Battlezone Universe

Battlezone Universe => Archive Vault => 1.3 Public Beta 5: Tech Alpha 5 => Topic started by: TheJamsh on May 03, 2009, 05:38:30 PM

Title: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 03, 2009, 05:38:30 PM
Some may be aware i'm working on an add-on/enhancement pack for TA5. It will include the following:

- Hundreds of Campaign & Asset Fixes
- Many New Maps
- Two New Recycler Variants With AIP Support For CPU
- New AIP Set, Level 6 - "Merciless" Inclusion TBC
- Shell Improvements (See Extra Options In-Game, Set Up CPU Recycler Variants, More Dynamic Escape Menu) (Thanks to Red Devil)
- Map Fixes For Pathing Issues (Thanks To MrTwoSheds)
- New Multiplayer Mode, Dogfight, Introducing air-bound fast-paced deathmatch style dogfighting.
- Team Color Enhancement (Thanks To Zero Angel, AHadley & Nielk1)
- Race Mode To Be Fixed & Expanded.
- Extra Music Tracks From BZ1 & TRO (Thanks To AHadley)

Below are a couple of screenshots. They are using my team colours for the moment, and show some of the work so far. Note this is a WIP, and therefore contents of the package are subject to change.

Please Note: This is not an official add-on pack, and in esscence, is simply an enhancement modification. Do NOT complain to the 1.3 development team if issues arise when using this add-on pack. Especially GSH & Ken, or i will slappeh ure fehcc.

Send Useful Items To Damaged Ships/Stranded Personel In The Field
(http://i239.photobucket.com/albums/ff29/thejamsh/RV1.jpg)

Enjoy The Graphical Improvement That The Team Color Enhancement Offers
(http://i239.photobucket.com/albums/ff29/thejamsh/RV2.jpg)

Enhanced Shell Makes Playing And Setting Up Much Easier
(http://i239.photobucket.com/albums/ff29/thejamsh/RV3.jpg)

Introducing My Own "Merciless" AIP Set, That Will Keep You On Youre Toes!
(http://i239.photobucket.com/albums/ff29/thejamsh/successfulshell.jpg)

Enjoy Gruelling Bitter Dogfights Against the CPU Or You're Online Buddies. Have You Got What It Takes To Fight Like This?
(http://i239.photobucket.com/albums/ff29/thejamsh/RV4.jpg)

Package contents subject to change
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Steeveeo on May 03, 2009, 05:51:52 PM
Interesting...
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: bigbadbogie on May 03, 2009, 05:56:42 PM
It'd be nice to finally have some online Aircraft battles...

And I spy a speeda bike... A very badly textured one...  :-P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 03, 2009, 06:00:55 PM
Its the original minus pilot. (pilot actually realistically hops out now when its un-piloted). Cant beat a bit of speeder racing :P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 03, 2009, 07:20:28 PM
Hey Jamsh. Interested in combination with MRVP and its subsidiaries?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 04, 2009, 03:47:17 AM
Speeder bikes are by far the fastest vehicles in the game now, and can easily outrun a scout or even a mortar bike. Placing about thirty in the editor and swarming the enemy is real good fun, too :evil:

Jamsh, I see you're using some new texture fixes I haven't got. How did you get hold of them?

EDIT: You forgot to mention the new soundtracks.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 04, 2009, 05:10:52 AM
I sure am NK :P

Almost anything can go in with it, so long as theres no stock asset clashes or overides (I know SRV for pb4a overidded some effect textures for example). Obviously, that excludes the shell changes (because of improvements that have been made, and of course MRVP needs some shell stuff as well). So long as its possible to play the stock game without any problems, the way it was intended to be played then we are all set :P.

Just want any assets fixed as well.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: bigbadbogie on May 04, 2009, 05:21:39 AM
Quote from: AHadley on May 04, 2009, 03:47:17 AM
Speeder bikes are by far the fastest vehicles in the game now, and can easily outrun a scout or even a mortar bike. Placing about thirty in the editor and swarming the enemy is real good fun, too :evil:

Aren't they supposed to be slow though?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Red Spot on May 04, 2009, 05:26:55 AM
Are you working on racemode yourself now? I was just about to start looking into it but I rather have all info you might have come up with if you worked on it yourself already ... just preventing that I'm going to do what you already did and waste too much time on it ...

Also about that enhanced shell, should that allow you to change settings mid-game? As I dont think the .dll will swallow that ....
(certain settings are taken from the shell directly after the start of the game and are not read in any more if you change them later on afaik)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 04, 2009, 05:43:26 AM
wouldnt be much of a speeder bike if it couldnt go at high speed lol. Nielk1's word to describe it in a test game a while ago was 'EPIC!'

The enhanced shell doesnt allow you to change settings, only look at them. The .dll only reads them as its loading up anyhow so its all good. I havent actually fixed race mode yet, but if i cant i can always get someone to look into it. It might be as simple a thing as an asset change/revert. Not entirely sure yet...

I actually wanted to improve race mode some, by making the checkpoints use effects only (a draw_twirl effect that draws a massive semi-circle on the ground). The effect is easy to do, the hard part is getting the .dll to work with it. Essentially, the .dll would place the checkpoint effect emitters or make them active for the correct player, so as one player cannot see another players checkpoint. That system would be far better than the one we use now, you can cheat to much. Trouble is C++ is beyond me and i dont even know if this system is possible.

EDIT: found an image that sort of shows what i mean. Imagine this but much wider and like a semi-circle.

(http://www.supercheats.com/guides/files/guid/grand-theft-auto-4/b-finish.jpg)

I would probably put the speeder in the race mode list as well, so you can have speeder racing :P. Going to work on race mode some i think. Hey NK1? how about using youre ISDF ATV as a quad racer :P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: bigbadbogie on May 04, 2009, 05:52:17 AM
Quote from: TheJamsh on May 04, 2009, 05:43:26 AM
wouldnt be much of a speeder bike if it couldnt go at high speed lol. Nielk1's word to describe it in a test game a while ago was 'EPIC!'

They were damn slow in FE though...

And I don't think you can make it so that checkpoints only show up for one player. You used to be able to in 1.2 because enemy Navs were invisible.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 04, 2009, 06:15:40 AM
You know what the speeder bike is missing? A flame mesh... needs turbo thrusters...

Could always make a couple of versions... AHadley is forgetting that actually the supa fighter is the fastest vehicle in the game now :P. Racing that would be... a challenge...

BBB you know you can grab all this on the private board right? still in beta though...
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 04, 2009, 07:50:47 AM
Your supa fighter is rediculously fast, even you keep crashing into stuff and you invented the bloody thing! I think you need to slow that down a bit, mate.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 04, 2009, 07:54:03 AM
i never crash in it lol... honestly dont know why people find it hard to fly.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 04, 2009, 01:43:48 PM
I wish to talk to you about these tracks then. I want to be sure they are legal.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 05, 2009, 12:51:00 AM
AHadley was going to send them over from TRO and BZ1, all there was to it really.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 05, 2009, 12:54:31 AM
I'm not entirely sure, but until I am told otherwise I am willing.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 06, 2009, 01:20:26 AM
Appel from BZ2maps has just given me permission to convert his maps from timeViruses ZST mod. So you can expect a bunch more maps in this now as well.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: cheesepuffly on May 07, 2009, 03:00:28 PM
I thought ZST were maps with improved AIPs..?

Does that make it a mawd?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 07, 2009, 03:54:57 PM
No, since the so called advanced AI of ZST has no use in 1.3
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 08, 2009, 12:49:10 AM
its not improved AIP's, its essentially a .dll that gives units a skill setting of three.

you can do that in 1.3 anyway if u like. ZST also made units better than they should be to work against flying, so thats not needed now. its just maps :)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: xSSx Grizzly on May 08, 2009, 11:44:43 AM
When is this out???
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 08, 2009, 12:51:27 PM
when its finished, i think jamsh is mostly waiting on me atm :P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 08, 2009, 12:52:29 PM
Quote from: AHadley on May 08, 2009, 12:51:27 PM
when its finished, i think jamsh is mostly waiting on me atm :P

Nope. I think more me. :-P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: mrtwosheds on May 08, 2009, 03:03:47 PM
Quote
you can do that in 1.3 anyway if u like. ZST also made units better than they should be to work against flying, so thats not needed now.
I must disagree, turrets are still very vulnerable to attack from above, with weapon linking on they can be killed in one drop without them even hitting you.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Red Spot on May 08, 2009, 03:57:23 PM
On a very basic level ZST is basicly as G66, however G66 doesnt really change assets but adds them and ZST changes assets ...
(Than people join 1.3 MPI games telling how hard ZST is while constantly loosing ships ... go figure ... :))
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 08, 2009, 05:51:35 PM
nooooo. you cant compare G66 to ZST.

G66 is against AI based, wereas ZST is human vs human. G66 is INSANE!
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 09, 2009, 12:50:07 PM
Quote from: Nielk1 on May 08, 2009, 12:52:29 PM
Nope. I think more me. :-P

Well, I'm waiting on you too :P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 09, 2009, 02:31:55 PM
Jamsh is still right. I played the 1.2 version.

You can get the installer with EVERYTHING from Centerline's site IIRC. My wiki links to the file in the 1.2 install guide (which is still missing ZST entries).
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 10, 2009, 10:24:28 AM
Now includes maps by {LOC} Storm Front and {bac} appel. Thanks to them!
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 10, 2009, 05:05:22 PM
Jamsh has my additional color enhancements, they effect buildings as well. The work sporadically though, not sure why.

[OT]My finals are finally over, we can only hope I get a total GPA of 3.5 or higher or my future's in the toilet (can't pay for any more schooling without it). BUT, this means more BZ2 time till next semester.[/OT]

EDIT: grammar
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Steeveeo on May 10, 2009, 07:44:55 PM
Quote from: Nielk1 on May 10, 2009, 05:39:48 PM
About quoted bit:
That is wrong. You cannot just change topics, unless you expect to one day change names. We are a rather small community and everyone is rather known.
Actually, THIS is wrong, because on the internet, and what I am saying is a highly guarded secret known by very few people:

NO ONE GIVES A hoot.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: bigbadbogie on May 10, 2009, 08:10:13 PM
Me too :-P.

(In referal to a recently removed post by N1... so not as random as you think.)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 11, 2009, 01:33:48 AM
Yesterday i added another 16 maps by "RocketmanX" who kindly gave me permission to use them. Thanks to him!

I also made a bunch of Campaign fixes. Getting to the point where the rest are the cause of the .dll. The strangest one is the missing file calling, but meh.

Permission to add Nielk1's ATV to race mode :P? Might expand on it a little... Once the mode in general gets fixed.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 11, 2009, 10:07:19 AM
Can you all, please, just STOP ARGUING! Whether G66 was originally made as MPI or Strat doesn't matter, this isn't the right place for it anyway.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 11, 2009, 10:16:27 AM
Quote from: TheJamsh on May 11, 2009, 01:33:48 AM
Permission to add Nielk1's ATV to race mode :P? Might expand on it a little... Once the mode in general gets fixed.

Of course.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 11, 2009, 11:22:40 AM
I thought I said stop?

My nick is connected to my name, hell it IS my bloody name, but am I complaining?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 11, 2009, 02:51:55 PM
Just figured out (when testing SP campaign) that team color texture fixes do indeed 'break' or 'alter' some things. You can see the blatant problem in the screenshot below from isdf05.bzn. The lights from the world arnt being applied (glowskin is why :P).

There will be a toggle now to turn them on/off. Nielk1 says he can do this... somehow :P

(http://i239.photobucket.com/albums/ff29/thejamsh/teamcolorbreak.jpg)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 11, 2009, 03:03:30 PM
One further note, due to a recently exposed bug (which i previously thought could be fixed via a new ODF flag), certain campaign "fixes" will not be made.

Hint: Play the campaign with lights set to 'none' :)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 11, 2009, 03:49:13 PM
I'm working on a customization level mod manager that simply lets even n00bs use custom skins and sound packs without ruining something.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 12, 2009, 12:19:56 AM
Would it be possible to force the glowskins to off in SP, and to on in MP?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 12, 2009, 12:44:27 AM
No. And besides, the glow skins don't look good in some MP instances as well. It is all about the player's preference.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 12, 2009, 09:54:11 AM
I think computer may come into it too, but you're right all the same. Maybe a toggle switch is a good idea.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: mrtwosheds on May 12, 2009, 01:20:29 PM
Glowskins make things glow by preventing the world lights from being applied. If the alpha channel parts of the glowskin are pure white, no lighting at all will be applied to that area and it will appear to glow on a dark map. If they are 128 128 128 grey you will get half the lighting and half the team color...
By varying the alpha channel grey you can make different parts of the unit show more or less team color and of course more or less glow.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 12, 2009, 01:24:35 PM
Maybe we should have you making the glowsins :lol:
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: mrtwosheds on May 12, 2009, 02:57:52 PM
Maybe I already have far too much to do making my own stuff.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 19, 2009, 10:53:28 AM
For anyone who wants to contribute towards this pack, please get youre submissions in within the next 2-3 weeks. The pack is getting a bit TOO large now, so i want to finalize it after my two big projects are in and sorted. PLEASE test you're stuff as well, there will be beta testing later, but dont want any huge bugs to crop up.

If you have a submission and you want me to consider adding it in, PM me with a description of it and a link for the related files. Dont treat that as a feature request message though.

On a more negative note, im afraid im going to have to drop the 'merciless' aip set for the meantime. Depending on wether or not Red Devil is going to work on a new AIP editor program depends on wether i might work on them again or not. And how much free time i have before release date :).

If they do go in, maybe 'Beserk' is a better name? watcha think?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Purplehaze on May 19, 2009, 03:03:29 PM
Eh i kinda like merciless, but it's your enhancement pack, So do whatever you wish
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: bigbadbogie on May 19, 2009, 06:48:56 PM
Impossible AIPs?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Zero Angel on May 19, 2009, 07:04:13 PM
A couple of suggestions:

-- Do not let it interfere with existing assets. It should enhance the BZ2 interface without preventing anyone without the pack from playing a game with someone who has it. An enhancement pack and a mod are different things. BZERC is an enhancement, BZNES is an enhancement, Newkeys is an enhancement. ZST is a mod (map based), XMOD is a mod (rec based), FE is a mod (full game mod).

-- You may used my colorize.tga (http://zeroangel.overminddl1.com/misc_files/colorize.tga) file if you want the HUD to look a little different.

(http://zeroangel.overminddl1.com/misc_files/newcolorize.jpg)

-- You should also consider adding newkeys to the pack -- I can make some customizations to newkeys if you like like the 'select all teammates' bind as well the 'fast pods' and 'exit bz2' keybinds. I also have several unique chat keybinds and taunts which people can check out.


Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 19, 2009, 11:19:35 PM
The asset fixes will be a separately launched aspect while all those safe to stock assets will be on all the time. I am trying to get a local mod manager made so even a complete moron can easily swap out things like texture packs, sound packs, and interface mods. I'm hitting some snags though, stupid .Net keeps getting in my way.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 20, 2009, 06:39:02 AM
Yeah it wont be interfering or overriding stock assets, i was quite clear about that with any inclusions.

Nielk1 as he has said is writing up a mini-mod manager program, which will enable you to run the enhancement with certain things turned on & off.

Ive never used Newkeys, but would be interested in learning about it. TJRV has a solution for pods taking ages to order, but others stay the same.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 20, 2009, 10:08:03 AM
Dutchboy's NewKeys allows you to use keyboard commands for all kinds of features that you normally need the console or shell for. You can also use quick-chat with the numberpad.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 20, 2009, 03:34:52 PM
Cool

TimeVirus has just PM'ed me with permission to include his ZST maps. He wants them to have the "TV-mapname" prefix so they group together. Still need some Race maps and a the .dll fixed :)...
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Zero Angel on May 20, 2009, 05:53:24 PM
Consider including additional built-in keybinds using bzgame_keys.cfg . This is my custom bzgame_keys.cfg which is based on Newkeys.

//////////////////////////////////////////////////////////////////////////////
//
// Copyright 1997-98 Activision Studios, Strategy Group
//
// Battlezone II - Setup for game mission
//
//
//             Dutch Boy's Key Config MOD
//
//                  92700 RELEASE


// Camera views
Bind("+shift F1", "view.set.cockpit");
Bind("+shift F2", "view.set.forward");
Bind("+shift F3", "view.set.chase");
Bind("+shift F4", "view.cockpit");
Bind("+shift F5", "view.interface");
Bind("+shift F9", "view.set.schematic");
Bind("+shift F10", "view.set.satellite");
Bind("+shift F12", "view.set.freeeye");

// Group toggle
Bind("-shift -ctrl F1", "control.group.toggle1");
Bind("-shift -ctrl F2", "control.group.toggle2");
Bind("-shift -ctrl F3", "control.group.toggle3");
Bind("-shift -ctrl F4", "control.group.toggle4");
Bind("-shift -ctrl F5", "control.group.toggle5");
Bind("-shift -ctrl F6", "control.group.toggle6");
Bind("-shift -ctrl F7", "control.group.toggle7");
Bind("-shift -ctrl F8", "control.group.toggle8");
Bind("-shift -ctrl F9", "control.group.toggle9");
Bind("-shift -ctrl F10", "control.group.toggle10");

// Group move
Bind("-shift +ctrl F1", "control.group.move1");
Bind("-shift +ctrl F2", "control.group.move2");
Bind("-shift +ctrl F3", "control.group.move3");
Bind("-shift +ctrl F4", "control.group.move4");
Bind("-shift +ctrl F5", "control.group.move5");
Bind("-shift +ctrl F6", "control.group.move6");
Bind("-shift +ctrl F7", "control.group.move7");
Bind("-shift +ctrl F8", "control.group.move8");
Bind("-shift +ctrl F9", "control.group.move9");
Bind("-shift +ctrl F10", "control.group.move10");

// Teammate selection
Bind("-shift -ctrl F10", "control.team.toggle1");
Bind("-shift -ctrl F9", "control.team.toggle2");
Bind("-shift -ctrl F8", "control.team.toggle3");
Bind("-shift -ctrl F7", "control.team.toggle4");

// Teammate send units
Bind("-shift +ctrl F10", "control.team.moveto1");
Bind("-shift +ctrl F9", "control.team.moveto2");
Bind("-shift +ctrl F8", "control.team.moveto3");
Bind("-shift +ctrl F7", "control.team.moveto4");

// Editor keys
Bind("+ctrl E", "mission.edit");
Bind("+ctrl Z", "editor.undo");
Bind("+ctrl A", "editor.redo");

// Activate chat
Bind("-shift -ctrl Enter", "network.chatline.activate2");
Bind("-shift +ctrl Enter", "network.session.togglescores");

// Game keys
Bind("+alt P", "mission.pause");
Bind("Pause", "mission.pause");
Bind("+alt X", "mission.exit");
Bind("+ctrl S", "game.save");
Bind("+ctrl O", "game.load");
Bind("+alt F", "vid.framerate");

// Escape screen
Bind("Escape", "mission.escape");

// Debug keys, remove me for release
//Bind("+alt M", "vid.render.multilayer");
//Bind("+alt L", "vid.render.lighting");
//Bind("+alt W", "vid.render.wireterrain");
//Bind("+alt T", "vid.render.terrainreduce");
//Bind("+alt V", "vid.nextmode");
//Bind("+alt K", "vid.xmm");
//Bind("+alt A", "ai.autopilot");
//Bind("+alt \", "mono.toggle");
//Bind("+alt ]", "mono.next");
//Bind("+alt [", "mono.prev");
//Bind("+alt +ctrl ]", "mono.pgdn");
//Bind("+alt +ctrl [", "mono.pgup");

//Cineractive keys
//Bind("+alt R", "script.start.record");
//Bind("+alt E", "script.stop.record");
//Bind("+alt 1", "script.start.vehicle");
//Bind("+alt 2", "script.stop.vehicle");
//Bind("+alt 3", "script.play.vehicle");
//Bind("+alt 4", "script.skip.cin");

// Playback controls
//Bind("+ctrl R", "playback.restart");
//Bind("+ctrl P", "playback.stop");

// Take Screenshot
Bind("SysRq", "iface.screenshot");
Bind("+ctrl G", "iface.screenshot");

// Activate Wireframe Mode
Bind("+alt 5", "editor.camera.wireframe=1"); //Wire 
Bind("+alt 6", "editor.camera.wireframe=2"); //Height
Bind("+alt e", "editor.camera.wireframe=3"); //Color
Bind("+alt 7", "editor.camera.wireframe=4"); //Buildable Terrain
Bind("+alt q", "editor.camera.wireframe=0"); //Default

// Single Player Cheat keys
Bind("+alt -shift h", "game.cheat bzstealth"); //Enemies Don't Attack You
Bind("+alt +shift h", "game.cheat bzunstealth"); //Stealth mode off
Bind("+alt j", "game.cheat bzbody");    //Infinite Health
Bind("+alt k", "game.cheat bztnt");     //Infinite Ammo
Bind("+alt l", "game.cheat bzradar");   //Full Radar
Bind("+alt ;", "game.cheat bzfree");    //Infinite Scrap Supply
Bind("+alt '", "game.cheat bzview");    //Free Sat View, hit Shift+F10 to activate

// Toggle EMBM.
Bind("-shift b", "bump.toggle");

// Chatline Addon

Bind(";", "network.chateditline '/chatall';network.chatline.entered");
Bind("'", "network.chateditline '/chatteam';network.chatline.entered");
// Taunts - Dog fight
Bind("+shift Numpad1", "network.chateditline 'Defend yourself!';network.chatline.entered");
Bind("+shift Numpad2", "network.chateditline 'Come back here im not finished with you yet';network.chatline.entered");
Bind("+shift Numpad3", "network.chateditline 'Go ahead and run, youll just die tired';network.chatline.entered");
// Taunts - Retaliation
Bind("+shift Numpad4", "network.chateditline 'Prepare to be obliterated!';network.chatline.entered");
Bind("+shift Numpad5", "network.chateditline 'I dont have time to be killed by you weaklings';network.chatline.entered");
Bind("+shift Numpad6", "network.chateditline 'That was too easy...';network.chatline.entered");
// Taunts - Bomber
Bind("+shift Numpad0", "network.chateditline 'Need urgent help!';network.chatline.entered");
// Taunts - Near end
Bind("+shift Numpad7", "network.chateditline 'That was fun lets do it again';network.chatline.entered");
Bind("+shift Numpad8", "network.chateditline 'You call that fighting?';network.chatline.entered");
Bind("+shift Numpad9", "network.chateditline 'I have you now!';network.chatline.entered");
// BASIC COMM
Bind("+shift Numpad.", "network.chateditline 'Affirmative!';network.chatline.entered");
Bind("+shift NumpadEnter", "network.chateditline 'Negative!';network.chatline.entered");
// General
Bind("-shift Numpad0", "network.chateditline 'Stay together! Pay attention to the position of your teammates!';network.chatline.entered");
Bind("-shift Numpad.", "network.chateditline 'RETREAT!!! Get back to base!';network.chatline.entered");
Bind("-shift Non-USNumpad.", "network.chateditline 'RETREAT!!! Get back to Base!';network.chatline.entered");
// Supplies
Bind("-shift Numpad1", "network.chateditline 'Need two pods!!';network.chatline.entered");
Bind("-shift Numpad2", "network.chateditline 'Send me a scav';network.chatline.entered");
Bind("-shift Numpad3", "network.chateditline 'Multiple incoming enemies!';network.chatline.entered");
// Offensive
Bind("-shift Numpad4", "network.chateditline 'Hit their pools!';network.chatline.entered");
Bind("-shift Numpad5", "network.chateditline 'Take out their power';network.chatline.entered");
Bind("-shift Numpad6", "network.chateditline 'Attack their base!';network.chatline.entered");
Bind("-shift NumpadEnter", "network.chateditline 'KILL IT...I have its attention';network.chatline.entered");
Bind("-shift Numpad*", "network.chateditline 'Paint the most dangerous enemy unit!';network.chatline.entered");
// Defensive
Bind("-shift Numpad7", "network.chateditline 'Get back to base!';network.chatline.entered");
Bind("-shift Numpad8", "network.chateditline 'Heads up...we have a sniper near our base';network.chatline.entered");
Bind("-shift Numpad9", "network.chateditline 'Regroup at ME!';network.chatline.entered");
Bind("-shift Numpad/", "network.chateditline '&%$#@!, INBOUND BOMBER!!!';network.chatline.entered");



// Team Colors
Bind ("+shift ,", "game.teamcolors 0"); //Off
Bind ("+shift .", "game.teamcolors 1"); //Default
Bind ("+shift /", "game.teamcolors 2"); //Team Play
Bind ("+shift Non-US/?", "game.teamcolors 2"); //Team Play

// 01182001 Release

// Server Tweaks and Connection stats
Bind("home", "game.histogram");


// 05202009 Release

// Fast Pods (not working yet)
Bind ("-shift -ctrl q", "control.base.set1;control.command.item7.trigger");

// Full team toggle - TV mod

Bind("-shift -ctrl F12", "control.team.toggle1");
Bind("-shift -ctrl F12", "control.team.toggle2");
Bind("-shift -ctrl F12", "control.team.toggle3");
Bind("-shift -ctrl F12", "control.team.toggle4");

Bind("-shift -ctrl F11", "control.team.toggle2");
Bind("-shift -ctrl F11", "control.team.toggle3");
Bind("-shift -ctrl F11", "control.team.toggle4");


// Adjust Sky Ranges -- Range 1 (Editor Only)
Bind ("+shift C", "sky.visibilityrange 350");
Bind ("+shift C", "sky.fogrange 150 350");
Bind ("+shift C", "sky.fogbreak 0.4");

// Adjust Sky Ranges -- Range 2 (Editor Only)
Bind ("+shift V", "sky.visibilityrange 500");
Bind ("+shift V", "sky.fogrange 150 500");
Bind ("+shift V", "sky.fogbreak 0.4");

// Adjust Sky Ranges -- Range 3 (Editor Only)
Bind ("+shift B", "sky.visibilityrange 750");
Bind ("+shift B", "sky.fogrange 150 750");
Bind ("+shift B", "sky.fogbreak 0.4");

Features of this include:

- Quick keys for teamchat and allchat located right next to the 'enter' key (semicolon (;) and quotation mark (')).
- Select all teammates including commander using F12 -- Select all teammates except for commander using F11
- Visibilityrange keybinds for editor mode (shift + C, V, B)
- 'Home' key toggles histogram
- Number pad to transmit preset chat messages like 'send me a scav' and 'need two pods'. Holding 'shift' while pressing a number on the number pad will transmit taunts.
- Additional keybinds for various other console commands
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Zero Angel on May 20, 2009, 07:54:08 PM
Quote from: TheJamsh on May 20, 2009, 03:34:52 PM
Cool

TimeVirus has just PM'ed me with permission to include his ZST maps. He wants them to have the "TV-mapname" prefix so they group together. Still need some Race maps and a the .dll fixed :)...
Neat -- If that's the case why dont you use the naming convention:

ST: TV: Crater
ST: TV: Devils Cauldron
ST: MP1: Blahblah
ST: MP2: Blahblahblah
ST: MP3: Blahblahblahblahblah
ST: ZA: Blahblahblahblahblah

MP refers to 'mega pack #' for the ZST mega maps which are converted to 1.3

Other map authors can use the ST: AuthorInitials: Mapname naming convention to sort their works, if the author has released a large amount of maps at once.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 21, 2009, 02:58:47 AM
May I suggest using ZA's colorize.tga? Looks prettier than the stock one. Also, you may want to consider implementing parts of spAce's HyperSFX pack if he grants permission, since he doesn't normally like his things being used by other mods. You could provide a link to the TimeDisruptor thread anyway.

http://timedisruptor.com/forum/viewtopic.php?t=1240 (http://timedisruptor.com/forum/viewtopic.php?t=1240)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on May 21, 2009, 11:41:37 AM
Nielk1's mod manager could take care of ZA's new shell. i must admit it does look pretty. E-pack users could spec what they want on or off.

Just as a quicky, the newkeys arnt going to bring back cheats are they?

Naming the ZST maps with mega pack seems like a good idea. currently they are just ST, so blend in with stock too well. wouldnt be hard to changed though.

By the way ZA, you can get the latest beta on the private board if youre interested. Ive made improvements again, but its going a bit slow with college atm. will do my best once its over to get it out quick and bug-free :P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 21, 2009, 11:51:48 AM
NewKeys has hotkeys for all the cheats, but they only work in SinglePlayer and the Editor enable / disable only works in editor mode.

Could I have a link to the new version, please? I think I might be working on something that's obsolete.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: General BlackDragon on May 21, 2009, 07:00:19 PM
Quote from: Zero Angel on May 19, 2009, 07:04:13 PM
It should enhance the BZ2 interface without preventing anyone without the pack from playing a game with someone who has it.

Just to inform people, it's impossible to cause the interface to make bad assets aside from editing "localize.odf"

as long as you leave that one file alone, you can do whatever the hell you want to the rest of the interface and one will get bad assets :)

EDIT: bad news, ZA you need to update that colorize.tga for 1.3 pb4+. It's missing the arrows for turretcompass.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Zero Angel on May 21, 2009, 07:22:06 PM
Quote from: General BlackDragon on May 21, 2009, 07:00:19 PM
EDIT: bad news, ZA you need to update that colorize.tga for 1.3 pb4+. It's missing the arrows for turretcompass.

Okay. I have the source PSD file for my colorize file around here somewhere so that will be easy to do.

EDIT: I just checked the patch13.pak for the modified colorize.tga but the only file that I can find there is colorize.dxtbz2 and colorizelg.dxtbz2 . Can anyone send me the source colorize files which were used to generate the dxtbz2, or otherwise tell me how to convert them into an image format I can work with?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 21, 2009, 08:10:32 PM
get the modder data pack.

I do not know when the LG version is used personally, might be always might be sometimes.

BZ2DXTs are like MSHs, well, except someone who tweaks a DXT plugin for a new header could get at them.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Zero Angel on May 21, 2009, 10:45:25 PM
I don't think it is always, because my colorize.tga file did style the HUD elements, even before I created a colorizeLG file. I think the LG file is just created for IN CASE someone needs to add new interface elements.

Anyways my colorize files have been updated with the new turret compass markers and are available.

colorize.tga (http://zeroangel.overminddl1.com/misc_files/colorize.tga)
colorize.dxtbz2 (http://zeroangel.overminddl1.com/misc_files/colorize.dxtbz2)
colorizeLG.tga (http://zeroangel.overminddl1.com/misc_files/colorizeLG.tga)
colorizeLG.dxtbz2 (http://zeroangel.overminddl1.com/misc_files/colorizeLG.dxtbz2)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 24, 2009, 11:02:40 AM
I've made progress in leaps and bounds on the Glowskins. All the ISDF building textures should be finished within ten minutes, just need DXT conversion. Still need to work on the Bomber bay, APC, Constructor, Tug, and pilot, then I can get going on the Scions. :-D
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 24, 2009, 11:32:47 AM
OK, there are two of three textures that are really bothering me. I'm hoping you modelling bods can tell me what the name of the textures on each of these bits is.

1) Factory building platform

2) Service Bay main tower side, Training Centre main tower side

3) Bridge Ramp floor, Bomber Bay landing pad

I've taken a look at these in BZ2ME, got the first two, but no luck on the last one. Anybody?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 24, 2009, 12:46:10 PM
They don't use 'road' do they?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Warfreak on May 24, 2009, 01:12:44 PM
iblpad00.pic  :-)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 24, 2009, 02:37:40 PM
It can't be, I've already got that one... you sure?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Warfreak on May 24, 2009, 02:47:27 PM
Opps, just checked the model, its "ibextf00.pic".  :| (this means you would be teamcoloring the baseplate)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 24, 2009, 02:48:53 PM
oh, is it? that's odd, thought i'd got that one too.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 24, 2009, 04:24:40 PM
You know, I already did 90% of what you're doing and sent it to Jamsh already. Its... around here somewhere, but I know for sure Jamsh has it.

I want to know why the hell the textures are randomly used or not used though. 2 models using the same textures will be different when I look at them.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 25, 2009, 01:58:39 AM
The ones I'm making work perfectly for me every time, so there might be some difference somewhere in the textures we have each made. I've got them in both PIC and DXTBZ2 format, might that be it?

All the same, it's good for experience :P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on May 25, 2009, 02:27:51 AM
I have them in both PIC and DXT, or else how could I have it randomly choose one over the other and still work? When It was picked DXTs and I only had pics, I added the DXT only, when some others and some the same were now only using PICs I added those in as well. Now sometimes it doesn't use EITHER.

Either way, you will likely get textures I forgot to do, so when I get it all together for Jamsh (as a local MP safe addon I will be setting it up for the LMM idea) I will be sure to check over every texture.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: AHadley on May 25, 2009, 03:24:02 AM
OK, good idea.

And that issue of yours sounds quite nasty.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on June 12, 2009, 12:48:49 PM
Update:

TimeVirus gave me permission to include his maps for ZST a while back, and now they are in with one exception. The Tronic map will not be making an appearance.

Theres a few dilemas i need to solve (invisible terrain, broken sky files etc), these should be fixed over the weekend or even tonight if i get the chance.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Commando on June 12, 2009, 01:46:50 PM
ColorizeLG is used when you run at a resolution of 1280x1024.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on June 12, 2009, 03:50:47 PM
Why no Tronic? Other ppl's assets in the map?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on June 12, 2009, 04:37:47 PM
No its just being a total nightmare to convert... and i got to a certain point where i wasnt motivated to do it anymore :P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on June 12, 2009, 04:39:26 PM
I'll do it >.>, next addon pack beta thingy I;ll look into several things...
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on June 12, 2009, 04:42:40 PM
Cool, i got halfway there. But i started changing asset names and doing a find/replace in arachnophelia with the .bzn file (in ASCii of course).

Kept crashing after that, so gave up and worked on something else... But yeh ill send it over in next beta. I havent really done enough on it recently to warrant one of those for a while though.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on June 12, 2009, 06:21:13 PM
I've given up text editing BZNs. If I do ANYTHING other than change a pilot ODF in one it AVs.

Depending on what I need I sometimes make a DLL that does all relevant things. I suspect it will be even easier to fix a simple map like that without resorting to ASCII or DLL editing.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Axeminister on June 29, 2009, 04:42:55 PM
Played version 7 today. I love how the enemy base builds new stuff. Now that rules!
Instead of starting out with a defense a god would be proud of, they build their own. F-n-A, now that's what I'm talking about, Willis!
lol
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on June 30, 2009, 07:37:09 AM
thanks axe :) glad youre enjoying it!
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Axeminister on July 01, 2009, 11:00:43 AM
I know neilk1 is working out a way to install this but I wanted to report something that you may already know, I don't know because I haven't found time to read everything you guys are doing. Here it goes.
I have made the shortcut to run the addon pack and it runs fine, everything is there. But when I click my shortcut for default TA5 all that stuff is there also and everytime someone new joins my TA5 games the first thing they say is that they can't join because of different assets. I always tell them to just join again, and that works. But there are few that give up before I can tell them anything. This thing is supposed to not change default in any way and I didn't know if you already knew this stuff.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on July 01, 2009, 11:32:52 AM
It will be fixed for the best in the e-pack so dont worry.

Also, you SHOULDNT have to run from a shortcut, you can run BZ2 as normal still, as the installer add's lines to youre .cfg file (makes it easier for users)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on July 01, 2009, 02:10:52 PM
Quote from: Axeminister on July 01, 2009, 11:00:43 AM
I know neilk1 is working out a way to install this but I wanted to report something that you may already know, I don't know because I haven't found time to read everything you guys are doing. Here it goes.
I have made the shortcut to run the addon pack and it runs fine, everything is there. But when I click my shortcut for default TA5 all that stuff is there also and everytime someone new joins my TA5 games the first thing they say is that they can't join because of different assets. I always tell them to just join again, and that works. But there are few that give up before I can tell them anything. This thing is supposed to not change default in any way and I didn't know if you already knew this stuff.

Good god do they read... Do I have to make a folder called "!TRY_JOINING_AGAIN" to make them understand?
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on July 01, 2009, 02:35:14 PM
lol

i notice youre running active as well Axe when in testing, run passive. (by that i mean just run BZ2 as you would without the e-apck installed), from a non-modified shortcut or w.e
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on July 01, 2009, 03:04:25 PM
bzone.cfg = safe
bzone_addon.cfg = not safe unless other person uses it to. This changes files that would cause BA.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on July 11, 2009, 05:49:30 AM
I have just had permission from (bac)Malovence to include ALL his maps :)

I think that pretty much covers the majority of the ZST maps, so i hope we'll see even more people playing TA5 now. The e-pack now includes nearly 100 new maps :)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on July 11, 2009, 05:53:10 AM
You mean 100 old maps. :-P
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on July 11, 2009, 05:55:01 AM
well yeh lol. a few new ones though.

ive also included a brand new one of my own though. if you like GH-style maps youll love this.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on July 11, 2009, 06:12:18 AM
I have a question for the public. Would people be interested to see the Hadean & Cerberi races included in the form of Strategy Recycler variants only?

They will ONLY be available for strategy games, NOT MPI or IA mode. Of course, we could add additional vehicle lists that let you use the units in DM as well.

I was thinking about this a while ago. Its not quite the e-packs style, but wouldn't take long to do. A lot less time than the starfleet rec-variant anyway...
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Axeminister on July 11, 2009, 12:05:57 PM
yes
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: VSMIT on July 11, 2009, 01:00:32 PM
Quote from: Axeminister on July 11, 2009, 12:05:57 PM
yes
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on July 11, 2009, 01:13:08 PM
lol

think that answers it. They will also be useable in IA and MPI to play AGAINST the computer, but you wont be able to play against them. Still, i think thats enough. No way on earth am i doing that many sets of AIP's...
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Nielk1 on July 11, 2009, 03:24:11 PM
No...

This is FE's area. Unless you physically adapt every single part of the pack (What, 20+ MRVP recs?) to also work with the 2 additional races, adding them is nothing more than a cheap infringement on the area of FE.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: hosolon on July 16, 2009, 03:17:12 PM
yes
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on July 16, 2009, 04:33:12 PM
feature has been withdrawn, check the other thread for info
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: Axeminister on July 27, 2009, 08:46:06 PM
We tested version 9 this weekend on Dunes on Berserk as ISDF versus Scion. The Scions never built base and only sent scouts. They never capped base pool and were easy to defeat.
I injured my back friday and haven't been able to sit in my chair for long all this weekend. So this was the only testing we did. We're trying to divide out time between having fun with TA5, testing G66, the Addon pack and other stuff. Please bare with us.
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on July 28, 2009, 12:35:33 AM
Thats ok, i know EXACTLY what bug it is with the scions and i do have it fixed in my private build, but thats going out in a few weeks because i want to fix it as much as possible and get as many of the features in. THe ISDF howevber, should still build correctly, but again ive made changes recently...

DW about testing Axe you've probably done more than some :)
Title: Re: TheJamsh' TA5 Enhancement Pack Preview
Post by: TheJamsh on September 18, 2009, 04:45:49 AM
This topic is now locked. A more up-to-date topic for this has been created in Battlezone II Mods.

Find it here: http://www.bzuniverse.com/forum/index.php/topic,9910.0.html