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Topics - mrtwosheds

#1
Maps and Modding / Pilot Questions
August 20, 2009, 06:47:02 AM
In the pilot ODF's there are animfile entrys that specify which anim to play when the pilot is either empty handed, carrying a rifle, or a bazooka.

eg
animName2 = "walk"
animName6 = "walkC"
animName10 = "walkA"

what I can't figure out is, what is the switch that causes these to be used, how does the game know if a weapon is a rifle or a bazooka? It works, but I cannot figure out how, can't see any obvious entrys in the weapon ODF's.
#2
Those of you who make mpi maps will be familiar with the mpic1_ivturr_fvturr path points on maps.
This of course no longer works if you are using a 3rd race.
mpic1_ivturr_fvturr_dvturr, causes an error.
Presumably because the mpi.dll only deals with the 2 races I and F, and cannot figure out D.
Does anyone have any clever solutions? or do I need a custom mpi.dll?
If I do need a custom dll, do I have any volunteers to write one?  :-D Because I have no idea how to do it.

Preferably In a way that enables it to still use existing mpi maps. Like it read's mpic1_ivturr_fvturr path points and figures out that the races are in fact I and D and substitutes D units for F units.
In fact an Mpi dll that does not racially discriminate at all and could work for any races, (get rid of the bit where it hands out weapon upgrades, aip's can do that)

#3
Maps and Modding / Terror weapons of the Daleks
February 03, 2009, 03:40:11 PM
http://www.4shared.com/file/83972781/36406a15/BWDS-Skulls.html

Rare footage of The Daleks latest terror weapon...
"We will use both their bodys, their fear and their primitive superstitions as a weapon against them!"
Daleks Are Supreme!
#4
Maps and Modding / Chunks of Confusion
February 03, 2009, 11:19:04 AM
I am starting to do the chunks for my models, and I am confused, with the new settings.
What I am trying to do for one model is have no chunks for the initial explosion and then just a couple of chunks for the body explosion, so I have set it up like this.

HasSeparateChunks = true
chunkEffect1 = "null.msh" 
chunkEffect2 = "null.msh"
chunkEffect3 = "null.msh"
chunkEffect4 = "null.msh"
chunkEffect5 = "null.msh"
SeparateChunkEffect1 = "skuljaw.msh"
SeparateChunkEffect2 = "skulchnk.msh"
SeparateChunkEffect3 = "null.msh"
SeparateChunkEffect4 = "null.msh"
SeparateChunkEffect5 = "null.msh"

But My exploding skull only produces 1 jawbone, the other chunk never appears, (Its mesh does exist)
I am wondering if this is the best way to do it and/or if the chunk names should be numbered, like iochunk01 iochunk02 etc
#5
Maps and Modding / Experimental Domes
January 06, 2009, 09:00:27 PM
I have again been experimenting with domes.
The picture below has a new dome I just made, the texture still needs improving, but that's NOT water, its the FOG!

I used a cylinder to make the dome, it has a bottom, another piece of it is in front of the horizon, then I make a 1024x1024 dxtbz2 texture, with three stripes of different effects, It scrolls in the u direction. using alpha channels both the fog and horizon textures are transparent and blend with what is behind them as they scroll, the effect looks a bit like a heat hazy horizon and water.

Its a bit weird, as you zoom up and down the hills it looks like the sea is coming in and going out in the distance, and my desert map now looks like a little island every time you get up high :)
#6
Maps and Modding / animPickup
August 15, 2008, 03:05:15 PM
Has anyone used

         [ScavengerClass]
         animPickup = "" // animation name to play on picking up a piece of scrap
         animPickupCycle = 0 // 0 = loop, 1 = 2way

For some reason my scavenger does not play its anim when picking up scrap, is there a specific way to set it up?
A specific animation name to use?
#7
Public 1.3 Beta 4 Archive / Inheritance?
July 30, 2008, 01:32:16 PM
would someone like to explain how this works or does not work.
What I mean is  if two units have a similar names at what point does the engine decide they are parent/child objects
eg Ivtank and ivtankabc would presumably inherit
would ivtanabc ?
how much similarity is required for inheritance to function or not?
And what entry's can be removed from a child object? all of them that are the same? or do some need to remain?
#8
Public 1.3 Beta 4 Archive / sniper pickup av
July 30, 2008, 11:41:49 AM
Av- picking sniper rifle pwrup as isdf.

---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4 Jun  9 2008 22:18:35
Exception code: C0000005 (ACCESS VIOLATION) READING from 963E9184h
Message :  Exception
Error occurred at 7/30/2008 18:36:26.
D:\Battlezone2-1.3pb4\bzone.exe, run by MrTwosheds.
2 processor(s), type 586.
Process Memory :   1761 MB free out of   2048 MB total
Physical memory:    448 MB free out of   1021 MB total
Page(swap) file:   2035 MB free out of   2457 MB total
Fault address:  00547CC2 01:00146CC2 D:\Battlezone2-1.3pb4\bzone.exe

Registers:
EAX:00000000
EBX:FFFFFFFF
ECX:0062D468
EDX:00000045
ESI:02670530
EDI:963E9160
CS:EIP:001B:00547CC2
SS:ESP:0023:022BF720  EBP:022BF748
DS:0023  ES:0023  FS:003B  GS:0000
Flags:00210246

Call stack:
Address   Return    Function            SourceFile
00547CC2  00000000  004CA02F  DrawSprite+0x0000003D
004CA02F  00000000  00484CCB  Reticle::RenderReticle+0x00000200
00484CCB  00000000  004549E6  GameFeature::FeatureVoid::Update+0x0000000D
004549E6  00000000  00455018  Update_Rotator_Matrix+0x00000057
00455018  00000000  004550E7  Simulate_Cockpit+0x0000060F
004550E7  00000000  0045CB96  Render_Internal_View+0x00000074
0045CB96  00000000  0056475F  ViewCockpit::Process+0x00000486
0056475F  00000000  0045DD37  RunCodes::Process+0x000001BF
0045DD37  00000000  0046194B  ViewManager::Process+0x0000009D
0046194B  00000000  00461F82  MissionHandler::RenderOneFrame+0x00000072
00461F82  00000000  0056475F  MissionHandler::State::RunState::Process+0x00000542
0056475F  00000000  0045F691  RunCodes::Process+0x000001BF
0045F691  00000000  0056475F  MissionHandler::Process+0x00000012
0056475F  00000000  00564BD4  RunCodes::Process+0x000001BF
00564BD4  00000000  00455A95  Main::MessagePump+0x00000064
00455A95  00000000  0045578C  HandledMain+0x000003F4
0045578C  00000000  0045343D  HandledMain+0x000000EB
0045343D  00000000  0055567D  WinMain+0x00000059
0055567D  00000000  7C816D4F  fabs+0x00000191
7C816D4F  00000000  00000000  RegisterWaitForInputIdle+0x00000049
#9
Public 1.3 Beta 4 Archive / Gravity.
July 01, 2008, 06:12:18 PM
Found this in the changelog.
[World]
Gravity = 12.5  // default. Reduce for less gravity, etc

   Compiles, only minimal testing.

Presumably this can be set when creating a new map.
Can it also be changed for existing maps, if so how?
#10
Thought I start a new topic, as I will clearly have allot of questions to ask while converting The Legions Of Skaro to pb4.

Yes I have just copied the whole thing over and am starting to deal with issues.

I am slowly reading the change log!

Previously my extractors had that old issue the scion extractor had, when a scav deploys the (sunken) extractor model is built on top of the pool and then drops down to ground level once completed, was a small ugly issue. Now the same thing happens but the ground comes up to meet the extractor. Big problem.
Any clues as to why this may be and how I might fix it (without redesigning the extractor model)
#11
Maps and Modding / wingman weapon turrets
January 31, 2008, 07:15:00 PM
I have been rebuilding and re-skining my Daleks, one issue that I cannot see a simple solution to is the weapon turret on scouts and tanks, this class of unit does not support turrets like assault classes do, gun vertical rotation occurs at the hp_gun or hp_cannon etc. Because I have weapon models this looks a bit odd, A dalek has a gun mounted on a ball joint, but on scouts and tanks the gun does not move, the shot direction is rotated at the hp_gun, which is at the end of the barrel. I could build the unit so that the gun dock was parented under the hp_gun, but then the shot would appear in the middle of the ball joint, and probably cause problems with rendering the flash and shot...
Can anyone think of a way to have the center of rotation at the ball joint and have the gun fire from the end of the barrel?
#12
Maps and Modding / game shutdown av
January 03, 2008, 09:39:39 PM
DIAG|GLOBAL          |        LoadSaveGame:311  |03:26:50|36320  |Loaded from file mpidunesls.bzn

DIAG|GLOBAL          |            runcodes:153  |03:26:50|36336  |[View] Entering run code [COCKPIT]
DIAG|GLOBAL          |                 vid:2916 |03:26:50|36438  |zbuff release refcount = 0
DIAG|GLOBAL          |                 vid:2003 |03:26:50|36961  |D3D: VendorID = 4318, DeviceID = 321
DIAG|GLOBAL          |                 vid:2110 |03:26:50|36961  |caps:Gamma TripleBuffer Filter
DIAG|GLOBAL          |                 vid:1835 |03:26:50|37027  |zbuffer depth: 16
DIAG|GLOBAL          |                 vid:1835 |03:26:50|37027  |zbuffer depth: 24
DIAG|GLOBAL          |                 vid:1831 |03:26:50|37027  |zbuffer depth: 24 with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:2307 |03:26:51|37117  |d3d: can render after a page flip
DIAG|GLOBAL          |                 vid:2309 |03:26:51|37117  |d3d: supports 8 texture stages
DIAG|GLOBAL          |                 vid:2313 |03:26:51|37117  |d3d: anisotropy supported
DIAG|GLOBAL          |                 vid:2330 |03:26:51|37117  |d3d: supports z biasing
DIAG|GLOBAL          |                 vid:2336 |03:26:51|37117  |d3d: supports agp texturing
DIAG|GLOBAL          |                 vid:2401 |03:26:51|37117  |d3d: max texture size 4096x4096
DIAG|GLOBAL          |                 vid:2433 |03:26:51|37117  |d3d: fog caps: vertex = 1, pixel = 1
DIAG|GLOBAL          |                 vid:2438 |03:26:51|37117  |d3d: supports border address mode
DIAG|GLOBAL          |                 vid:1810 |03:26:51|37117  |pix format: * 5 5 5 0
DIAG|GLOBAL          |                 vid:1810 |03:26:51|37117  |pix format: * 5 5 5 1
DIAG|GLOBAL          |                 vid:1810 |03:26:51|37121  |pix format: * 4 4 4 4
DIAG|GLOBAL          |                 vid:1810 |03:26:51|37121  |pix format: * 5 6 5 0
DIAG|GLOBAL          |                 vid:1810 |03:26:51|37121  |pix format: * 8 8 8 0
DIAG|GLOBAL          |                 vid:1810 |03:26:51|37121  |pix format: * 8 8 8 8
DIAG|GLOBAL          |                 vid:1810 |03:26:51|37121  |pix format: * 5 5 6 0
DIAG|IControl        |              icroot:191  |03:26:52|38152  |Root window now 1024x768
DIAG|GLOBAL          |                 vid:315  |03:26:52|38156  |ddx: does not support gamma settings
DIAG|GLOBAL          |                 vid:740  |03:26:52|38168  |
DIAG|GLOBAL          |                 vid:741  |03:26:52|38168  |1024x768 32 : Direct3D HAL : Primary Display Driver
DIAG|GLOBAL          |                 vid:744  |03:26:52|38168  |using a flipable surface triplet
DIAG|GLOBAL          |                 vid:761  |03:26:52|38168  |using 32 bit Z buffer with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:772  |03:26:52|38168  |opaque pix      8 8 8
DIAG|GLOBAL          |                 vid:775  |03:26:52|38168  |translucent pix 8 8 8 8
DIAG|GLOBAL          |                 vid:777  |03:26:52|38168  |
DIAG|GLOBAL          |                 vid:3295 |03:26:52|38168  |tex mem:   total 519041023, free 509149183
DIAG|GLOBAL          |                 vid:3310 |03:26:52|38168  |frame mem: total 258994176, free 249102336
DIAG|GLOBAL          |                 vid:781  |03:26:52|38168  |
DIAG|GLOBAL          |        debug_memory:548  |03:26:52|38168  |Flushing Memory Cache
DIAG|GLOBAL          |            runcodes:153  |03:26:52|38168  |[Main] Entering run code [MISSION]
DIAG|GLOBAL          |            runcodes:153  |03:26:52|38168  |[Mission] Entering run code [RUN]
DIAG|GLOBAL          |            Planners:8518 |03:26:52|38199  |SetAIP - cfg(LOS13_dd0.aip) team(6)

DIAG|GLOBAL          |            Planners:8518 |03:27:33|79695  |SetAIP - cfg(LOS13_dd1.aip) team(6)

ERR |GLOBAL          |              bitmap:3926 |03:31:28|314504 |Can't load texture wire_dspilo.tga.
DIAG|GLOBAL          |            Planners:8518 |03:44:44|1110406|SetAIP - cfg(LOS13_dd5.aip) team(6)

ERR |GLOBAL          |              bitmap:3926 |03:48:09|1315609|Can't load texture wire_dspilo.tga.
DIAG|GLOBAL          |            runcodes:153  |03:50:04|1430707|[View] Entering run code [FACTORY]
DIAG|GLOBAL          |            runcodes:153  |03:52:04|1551016|[View] Entering run code [COCKPIT]
ERR |GLOBAL          |              bitmap:3926 |03:52:05|1551105|Can't load texture wire_dspilo.tga.
ERR |GLOBAL          |              bitmap:3926 |03:58:57|1963902|Can't load texture wire_dspilo.tga.
ERR |GLOBAL          |              bitmap:3926 |03:59:17|1983609|Can't load texture wire_dspilo.tga.
ERR |GLOBAL          |              bitmap:3926 |04:01:45|2131520|Can't load texture wire_dspilo.tga.
DIAG|GLOBAL          |            runcodes:153  |04:09:22|2588715|[View] Entering run code [FACTORY]
DIAG|GLOBAL          |            runcodes:153  |04:09:29|2595914|[View] Entering run code [COCKPIT]
ERR |GLOBAL          |              bitmap:3926 |04:09:29|2596012|Can't load texture wire_dspilo.tga.
DIAG|GLOBAL          |            runcodes:153  |04:09:39|2605617|[View] Entering run code [FACTORY]
DIAG|GLOBAL          |            runcodes:153  |04:10:17|2643910|[View] Entering run code [COCKPIT]
ERR |GLOBAL          |              bitmap:3926 |04:10:17|2644000|Can't load texture wire_dspilo.tga.
ERR |GLOBAL          |              bitmap:3926 |04:12:49|2795223|Can't load texture wire_dspilo.tga.
DIAG|GLOBAL          |            runcodes:153  |04:31:41|3927320|[Mission] Entering run code [SUCCESS]
DIAG|GLOBAL          |            runcodes:112  |04:31:41|3927320|[Mission] Clearing runcode [SUCCESS]
DIAG|GLOBAL          |                 vid:2916 |04:31:41|3927570|zbuff release refcount = 0
DIAG|GLOBAL          |                 vid:2003 |04:31:42|3928289|D3D: VendorID = 4318, DeviceID = 321
DIAG|GLOBAL          |                 vid:2110 |04:31:42|3928289|caps:Gamma TripleBuffer Filter
DIAG|GLOBAL          |                 vid:1835 |04:31:42|3928441|zbuffer depth: 16
DIAG|GLOBAL          |                 vid:1835 |04:31:42|3928441|zbuffer depth: 24
DIAG|GLOBAL          |                 vid:1831 |04:31:42|3928441|zbuffer depth: 24 with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:2307 |04:31:42|3928473|d3d: can render after a page flip
DIAG|GLOBAL          |                 vid:2309 |04:31:42|3928473|d3d: supports 8 texture stages
DIAG|GLOBAL          |                 vid:2313 |04:31:42|3928473|d3d: anisotropy supported
DIAG|GLOBAL          |                 vid:2330 |04:31:42|3928473|d3d: supports z biasing
DIAG|GLOBAL          |                 vid:2336 |04:31:42|3928473|d3d: supports agp texturing
DIAG|GLOBAL          |                 vid:2401 |04:31:42|3928473|d3d: max texture size 4096x4096
DIAG|GLOBAL          |                 vid:2433 |04:31:42|3928473|d3d: fog caps: vertex = 1, pixel = 1
DIAG|GLOBAL          |                 vid:2438 |04:31:42|3928473|d3d: supports border address mode
DIAG|GLOBAL          |                 vid:1810 |04:31:42|3928480|pix format: * 5 5 5 0
DIAG|GLOBAL          |                 vid:1810 |04:31:42|3928480|pix format: * 5 5 5 1
DIAG|GLOBAL          |                 vid:1810 |04:31:42|3928496|pix format: * 4 4 4 4
DIAG|GLOBAL          |                 vid:1810 |04:31:42|3928496|pix format: * 5 6 5 0
DIAG|GLOBAL          |                 vid:1810 |04:31:42|3928496|pix format: * 8 8 8 0
DIAG|GLOBAL          |                 vid:1810 |04:31:42|3928496|pix format: * 8 8 8 8
DIAG|GLOBAL          |                 vid:1810 |04:31:42|3928496|pix format: * 5 5 6 0
DIAG|IControl        |              icroot:191  |04:31:43|3929422|Root window now 640x480
DIAG|GLOBAL          |                 vid:315  |04:31:43|3929426|ddx: does not support gamma settings
DIAG|GLOBAL          |                 vid:740  |04:31:43|3929434|
DIAG|GLOBAL          |                 vid:741  |04:31:43|3929434|640x480 32 : Direct3D HAL : Primary Display Driver
DIAG|GLOBAL          |                 vid:744  |04:31:43|3929434|using a flipable surface triplet
DIAG|GLOBAL          |                 vid:761  |04:31:43|3929434|using 32 bit Z buffer with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:772  |04:31:43|3929434|opaque pix      8 8 8
DIAG|GLOBAL          |                 vid:775  |04:31:43|3929434|translucent pix 8 8 8 8
DIAG|GLOBAL          |                 vid:777  |04:31:43|3929434|
DIAG|GLOBAL          |                 vid:3295 |04:31:43|3929434|tex mem:   total 520941567, free 516751359
DIAG|GLOBAL          |                 vid:3310 |04:31:43|3929438|frame mem: total 260894720, free 256704512
DIAG|GLOBAL          |                 vid:781  |04:31:43|3929438|
DIAG|GLOBAL          |            runcodes:153  |04:31:43|3929438|[Main] Entering run code [CLEANUP]
DIAG|GLOBAL          |            runcodes:112  |04:31:43|3929563|[View] Clearing runcode [COCKPIT]
DIAG|GLOBAL          |            runcodes:153  |04:31:44|3930246|[Main] Entering run code [SHELL]
DIAG|GLOBAL          |           PlayerMgr:1313 |04:31:44|3930438|About to open stats file GameStats\Game Ended 2008-01-04 0431.txt
DIAG|GLOBAL          |           PlayerMgr:1319 |04:31:44|3930438|Stats file opened

DIAG|GLOBAL          |           PlayerMgr:1293 |04:31:44|3930441|Closing stats file

ERR |Debug           |               debug:765  |04:31:55|3942039|[ E X C E P T I O N ]
ERR |GLOBAL          |              i76win:80   |04:31:55|3942039|Patch 1.3pb3 Aug 10 2006 07:49:33
ERR |Debug           |               debug:885  |04:31:55|3942039|Type: ACCESS VIOLATION
ERR |Debug           |               debug:886  |04:31:55|3942039|Info: WRITING to 0D8F66F0h
ERR |Debug           |               debug:410  |04:31:55|3942039|CallStack:
ERR |Debug           |               debug:552  |04:31:55|3942055|005C66FE +01FE bzone.exe liboggvorbis mdct.obj @mdct_backward@12
ERR |Debug           |               debug:433  |04:31:55|3942063|Registers:
ERR |Debug           |               debug:434  |04:31:55|3942063|EAX: 0D8F6DC0h   CS: 0000001Bh  DS: 00000023h
ERR |Debug           |               debug:435  |04:31:55|3942063|EBX: 0D8F6A60h  EIP: 005C66FEh  ES: 00000023h
ERR |Debug           |               debug:436  |04:31:55|3942063|ECX: 0D8F6708h   SS: 00000023h  FS: 0000003Bh
ERR |Debug           |               debug:437  |04:31:55|3942063|EDX: 0D8F5DC8h  EBP: 0D8F5A60h  GS: 00000000h
ERR |Debug           |               debug:438  |04:31:55|3942063|ESI: 0D8F6700h  ESP: 0837FE1Ch           
ERR |Debug           |               debug:439  |04:31:55|3942063|EDI: 0D8F7260h                       
ERR |Debug           |               debug:449  |04:31:55|3942063| CF: 00010283h PF:1 AF:0 ZF:0 SF:0 OF:1
DIAG|GLOBAL          |            runcodes:153  |04:31:55|3942066|[Main] Entering run code [QUIT]
DIAG|Main            |            mainproc:158  |04:31:56|3942082|Entering critical shutdown
DIAG|GLOBAL          |                 vid:2916 |04:31:56|3942129|zbuff release refcount = 0
DIAG|GLOBAL          |                 vid:2003 |04:31:56|3942266|D3D: VendorID = 4318, DeviceID = 321
DIAG|GLOBAL          |                 vid:2110 |04:31:56|3942266|caps:Gamma TripleBuffer Filter
DIAG|GLOBAL          |                 vid:1835 |04:31:56|3942336|zbuffer depth: 16
DIAG|GLOBAL          |                 vid:1835 |04:31:56|3942336|zbuffer depth: 24
DIAG|GLOBAL          |                 vid:1831 |04:31:56|3942336|zbuffer depth: 24 with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:2307 |04:31:56|3942344|d3d: can render after a page flip
DIAG|GLOBAL          |                 vid:2309 |04:31:56|3942344|d3d: supports 8 texture stages
DIAG|GLOBAL          |                 vid:2313 |04:31:56|3942344|d3d: anisotropy supported
DIAG|GLOBAL          |                 vid:2330 |04:31:56|3942344|d3d: supports z biasing
DIAG|GLOBAL          |                 vid:2336 |04:31:56|3942344|d3d: supports agp texturing
DIAG|GLOBAL          |                 vid:2401 |04:31:56|3942344|d3d: max texture size 4096x4096
DIAG|GLOBAL          |                 vid:2433 |04:31:56|3942344|d3d: fog caps: vertex = 1, pixel = 1
DIAG|GLOBAL          |                 vid:2438 |04:31:56|3942344|d3d: supports border address mode
DIAG|GLOBAL          |                 vid:1810 |04:31:56|3942344|pix format: * 5 5 5 0
DIAG|GLOBAL          |                 vid:1810 |04:31:56|3942344|pix format: * 5 5 5 1
DIAG|GLOBAL          |                 vid:1810 |04:31:56|3942344|pix format: * 4 4 4 4
DIAG|GLOBAL          |                 vid:1810 |04:31:56|3942344|pix format: * 5 6 5 0
DIAG|GLOBAL          |                 vid:1810 |04:31:56|3942344|pix format: * 8 8 8 0
DIAG|GLOBAL          |                 vid:1810 |04:31:56|3942344|pix format: * 8 8 8 8
DIAG|GLOBAL          |                 vid:1810 |04:31:56|3942344|pix format: * 5 5 6 0
ERR |Debug           |               debug:765  |04:31:56|3942355|[ E X C E P T I O N ]
ERR |GLOBAL          |              i76win:80   |04:31:56|3942355|Patch 1.3pb3 Aug 10 2006 07:49:33
ERR |Debug           |               debug:885  |04:31:56|3942355|Type: ACCESS VIOLATION
ERR |Debug           |               debug:886  |04:31:56|3942355|Info: READING from 00000000h
ERR |Debug           |               debug:410  |04:31:56|3942363|CallStack:
ERR |Debug           |               debug:552  |04:31:56|3942363|005BEFD7 +0027 bzone.exe interface iface.obj void __fastcall IFace::OnModeChange(void)
ERR |Debug           |               debug:433  |04:31:56|3942363|Registers:
ERR |Debug           |               debug:434  |04:31:56|3942375|EAX: 000001E0h   CS: 0000001Bh  DS: 00000023h
ERR |Debug           |               debug:435  |04:31:56|3942375|EBX: 00640420h  EIP: 005BEFD7h  ES: 00000023h
ERR |Debug           |               debug:436  |04:31:56|3942375|ECX: 00000000h   SS: 00000023h  FS: 0000003Bh
ERR |Debug           |               debug:437  |04:31:56|3942375|EDX: 00000280h  EBP: 00000001h  GS: 00000000h
ERR |Debug           |               debug:438  |04:31:56|3942375|ESI: 031F8B50h  ESP: 0229FBD0h           
ERR |Debug           |               debug:439  |04:31:56|3942375|EDI: 0066D54Ch                       
ERR |Debug           |               debug:449  |04:31:56|3942375| CF: 00210246h PF:0 AF:1 ZF:0 SF:1 OF:0


I believe this may be my av at game shutdown when using aircraft unit dvpara.
As I suspected it seems interface related, what else happens at game shutdown? help.

also something about vogorbis being backwards?

ERR |Debug           |               debug:552  |04:31:56|3942363|005BEFD7 +0027 bzone.exe interface iface.obj void __fastcall IFace::OnModeChange(void)
#13
Maps and Modding / Hover cons...
January 03, 2008, 06:58:55 PM
Im back to my constructor again, need to decide to hover or to walk.
Hover cons are faster not because they move faster but because they are good at walking round buildings.
But they cant climb hills, which is a big issue, because its an important strategy. The daleks have tractor beam so sentient pilots can give it a lift if its really needed, but the ai will be limited to building on flatish ground. Which is a bit lame considering their claim to be the superior beings...
The hover cons also appears to only have one animation "deploy" unless anyone else knows different?

Any ideas?
#14
Public 1.3 Beta 3 Archive / sniping pilot effect?
December 29, 2006, 06:54:29 PM
so weve got
      Snipe Effect

         [CraftClass]
         xplSnipe = "xsnipe"

         //Determines the effect that plays when a ship is sniped.
I made a nice green one for my Daleks
however when the pilots are not in ships, the snipe affect is still the default red one.
have I missed something?
#15
Ok im trying to develop the aip's for "The Legions Of Scaro". It is clear that the mpi AI does indeed have far more scrap than that which is collected via pools or scavs, by about a factor of 10....which is fine in theory.
But it is making the aip development somewhat difficult because Daleks are extremely dangerous.
To put it bluntly I am being EXTERMINATED before I get to the aip I am trying to test.
Is there a way to control this generous supply of scrap the ai benefits from?

[Cheat]
moneyAmount = 0
moneyDelay = 0
does not seem to affect it.
#16
Public 1.3 Beta 2 Archive / new race question
June 10, 2006, 01:46:59 PM
As some of you may know for a few years I have been creating bz2wmd in v1.2 and have more recently been making a new race.
I am now, of course, suffering from all the problems associated with implementing a new race in 1.2. that is why 1.3 has been created right?
So A simple question, can a new race be implemented into 1.3 without the need for custom mpi dll's to control the cpu side?