Battlezone Universe

Battlezone Universe => Battlezone 2 => Battlezone 2 Mods => Topic started by: mag on June 29, 2009, 04:31:55 PM

Title: FE 1.3 not working
Post by: mag on June 29, 2009, 04:31:55 PM
I downloaded FE_FOR_PB3.zip last night and installed it today. instant action has no recycler spawned and single player doesn't work either.
could it be missing dll's?
hopefully there is a quick fix and I won't have to redownload it again.
Title: Re: FE 1.3 not working
Post by: Red Devil on June 29, 2009, 05:13:10 PM
You use the supplied startup cfg file?
Title: Re: FE 1.3 not working
Post by: Red Devil on June 29, 2009, 05:25:22 PM
Darn it.  I think I uploaded the wrong zip.   :|  I'll upload a fix or replacement tonight.
Title: Re: FE 1.3 not working
Post by: bb1 on June 29, 2009, 07:18:06 PM
Not sure if I just have a killed install of 1.3pb3 (didn't save download and there are no archived downloads that I'm aware of)

SP mission one launches and you sit in a prop dropship with absolutely no scripts.
Title: Re: FE 1.3 not working
Post by: bigbadbogie on June 29, 2009, 08:18:56 PM
I think there was a version where RD forgot to include the dll files.
Title: Re: FE 1.3 not working
Post by: Red Devil on June 29, 2009, 09:12:45 PM
Uploading the correct version now.  Should be done in about 45..50 minutes, then i'll modify the link.
Title: Re: FE 1.3 not working
Post by: bb1 on June 29, 2009, 09:26:35 PM
Way to rock.
Title: Re: FE 1.3 not working
Post by: Red Devil on June 29, 2009, 10:04:15 PM
 :x  Got this error.  trying again...


Unfortunately there was an error encountered during the upload.
Retry?
Error: Upload failed. No data returned from server. (TypeError: xmlData.documentElement.getElementsByTagName("doupload")[0].getElementsByTagName("description")[0] is undefined)
Title: Re: FE 1.3 not working
Post by: Red Devil on June 29, 2009, 10:59:58 PM
Grrrrrr.... same error. Trying another site.  Back in 50..60 mins.
Title: Re: FE 1.3 not working
Post by: Red Devil on June 30, 2009, 12:05:04 AM
There, dammit.  Finally uploaded.  Click on the same link in the PB3 archives.
Title: Re: FE 1.3 not working
Post by: mag on June 30, 2009, 10:24:41 AM
is there a quick fix, so I don't have to download the large file again?
it was a pain to download because I have a problem with filefront and I can only download 200mb at a time.
was it just the dll's?
Title: Re: FE 1.3 not working
Post by: Red Devil on June 30, 2009, 11:27:55 AM
It was the DLL's and some other files missing.  I uploaded it to FileSavr instead of FileFront, so it should dl okay now.
Title: Re: FE 1.3 not working
Post by: mag on July 02, 2009, 09:59:52 PM
filesavr wants me to pay for an account when I click the link.
is there a alternate dl site for this file, I don't want to have to join a site just to download the one file.
Title: Re: FE 1.3 not working
Post by: Nielk1 on July 03, 2009, 03:31:42 AM
Quote from: mag on July 02, 2009, 09:59:52 PM
filesavr wants me to pay for an account when I click the link.
is there a alternate dl site for this file, I don't want to have to join a site just to download the one file.

It is late, so I will just say this.

You're doing it wrong.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 03, 2009, 07:17:13 AM
Grrrr....  Uploading to a new spot now...
Title: Re: FE 1.3 not working
Post by: mag on July 03, 2009, 08:05:26 AM
there's nothing to do wrong, it doesn't give you a choice.
when I click the link, it goes to file savr sign up or log in page. nothing else.
no links to the file, just sign up or log in. so how am I doing it wrong?
the link is the same.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 03, 2009, 08:36:21 AM
Try it now.  Going to switch to another location now, but it will be transparent.
Title: Re: FE 1.3 not working
Post by: Nielk1 on July 03, 2009, 12:42:16 PM
(I truthfully didn't see the link to try. But as a filesvr user I know that it had a 'buy an account' thing on the DL page, but the DL is there too. Unless the file is missing. I got one of their limited time free accounts but have not used it since my files got deleted.
Title: Re: FE 1.3 not working
Post by: mag on July 06, 2009, 09:26:26 AM
got the file, seems to work ok.
thamks
Title: Re: FE 1.3 not working
Post by: Red Devil on July 06, 2009, 09:39:39 AM
AIP's need some work, but please let me know if you find any problems.  9K files creates a lot of cracks.   :wink:
Title: Re: FE 1.3 not working
Post by: bb1 on July 06, 2009, 03:27:23 PM
Maybe I'm cheating or failing, but every mission I play, the recycler is immune to damage. My FPS is terrible, even at 1024x768 on a 7600 overclock, but it may have always been like that... still really hard to play though... also, I noticed I could not snipe a Zeus in any mission it appeared, even though the walkthrough guide clearly shows the player flying a Zeus.

Not sure if these are my problems alone or just a fluke to be fixed in ta5..thanks for the hard work!
Title: Re: FE 1.3 not working
Post by: Red Devil on July 06, 2009, 04:13:19 PM
Oopsies.  Sorry about that.  Download and unzip/drag this to your install.  Make sure the files wind up under FE_PB3_Maps.

FE13 Fixes (http://overminddl1.com/Red_Devil/FE_For_1-3/FE13_Fixes.zip)  <-- Click here to download fixes
Title: Re: FE 1.3 not working
Post by: bb1 on July 06, 2009, 04:42:00 PM
Is my framerate just my PC? I remember running an old Geforce 2 with slightly higher performance than now.. Maybe I'm just going crazy.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 06, 2009, 05:50:30 PM
Do you have vsync turned off on the graphics adapter?  Try turning some graphics options down, one at a time.
Title: Re: FE 1.3 not working
Post by: bb1 on July 08, 2009, 09:32:07 AM
Mission: firing back

As soon as you enter the area where it tells you to escort the engineers, the objective is automatically completed and the cargo ship disappears. Makes the level easier, but still is a glitch.
Title: Re: FE 1.3 not working
Post by: bigbadbogie on July 08, 2009, 05:12:16 PM
Missing transport ODF?
Title: Re: FE 1.3 not working
Post by: bb1 on July 08, 2009, 08:25:56 PM
No, it's there, it's just when you get to the gun itself the objective automatically completes itself without needing to escort the cargo ship.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 08, 2009, 09:24:34 PM
I'll look at it; probably tomorrow, maybe tonight.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 09, 2009, 10:58:28 AM
Sure it's Firing Back or is it maybe the one before or after?
Title: Re: FE 1.3 not working
Post by: bb1 on July 09, 2009, 11:02:03 AM
Maybe it was a freak accident...I left it sitting by my recycler and flew to the mega gun towers, it then gave me the order to escort engineers, and right after that order the guardian towers switched on and he said he cracked the code... objective complete and then the scrap order... all the while the cargo ship didn't move from my base.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 09, 2009, 11:18:06 AM
Did you deploy the Recycler or not?

I can't even get the Recycler away from where it starts on Firing Back before it's attacked and destroyed.  I'll add a cheat ship and do it.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 09, 2009, 11:38:31 AM
I know what threw me off: edf missions start numbering at the 2nd mission.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 09, 2009, 12:53:36 PM
I just went through Firing Back and it worked okay.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 09, 2009, 01:38:39 PM
I found out the Xerrakis are supposed to be attacking on Firing Back, but the requirements aren't being met, so I'll go ahead and fix *that* little problem...  :evil:
Title: Re: FE 1.3 not working
Post by: AHadley on July 09, 2009, 01:44:16 PM
Are the Cerberi supposed to start randomly attacking you in that mission too? It seems rather random without a 'what are those things?' or something...
Title: Re: FE 1.3 not working
Post by: Red Devil on July 09, 2009, 02:28:38 PM
Yup, they're supposed to attack.
Title: Re: FE 1.3 not working
Post by: bb1 on July 09, 2009, 02:47:16 PM
K maybe I got some experimental version because those little bomb ships definitely DO attack... a LOT. Random Cerberi ships do patrol the area and spawn as well.

It was easy getting recy out of that starting area, you just had to move turrets to a small staging area further up and mass your troops there, take out turrets with mortars, and then fly ahead to get the attention of the Hadeans. Fly up onto some hill and let the turrets do the work.

The recy was deployed and I had the cargo ship sitting next to it. Oh well.

I was in a relay bunker positioning turrets for a while because of FPS issues, and randomly about an hour in (without a save...) a dinosaur ate me.
Title: Re: FE 1.3 not working
Post by: Red Devil on July 09, 2009, 03:32:43 PM
Hate it when that happens...

I was looking at the new version, so I fixed things on my end.
Title: Re: FE 1.3 not working
Post by: bb1 on July 09, 2009, 03:43:54 PM
When did terraforming become so huge in the game?

The online guide shows this guy making guntowers everywhere, you build anything on this land and every other square becomes crap.
Title: Re: FE 1.3 not working
Post by: Warfreak on July 09, 2009, 03:58:51 PM
1.3 is more of a "Terrain-Clipping Nazi" than 1.2 was.

SO.. you need to come up with new defense strategies. >:D
Title: Re: FE 1.3 not working
Post by: bb1 on July 09, 2009, 05:07:02 PM
I'd just like to know for what purpose terraforming was used... not at all like the 1.2 "alright, it's flat enough let's build it here" but the "Even though it's flat, it needs an extreme home makeover anyway to screw up the rest of the land"
Title: Re: FE 1.3 not working
Post by: Warfreak on July 09, 2009, 05:22:30 PM
Actually, that is the SIDE EFFECT which has always happened (as far as i know), it is just 1.3 "emphasises / works against" this by placing these harsh rulings.  :-D
Title: Re: FE 1.3 not working
Post by: AHadley on July 10, 2009, 02:34:54 AM
Basically, it makes you think. We need games that will make us think, they're a good thing. :-D
Title: Re: FE 1.3 not working
Post by: bb1 on August 30, 2009, 11:09:09 AM
Same mission. I was on hold for a while but laoded the old save...

When I got my 6th pool, I was treated to THIS cutscene followed by a frozen screen and random explosion sounds and thousands of rapid base under attack beeps.

BZLog

DIAG|Main            |            maininit:523  |12:16:57|16     |Version Information Section
DIAG|Main            |            maininit:530  |12:16:57|16     |Session started Sun Aug 30 12:16:57 2009
DIAG|Main            |            maininit:533  |12:16:57|16     |CPU: AMD Athlon(tm) 64 X2 Dual Core Processor 4800+/2510MHz L1:128K T:0 F:15 M:11 S:2 (SSE,3DNow,MMX,TSC,FPU)
DIAG|Main            |            maininit:536  |12:16:57|16     |Executed by MY-HOT-COMPUTER\Matthew on Windows NT v5.2 Service Pack 1 Build 3790
DIAG|Main            |            maininit:539  |12:16:57|16     |Compiled by Ikkoku\GSH on Win2000+SP2
DIAG|GLOBAL          |               setup:73   |12:16:57|31     |Drive type : Fixed
DIAG|GLOBAL          |               setup:143  |12:16:57|31     |Startup directory : C:\Program Files\Battlezone II 1.3PB3
ERR |GLOBAL          |             filesys:45   |12:16:57|250    |File clash: @rootdir\FE_PB3_Maps\EVMISLU4w.odf.
File loaded may not be expected file.
ERR |GLOBAL          |             filesys:45   |12:16:57|250    |File clash: @rootdir\FE_PB3_Maps\Missions\Instant\1v1 assets\odfs\EVMISLU4w.odf.
File loaded may not be expected file.
ERR |GLOBAL          |             filesys:45   |12:16:57|250    |File clash: @rootdir\FE_PB3_Maps\Missions\Instant\1v1 assets\odfs\cvwraply.odf.
File loaded may not be expected file.
DIAG|GLOBAL          |            runcodes:153  |12:58:21|2483985|[Mission] Entering run code [RUN]
DIAG|GLOBAL          |            runcodes:153  |12:58:21|2484000|[View] Entering run code [COCKPIT]
ERR |GLOBAL          |            AudioSys:3324 |12:59:44|2567266|Play 'ienge.wav' failed with hResult 80004005. Flags were
DIAG|GLOBAL          |            runcodes:153  |13:02:23|2726391|[View] Entering run code [CINERACTIVE]
DIAG|GLOBAL          |          iface_util:1061 |13:02:54|2757235|Creating dir
DIAG|GLOBAL          |          iface_util:1084 |13:02:55|2758016|Wrote [screenshots\bz2_0000.bmp]
ERR |GLOBAL          |            AudioSys:3324 |13:03:09|2772313|Play 'xbuild.wav' failed with hResult 80004005. Flags were
DIAG|Main            |            maininit:450  |13:04:42|2864735|QUIT requested
DIAG|GLOBAL          |            runcodes:112  |13:04:42|2864735|[Mission] Clearing runcode [RUN]
ERR |GLOBAL          |                 vid:2912 |13:04:42|2865031|ReleaseDD: back->DeleteAttachedSurface( zBuffer)
ERR |GLOBAL          |                 vid:2912 |13:04:42|2865047|...Access to the surface is refused because the surface memory is gone. The DirectDrawSurface object representing this surface should have the IDirectDrawSurface3::Restore method called on it.
DIAG|GLOBAL          |                 vid:2916 |13:04:42|2865047|zbuff release refcount = 1
DIAG|GLOBAL          |                 vid:2003 |13:04:42|2865391|D3D: VendorID = 4318, DeviceID = 913
DIAG|GLOBAL          |                 vid:2110 |13:04:42|2865391|caps:Gamma TripleBuffer Filter
DIAG|GLOBAL          |                 vid:1835 |13:04:42|2865485|zbuffer depth: 16
DIAG|GLOBAL          |                 vid:1835 |13:04:42|2865485|zbuffer depth: 24
DIAG|GLOBAL          |                 vid:1831 |13:04:42|2865485|zbuffer depth: 24 with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:2307 |13:04:42|2865500|d3d: can render after a page flip
DIAG|GLOBAL          |                 vid:2309 |13:04:42|2865500|d3d: supports 8 texture stages
DIAG|GLOBAL          |                 vid:2313 |13:04:42|2865500|d3d: anisotropy supported
DIAG|GLOBAL          |                 vid:2330 |13:04:42|2865500|d3d: supports z biasing
DIAG|GLOBAL          |                 vid:2336 |13:04:42|2865500|d3d: supports agp texturing
DIAG|GLOBAL          |                 vid:2401 |13:04:42|2865500|d3d: max texture size 4096x4096
DIAG|GLOBAL          |                 vid:2433 |13:04:42|2865500|d3d: fog caps: vertex = 1, pixel = 1
DIAG|GLOBAL          |                 vid:2438 |13:04:42|2865500|d3d: supports border address mode
DIAG|GLOBAL          |                 vid:1810 |13:04:42|2865500|pix format: * 5 5 5 0
DIAG|GLOBAL          |                 vid:1810 |13:04:42|2865500|pix format: * 5 5 5 1
DIAG|GLOBAL          |                 vid:1810 |13:04:42|2865500|pix format: * 4 4 4 4
DIAG|GLOBAL          |                 vid:1810 |13:04:42|2865500|pix format: * 5 6 5 0
DIAG|GLOBAL          |                 vid:1810 |13:04:42|2865500|pix format: * 8 8 8 0
DIAG|GLOBAL          |                 vid:1810 |13:04:42|2865500|pix format: * 8 8 8 8
DIAG|GLOBAL          |                 vid:1810 |13:04:42|2865500|pix format: * 5 5 6 0
DIAG|IControl        |              icroot:191  |13:04:43|2865938|Root window now 640x480
DIAG|GLOBAL          |                 vid:315  |13:04:43|2865938|ddx: does not support gamma settings
DIAG|GLOBAL          |                 vid:740  |13:04:43|2865953|
DIAG|GLOBAL          |                 vid:741  |13:04:43|2865953|640x480 32 : Direct3D HAL : Primary Display Driver
DIAG|GLOBAL          |                 vid:744  |13:04:43|2865953|using a flipable surface triplet
DIAG|GLOBAL          |                 vid:761  |13:04:43|2865953|using 32 bit Z buffer with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:772  |13:04:43|2865953|opaque pix      8 8 8
DIAG|GLOBAL          |                 vid:775  |13:04:43|2865953|translucent pix 8 8 8 8
DIAG|GLOBAL          |                 vid:777  |13:04:43|2865953|
DIAG|GLOBAL          |                 vid:3295 |13:04:43|2865953|tex mem:   total 655155199, free 642318335
DIAG|GLOBAL          |                 vid:3310 |13:04:43|2865953|frame mem: total 260890624, free 256442368
DIAG|GLOBAL          |                 vid:781  |13:04:43|2865953|
DIAG|GLOBAL          |            runcodes:153  |13:04:43|2865953|[Main] Entering run code [QUIT]
DIAG|GLOBAL          |            runcodes:112  |13:04:43|2865969|[View] Clearing runcode [CINERACTIVE]


Cutscene screen

(http://img29.imageshack.us/img29/5816/cutscenek.th.png) (http://img29.imageshack.us/i/cutscenek.png/)
Title: Re: FE 1.3 not working
Post by: TheJamsh on September 13, 2009, 05:24:03 AM
ERR |GLOBAL          |                 vid:2912 |13:04:42|2865031|ReleaseDD: back->DeleteAttachedSurface( zBuffer)
ERR |GLOBAL          |                 vid:2912 |13:04:42|2865047|...Access to the surface is refused because the surface memory is gone. The DirectDrawSurface object representing this surface should have the IDirectDrawSurface3::Restore method called on it.

Didnt know .dds was in DX5... is you're install a little botched?

EDIT: nevermind... localfog was always a .dds
Title: Re: FE 1.3 not working
Post by: Red Devil on September 13, 2009, 03:28:37 PM
Once I get G66 2.0 comfy (which should be soon), I'll be focusing on FE again.

I'll add the generic and improved AIPs so that they'll build faster and better, attack better (and from more angles), and add the option for commandable infantry (it already has fighting pilots).

Of course, humans will still be able to play as the Cerberi.

I'll be adding capturable Alien Artifacts which can be tuggable, so that they will give the owner alien tech if they can get it back to their base.  The (re)Capturable Object (which is the mega generator) will remain the same.

I'll add support for different bombers.

Now that I have the SP DLL's, I can tweak those.

I'll remove the lava under that bridge so the treaded units will use the bridge in that SP mission, too.
Title: Re: FE 1.3 not working
Post by: AHadley on September 14, 2009, 12:52:56 AM
What's happening with Cerberi pilots?
Title: Re: FE 1.3 not working
Post by: Red Devil on September 14, 2009, 02:13:59 AM
Using the Hadean ones for them for now.
Title: Re: FE 1.3 not working
Post by: bigbadbogie on September 14, 2009, 04:11:59 AM
There is a Cerberi pilot model but I think it's only in EPIC mod.