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Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

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Messages - Dx

#31
Battlezone 1 Patch Board / Re: Work In Progress
December 04, 2009, 11:43:46 AM
Will your renderer be able to support some of the new resolutions we have on LCD's etc.. without  squashing the 3D objects?
#32
Battlezone 1 Patch Board / Re: First things First...
December 04, 2009, 08:51:15 AM
Or expand in their suit until blood flows.
#33
Battlezone 1 Patch Board / Re: Flash Cannons
December 04, 2009, 08:42:24 AM
Beam is trying to send way too much data by the looks of it while Tracer uses Bullet::Simulate(dt); and only has a slight flicker on the remote pc. Sometimes the beam doesn't render depending on the direction it's being fired. There is sometimes problems with the beam coming out the back of the tank or splitting.
#34
Battlezone 1 Patch Board / Re: First things First...
December 03, 2009, 02:34:19 PM
Shield Towers is a odf change and they work now.
#35
Battlezone 1 Patch Board / Re: First things First...
December 03, 2009, 09:27:56 AM
Quote from: bb1 on December 02, 2009, 08:42:44 AM
Why would a building flip around?

They don't but another bug occures with structures and omega shake that leaves a lasting effect on buildings and is really bad if a vehicle comes in contact with the building.
#36
Battlezone 1 Patch Board / Re: Work In Progress
December 03, 2009, 09:22:46 AM
Quote from: Commando on December 03, 2009, 12:05:26 AM
The bz1 seemed to suffer from the same pausing every 10th of a second that bz2 suffered from before it's dx 9 rewrite.  At least it did for me.

I saw that but it was about every one second in my case, for me the culprit was the nic card/driver.
#37
Battlezone 1 Patch Board / Re: Flash Cannons
December 03, 2009, 09:15:10 AM
It doesn't use the beam code, it uses the tracer code which is similar to beam but works online.
Also the rate the sprites was running on the flash explosion had to be reduced.
#38
Battlezone 1 / Re: Battlezone1 kerfuffle
December 02, 2009, 10:51:18 AM
It's not up to Acti now, it's up to Atari Inc.
#39
Battlezone 1 Patch Board / Re: Work In Progress
December 02, 2009, 08:14:05 AM
Didn't you have the white/grey blocks before with your Nvidia card? Looks much improved.
#40
Battlezone 1 Patch Board / Re: First things First...
December 01, 2009, 01:53:29 PM
Quote from: Nielk1 on December 01, 2009, 01:47:02 PM
Really BZ2's asset system would be great for BZ1 in how it does asset checking and manages additional items, instead of using predefined in the engine object lists.

I hope you're not refering to the lock step resyncing stuff, i'll run away. :)
#41
Battlezone 1 Patch Board / Re: First things First...
December 01, 2009, 01:35:54 PM
Be warned, those are part of the exploits many want left alone. But then, that is what mods are for... :D
#42
Battlezone 1 Patch Board / Re: First things First...
December 01, 2009, 01:22:49 PM
So that means spinning walkers, flipping turrets, flipping gun towers, scrap cheats, hacking, /kick not working, FC not working, anet cheat, etc.. etc... will be considered fundamental and remain?
#43
Battlezone 1 / Re: BZ1 and Anet
December 01, 2009, 12:57:41 PM
TCP gets you the servers but the rest seems to be udp.
The lan is IPX and TCP/UDP for wudplan.dll.
#44
Battlezone 1 / Re: Battlezone1 kerfuffle
December 01, 2009, 11:21:11 AM
My point was to protect the forum. I see i'm wasting my time.
But if a mod. is going to post the same thing Spock did and he was banned for it and now it's ok, you should unban Spock and apologize to him.
#45
Battlezone 1 / Re: Battlezone1 kerfuffle
December 01, 2009, 10:53:41 AM
Quote from: AHadley on December 01, 2009, 10:47:11 AM
I have looked it up and the installer is not inherrently illegal

So copyright law doesn't last 90 years, great, when did you change it?