-with-battleswarm (http://kotaku.com/5326494/atari-founder-returns-to-development-with-battleswarm)
http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=100532 (http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=100532)

Note: they're not calling anything Battlezone 3. Which is what I've said that future titles like this would almost certainly have to do.

-- GSH
Title: Re: Everything old is new again
Post by: TheJamsh on July 30, 2009, 11:47:16 AM
Interesting...
Title: Re: Everything old is new again
Post by: Rocket on July 30, 2009, 12:08:41 PM
Well, it's good to see that the Atari company leader is going back to the BZ types of game. It might bring BattleZone back into consideration....  :-)
Title: Re: Everything old is new again
Post by: mrtwosheds on July 30, 2009, 01:08:48 PM
If you get drunk and try to say Battleswarm fast enough... :-D
Title: Re: Everything old is new again
Post by: cheesepuffly on July 31, 2009, 12:44:32 PM
Battleswarm will have nothing on bz2.
Title: Re: Everything old is new again
Post by: bigbadbogie on July 31, 2009, 05:17:27 PM
Quote from: cheesepuffly on July 31, 2009, 12:44:32 PM
Battleswarm will have nothing on bz2.

It's more like Empires mod for HL2 than BZ.
Title: Re: Everything old is new again
Post by: cheesepuffly on August 02, 2009, 12:15:36 AM
Quote from: bigbadbogie on July 31, 2009, 05:17:27 PM
It's more like Empires mod for HL2 than BZ.

Either way.

Hell no game has anything on bz2's awesomeness.
Title: Re: Everything old is new again
Post by: TheJamsh on August 02, 2009, 04:37:08 AM
Totally off-topic: TwoSheds that avatar is awesome.

Returning to topic: I think the whole idea of having one 'race' that can only fight in FPS mode, and another that can only fight in 'RTS' mode is going to spark a bit of friction when/if modders turn to it.

BZ2's modability is what has made it last so long, that and the great atmosphere it gives when you play it, so i highly doubt any other game will last as long, before the 'next biggest thing' comes out.
Title: Re: Everything old is new again
Post by: Nielk1 on August 02, 2009, 10:20:36 AM
Former 1.2ers would like the FPS one and 1.3s would mostly like the RTS one. It's no secret.
Title: Re: Everything old is new again
Post by: Red Devil on August 02, 2009, 11:21:57 AM
Just saw this.  Maybe it will help spark more interest.
Title: Re: Everything old is new again
Post by: Rocket on August 02, 2009, 12:24:05 PM
QuoteBZ2's modability is what has made it last so long, that and the great atmosphere it gives when you play it, so i highly doubt any other game will last as long, before the 'next biggest thing' comes out.

the "next biggest thing" would have to be BZ3 :-D
Title: Re: Everything old is new again
Post by: mrtwosheds on August 02, 2009, 03:51:33 PM
QuoteTotally off-topic: TwoSheds that avatar is awesome.
Totally off-topic: That is a dvtank, I'm quite happy with its skin now. It looks quite metallic, I have 2 team colours that cause it to appear either brass or steel.
Title: Re: Everything old is new again
Post by: bigbadbogie on August 02, 2009, 05:00:00 PM
Christ... I want that mod MTS!!
Title: Re: Everything old is new again
Post by: mrtwosheds on August 02, 2009, 08:26:20 PM
I am not going to make the mistake of announcing a release date, But I am getting there slowly. Most of the models are finalised, I have been doing allot of file polishing this week trying to get things just right, soon its back to the Aip's, even with them in there currently neglected state, the mpi battles are furiously violent, when I am happy with the dd set I may make a test release, then I will need to do the isdf and scions recy variants... once the strat/mpi side of things is complete, I will start thinking about missions.
Title: Re: Everything old is new again
Post by: bigbadbogie on August 02, 2009, 08:36:16 PM
 :-D
Title: Re: Everything old is new again
Post by: Nielk1 on August 02, 2009, 10:28:06 PM
Would you like any 'new' ISDF/Scion units (new new or FE/other mod new) or do you have that covered?
Title: Re: Everything old is new again
Post by: mrtwosheds on August 03, 2009, 10:27:24 AM
I don't have it covered, All I have in so far is a recy with turrets on it for each race.
I do have some stuff from WMD, (prior to the Dalek Invasion) some of it is good.
I am more than willing for ppl to contribute/help with the scion and isdf variants, but be warned I am Picky!

Well made, Hand weapons, units, guns etc etc would be welcome.

There is one Dalek model that still needs work, yep you guessed right, Its the pilot. :|
Currently he is stiff tentacled and badly skinned, I could really do with figuring out vertex animations, but even then trying to get a walking evil squid looking right is going to be difficult...
I could try a segmented leg design, like my walker, but it won't look like tentacles.
Title: Re: Everything old is new again
Post by: Nielk1 on August 03, 2009, 10:59:43 AM
Place cubes in your model and animate them normally. Name them with __h in the name. In notepad you can associate those moving blocks with vertexes on other mesh, and apply % values too when you do.
Title: Re: Everything old is new again
Post by: TheJamsh on August 03, 2009, 11:31:50 AM
Two Sheds, i might be able to assist with AIP's, and im more than happy to do (nit picky) rec variants...
Title: Re: Everything old is new again
Post by: Nielk1 on August 03, 2009, 01:44:56 PM
Should a new scout have a sonic screwdriver?
Title: Re: Everything old is new again
Post by: bigbadbogie on August 03, 2009, 04:18:18 PM
Lol.

Quote from: mrtwosheds on August 03, 2009, 10:27:24 AM
There is one Dalek model that still needs work, yep you guessed right, Its the pilot. :|
Currently he is stiff tentacled and badly skinned, I could really do with figuring out vertex animations, but even then trying to get a walking evil squid looking right is going to be difficult...
I could try a segmented leg design, like my walker, but it won't look like tentacles.


I put up this vertex animation tutorial a while back:

http://www.bzcommand.com/forum/index.php?topic=77.0
Title: Re: Everything old is new again
Post by: mrtwosheds on August 09, 2009, 10:26:03 AM
I don't have max. so I tried to do this the hard way, on an xsi of 264 vertex, 6 legs! Animated 6 leg points and manually located, by their coordinates in the .xsi,  which line numbers should have been the leg joint vertex, some of them are right...but some are not. Very confusing. I must assume that when bz2 builds the .msh there is some more optimization going on that causes the numbers to change, this would have worked on a simple cube, but on a six legged+2 arms squid, it does not.
Seeking quick alternate solutions to buying and learning max...
Title: Re: Everything old is new again
Post by: Warfreak on August 09, 2009, 10:55:42 AM
Getting and Learning Blender, and hoping the exporter exports vert anim. :)
Title: Re: Everything old is new again
Post by: mrtwosheds on August 09, 2009, 10:59:56 AM
I am sure it won't... I do have blender, never really learnt how to use it, it all seems just so strange.

And your missing the point, I have already created the model, in a simple program, I can convert it to .xsi without difficulty, I can animate its vertex, but for some reason a Logic Gap exists, the vertex coordinates should identify them all correctly but they don't. I assumed that the xsi would be read and vertex numbers assigned per line, but it seems they are not, hmm, maybe it reads from bottom to top...
Title: Re: Everything old is new again
Post by: Warfreak on August 09, 2009, 12:08:09 PM
[Hijacked Topic-Moderator please split and put in Mods and Maps]

Did you make sure you have Animation Helpers and that the verts are enveloped to them?

[/Hijacked Topic-Moderator please split and put in Mods and Maps]
Title: Re: Everything old is new again
Post by: mrtwosheds on August 09, 2009, 04:42:20 PM
QuoteDid you make sure you have Animation Helpers and that the verts are enveloped to them?
I have the helpers, but identifying the verts to envelope is proving to be far more complex than I had thought it might be.