Natty Bumppo is the author of G66 and G66 2.0 and is one of the very finest BZ2 modders.
Unfortunately, Natty was unable to finish 2.0 due to RL, but he was gracious enough to pass on the DLL source and assets
Commando, bless him, did a *lot* of tedious work in modifying assets to make use of inheritance.
I was fortunate enough to be able to work on his project, but, in the process, I have been affected/infected by his loathng of humans, so I am now unable to apologize for any evil that may befall you - not that I would if I could.
G66 2.0 should mainly be played on the "v2' maps found at the bottom of the map list.
G66 2.0 Features:
Environment:
- Earthquakes
- Animals
- Volcanoes and Geysers
- Random Pools
- Random Scrap Fields
- Mine Fields
- Birds
- Sun Movement
AI:
- Surprise Attacks
- Rogue Attacks
- Subversion
- Patrols
- Skill Progression
- Fighting Pilots (Randomized Snipers, Riflemen, Grenadiers, and Rocketeers)
- Advanced AI
- 12 Generic AIP's per race
- Difficulty adjustments
- Selectable in shell.
- Difficulty increases according to number of humans present.
- Armor of enemy increases according to difficulty selected.
- Idle Dispatcher is not used
Startup
- Advanced ship selection
- Neutral Snipes
Humans
- Commandable Infantry (snipers, riflemen, grenadiers, anti-tank)
- Pilotable APCs (thanks to Greenheart)
- Subversion Rifles (thanks to Nielk1 for the chargegun idea)
Deatmatch
- Huge DM maps with fast ships
Here's the BETA of G66 2.0 to TEST. It's for PB5.1.
>>> DELETE any old G66 2.0 folder before installing <<<
Unzip to the root of your install so that it creates a "G66 2.0" folder in the root.
Your install should look like this:
(http://www.bzuniverse.com/~betadudes/unprotected/G66_Install.png)
Add ' /config G6620.cfg ' (sans quotes) to your shortcut to run (use the supplied .lnk file as a guide).
Example:
Target "C:\Program Files\BZ2\bzone.exe" /config G6620.cfg
Start in "C:\Program Files\BZ2"
Vista/Windows 7:
- Add /novista to the shortcut as well if you want BZ2 file locations to remain the same. Otherwise, Vista/Windows 7 will place the pilots, saved, and other folders and their files in My Documents.
The maps in the map list with a 'v2' on the end are G66 2.0 maps. The others are older maps without all the new path points added yet, so they will not play as well as the 'v2' maps.
G66 2.0 Beta 42 for PB5.1 (http://www.bzuniverse.com/~betadudes/unprotected/G66_2.0_Beta_42.zip) <<===== DOWNLOAD LINK .zip version ~40.0 MB
G66 2.0 Beta 42 DLLs (http://www.bzuniverse.com/~betadudes/unprotected/G66_2.0_Beta_42_DLLs_.zip) <<===== DOWNLOAD LINK .zip version 558 KB
G66 2.0 CFG (http://www.bzuniverse.com/~betadudes/unprotected/G6620_cfg.zip) <<===== Download/unzip this if the the CFG is missing .7z version 2KB
Uploading a new BETA 14 zip.
- Found the cause of the Service Bay problem and fixed it.
- Reduced Rail Gun fire rate and range.
- Reduced laser missile fire rate and range.
- Added Training Facility as requirement for infantry and reduced cost to 10.
I picked up a Rail Gun crate in TA5 earlier, fired it, experienced some warping/resync, then it turned into Xenon Stream, so I see what you guys mean. Might be just TA5, tho.
If you can't figure it out just make the weapons be surprise weapons (no name crates) so people won't always point it out as a flaw.
Heh :lol: Funny yo should say that - i was just considering switching people's weapons on them randomly.
Found another deadly embrace case. Uploaded a new zip.
Wingnut and I tested in TA5 and the bay works now.
total pilot frustration...apparently I am alone in this nightmare...I hop out..and I am 10ft in the air..yet if I walk back I enter ship normally, but entering buildings is impossible... RD...I'm not sure a msh effects that...but I am willing to try any suggestion...
reinstalling is probably a lot less work than figuring this out...unless u realy want to know...
Sorry, had company yesterday.
Delete the G66 2.0 folder, then search your install for ispilo*.* If there's any ispilo*.msh in data\binData (or anywheres), delete it, then reinstall the latest G66 2.0.
version 14:
i played several maps, egypt, dunes, mojave and a few more. all vII on hard or insane
ai doesnt build heavy units making it too easy, just scouts, pumas, mbikes and missilescouts, i do like however that scouts have gattling, makes em a lot tougher.
the higher level u play, the more options for your own ai go toward retarted.
u can readjust that yourself but i think the challenge should be found in a hard opponent, not to command a retarted army 8-)
maybe leave those options on good ai by default and let people lower it themselves if they want to?
laser missile is great as it is, for your own use and on rockettanks, only laser rocket doesnt do much damage, making hornet again the better choice for a rockettank.
that other rocket, bombrocket or something, i only tried it 1 or 2 times and it didnt seem to work well either.
further i have enjoyed some realy good mpi 8-)
After revamping the AIP's, I purposely limited the number of heavy units being used. I'll change that soon as we move forward; then you'll wish I hadn't. :wink:
Not sure what you mean about going to a higher level. Can you supply specifics?
I reduced the damage that laser missiles do after 'pwning' the AI with them so easily.
v15 is posted, but I'm making a v16 tonight after finding a problem in the ISDF AIP's.
if you adjust the difficulty level than automaticly combat unit skill, turret skill ,skill progression and non combat skill get adjusted for your own ai.
what does skill progression do for your own ai?
greetz
edit: oh and does unit limit only effect yourself or also ai or both?
Those settings are adjusted for convenience when you select each difficulty. You can set them wherever you want afterwards.
The AI team doesn't have a unit limit.
what i'm saying is: it is inconvenient, who wants to play with bad ai?....it's no big thing though really...
Well, some people do. People who have never played before, etc.
G66 2.0 BETA 16 uploaded.
- Adjusted the ISDF AIP's so that the building of supplemental defenses don't occur before attacks start, so attacks start sooner.
- Reduced the cost of Landmasters.
- Noticed that the bomber isn't attacking now, so I put in a debugging message in the console.
AI team not having a unit limit results in serious lag if stalemates occour...which they do.
Quote from: 7thwave on August 31, 2009, 06:56:39 PM
AI team not having a unit limit results in serious lag if stalemates occour...which they do.
The AI does not hoard units like a puny human.
Just reduced the regen rate on the Gorbs. :roll:
You have an ispilo*.xsi file in your install somewhere doing this. Search your *entire* install (right click on bz2 root install folder, select Search, etc.)
Quote from: BZSubmaximal on August 29, 2009, 07:38:09 AM
total pilot frustration...apparently I am alone in this nightmare...I hop out..and I am 10ft in the air..yet if I walk back I enter ship normally, but entering buildings is impossible... RD...I'm not sure a msh effects that...but I am willing to try any suggestion...
If I find this file....what do I do with it?
If it's not in/under the G66 2.0 folder, delete it/them.
Uploaded a G66_2.0_BETA_17.zip
- Reduced regen rate on Gorb tanks.
- Fixed Bomber attack.
- Tweaked the ISDF AIP's.
- Added icons for the patrol units.
- Reduced quake volume.
maybe this is the problem, I did a search for that file, and found none...anywhere...
Specifically I looked in (many many) folders...but in the Gaips 66/objects/othervariants/pilots folder..I find a whole group of ispilo.ixi's...but all are "run, crouch" etc ixi...none are just plain ispilo.ixi
is it possible I am missing the file?..can't imagine how...I have also reloaded all the new betas on a fresh upgrade from 1.2
Do not install patches over other patches. Make a fresh install of the game, patch it to 1.3TA5 then unzip the G66 folder to that install and make the shortcut with the added strand. I hope this helps. I'm trying to understand.
Edit the ispilo.odf file in <BZ2Root>\G66 2.0\gaips66 objects\other variants\Pilot and change the geometry scale to 0.10 and see if that builds a new pilot mesh when you start the game.
Found a blockage in the End-game AIP (loaded when the AI recycler is destroyed and the factory is replaced with custom factory) , so I'm revamping that one.
:evil:
ah hell! look out, he's done something else to knock us back!
They killed my BugZappers...
Uploaded BETA 18:
- Fixed the ISDF End-game AIP (you can thank me later...) Scion End-game may need work, too.
- Increased thrust (not speed) of Landmasters and Missile Scouts after seeing them pile up at hills.
- Finally added base plates to AI base build, which spreads out their base more, thereby reducing bottlenecks.
- Increased range on Bandits.
Aren't Bandits part of the QF mod? If so how is it in G66. Last I checked it was not in of G66. If not than what faction is the bandit on?
TopGun
Bandits are manic Scouts/Drones. I could call them something else if that name is already taken.
This is probably a stupid question but I have installed the G66 2.0 as per the links at the start of this thread on top of TA5. I do not however have any G66 maps listed. If I go advanced options I can see that it is using G66 AIP files.
Have I done something wrong or should there not be any maps or something.
IR
Yes the name bandit is already taken. Its the QFs Sabre equivalent.
TopGun
You won't see the maps until you make a separate shortcut to your TA5 install. I always put it on my desktop. Right click this second shortcut and choose properties. There you'll see the "Target" area showing where the shortcut goes to. At this point press the right arrow on your keyboard to bring the cursor to the right side of the line. Add a space then /config G6620.cfg to the end of the "Target" line. Then use that shortcut to start G66, you can rename the shortcut TA5 G66, which is what I do. You'll see the maps then. PM me if you have any questions.
Hi, I have already done that but still no maps showing above the standard TA5 maps
When you installed the G66 file, did you unzip it to the main folder for your TA5 install? Did you look for the maps in the multiplayer part of the game? If you unzipped the file to the right location, and made the proper shortcut, then the only way in cannot work is if you are not using the shortcut to start the game.
We might need to consider batch scripts...lol
Did not look at MP, only looked at Instant. Will go have a look now
IR
There aren't any G66 IA maps yet, but the stock maps are playable using G66 2.0 AIP's. Should be anyways; been awhile.
I found the problem(s) with the AI bases not being built by the AIPs. TA5 needs to have the name of the building spelled out in the requirement(s), so I'm correcting them. I had tested it just in PB5.1, which doesn't need that, hence the misfire. Also, right before I zipped things up, I had changed the priority of the plan that builds the Construction Rigs (crigs), so it couldn't get to that plan. Fixed that.
Uploaded G66_2.0_BETA_19.zip:
- Fixed bases not being built in TA5.
- Fixed the base plates not being built in the ISDF AIPs. AI are bases more spread out now.
- Reduced the attacks on pools by Scouts in the ISDF AIPs.
- Increased Xenon Stream damage.
- Limited Harv/Scav production.
- Fixed ISDF and Scion End-game build requirements.
- Added Ignore setting to ISDF Gun Towers.
- Renamed Bandits to Thrashers.
- Changed the logic that determines when it switches from early game to middle game.
Red Devil, you DORK...
You two left and I went in the back of their base with 10 Rocket tanks (firebomb and heat), lead by 10 mtr bikes... followed by 10 apcs.
Needless to say with 15 seconds of the attack I started to see little green patches on my map blink and disappear... 6 gorbs showed up along with dozens of ships and took me out.
I guess I'm not going above the normal setting again. :) good job on getting things going. It's be nice if my rail gun were worth picking up now. ;)
Wingnut1
Heh sorry, I really did have to leave for personal reasons, though.
Glad you liked it. :mrgreen:
:evil:
I noticed that the service trucks aren't escorting the leader units, so either the service plans may be interfering or I need to tweak the DLL some. Speaking of which, there's still a bunch of old calls that need to be swapped out for 1.3 calls.
Forgot to say before that I changed the logic that determines when it switches from early game to middle game.
LT noticed while we were being humbled that the ST's are escorting now. :-)
- Applying the improvements to the Scion AIPs now...
- Added base plates to AI Scion base.
- Noticed that the Titans were oversteering, so fixed that.
- Made the crigs/scavs/harvs not go idle after AIP switch.
- Switched effect lights to sprites to see if the improve fps.
Hi,
I downloaded the new G66 2.0 Beta 19 just now and have been having a blast with it - very good work :) I however have a question if I may?
I'm only playing against AI at the moment, just getting back into all things BZ. Anyway the two or three G66V2 maps I've tried so far have all left me at somewhat of a disadvantage as enemy (Scion in my case) Rocket Towers are spawned appearing to secure certain pools - usually the 2nd or 3rd logical choice from my base. At first I thought the reward of capturing the pool would be down to which player (me or AI) who could build something to defeat these towers first...quite cool. What I found out is that they actually appear to belong to the enemy team...is there any way to turn these off or are they part of the maps?
I don't tend to play fast games, but prefer to just build up my base and economy while slowly denying the enemy any pools they've secured...just my preference.
I am an old hand at BZII (but still a bit rubbish) and still have my original boxed copy on the shelf - just not played for quite a while, other than the odd blast with Steveeo's Recycler varient some time back. Actually might be longer ago than I thought as this is the first time I've played BZ on my Vista build...
Any advice on configuring a game / map to remove those extra Turrets would be appreciated - or just some comments on what they're about if I'm missing something obvious.
Cheers,
Scoob.
They're pre-placed according to the difficulty level you choose. Higher difficulty == more defenses. It's up to you to find a way to defeat them.
There are some commandine parameters you can use for Vista (found in Changelog_pb3.txt) that you can use if you want:
/UseMyDocs
/Vista
If either of these is present on the commandline, or BZ2 detects
that Windows Vista (or later) is running, BZ2 will switch to using
the My Documents folder for the files it writes, including logs,
pilots, saves, etc. This can be useful if multiple people play BZ2
on the same computer.
/NoVista
If this is on the commandline, this overrides the autodetection of
Vista, and puts the files written in the same directory as BZ2 is
running. Note that if multiple, conflicting options are on the
commandline that the rightmost one wins.
Also, please note that the bzone.cfg SetPilotsDirectory() or
SetSavesDirectory() function can no longer have "@rootdir\" in them.
This is because things aren't guaranteed to be relative to the root
directory anymore. It's best to make the params to these entries a
single path, no subdirectories, or anything else. Sorry for changing
up the syntax of this param, but it's only been in the private builds,
so it shouldn't be too much work to change things. [NM]
If you play this version of G66 you may not be able to do anything slowly. I guess it depends on what you think "slowly" is, but you will love it either way. It's a lot harder than it ever was. But you can do it. We played version 19 last night and we held our own. We actually started too late and had to turn it off when it was time to attack, but had fun getting that far. Look forward to you joining us sometime.
Hint for rocket spires in beginning. Start off with the Sabre C1, which is found using the light units on page 4 of the extra options before starting your map. It has the mdm mortar, which can be used to knock them down and secure the pool easily. Alternately you can use the insane units, these are scouts with the fountain mine which can be used to easily knock out rocket spires/towers. Just be careful not to blow yourself up! :-)
Hi,
Thanks for the information...confession, I was playing on easy...still I'm getting better. Just managed to hold my own and start pushing back on one of the maps - just ran out of time really as it's getting late.
I need to read up on some of the extra features G66 offers so I can understand what they are and get the most out of this.
One thing I will mention, have you made units smarter? The reason I ask is because my Sabres and Scouts are effective now! Had my little squad of 5 scouts take out 3 Maulers who were attacking one of my outlying Deployed Scavengers and they won! They were assisted by the single remaining mobile turret I had there but nevertheless in vanilla they'd have been toast before they even got a lock on...I did lose 2 and the remaining 3 were decidedly unwell but still impressive! It's really the faster 'lock-on' time that does it as they're attacking sooner rather than zooming around doing their own thing.
Might have time to complete a map tomorrow.
Cheers,
Scoob.
I think they're...evolving.... :-o
Posting a beta 20 here now:
- Applied the improvements to the Scion AIPs...
- Added base plates to AI Scion base.
- Noticed that the Titans were oversteering, so fixed that.
- Made the crigs/scavs/harvs not go idle after AIP switch.
- Switched effect lights to sprites to see if the improve fps. (Vehicle explosions will look big)
- Added Infantry to the Scion's.
- Tweaked APC II. Let me know if it's better/worse now.
- I *think* Neutral Snipes *may* be fixed, so please let me know.
- Reduced damage done by quakes.
daatanti asked me to post this.
(http://i101.photobucket.com/albums/m61/Myrodin/G66GLITCHES.jpg)
I have to add the Extra Options to IA (not an easy task).
Assault Towers? They shouldn't be in there.
I keep forgetting to remove Reptilian Realms.
Just noticed that the Scion infantry don't have a requirement and the Executioner gets stuck in deploy. Guess I deleted the wrong ones.
Quote from: Red Devil on September 05, 2009, 08:12:43 PM
Assault Towers? They shouldn't be in there.
He's looking at the AI base in a comm bunker.
Was very tired last night. I see that DropZone now. He might have had object detail on low (or it was auto-set by low fps).
BETA 21 posted:
- Fixed Scion Infantry.
- Added more traction to Matriarch vehicle.
- Added a weapon to the ISDF.
Beta 22 posted.
Beta 23 posted.
- Fixed Human Forge not building Sentry and Lancer.
- Added 'new' weapon to ISDF Armory. Had added it to Factory, but forgot the Armory. Oops.
- Version updated on Cfg screens.
- Neutral Snipes resync is 'better', but still happens, so avoid selecting that option for now. It doesn't happen when the AI bots snipe humans, so I think they found a way around it....
Should be posting a Beta 24 tonight:
- Added a Subversion Rifle to the ISDF and Scion.
-
Yahoooooooooooooooooooooooooooooooooooooooooooo!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I have been asking for that for like 3 or 4 years. You totally rock dude!
Welllllll, I want to limit how often it shoots, but hopping in and out of a craft resets it, so I'm limiting its range.
Uploading Beta 24 now.
- Subversion rifle added to Scion Stronghold/Kiln/Forge and ISDF Armory/Factory.
Yes!
I do not know what is wrong with my BZ2. I patched a fresh install of BZ2 with 1.3PB5.1 and then extracted the G66 V24 into the root and created the shortcut and edited just like my TA5 shortcut that works. And when I try to launch it I get a BZ2 error code. But I tried G66 V23 and it worked fine.
What could be wrong? Please help.
TopGun
Never mind. I got it working. I had a program running that was conflicting with BZ2.
TopGun
Quote from: Red Devil on September 10, 2009, 12:24:24 AM
Subversion rifle
What does a Subversion rifle do? It has minimal damage and a long charge time... No uses I can think of.
EDIT: G66 mod probblem: Infantry keep entering empty vehicles (when you hop out to go into relay/factory) and when you want them to exit you press pick me up but when they hop out you can no longer control them...(Buh bye 10 scrap). Rather spoils the fun of infantry.
Quote from: Scav-Avenger on September 11, 2009, 02:52:19 AM
What does a Subversion rifle do? It has minimal damage and a long charge time... No uses I can think of.
Try it and find out.
Quote from: VSMIT on September 11, 2009, 07:01:18 AM
Try it and find out.
sounds like he did. I gotta say i modded my pilot so he took no damage and had a ton of ammo and shot and shot and never could get the gun spire to flip.
@scav-avenger it's supposed to turn an enemy into a friendly, but i guess there's a really low chance of it occuring.
It is supposed to convert enemy ships to your team and only work on units at this point. And yes it probably won't work every time. I remember the 1.2G66 version never worked every time. Only the enemy had it and it would either do damage or convert. I tried the rifle last night but never converted anything because I was missing moving enemy units or just wasn't in the right place at the right time. We only played one game, try it out some more. Red Devil asked me to shoot a Titan with it, I was never able to do that. Sounds like fun.
I realized last night that the reason the original fired 15 salvos was that that gave the DLL time to recognize that a unit had been hit. Trouble is, I had removed the salvos and gave the rifle only one shot, so I changed it back. :roll:
Also, when shooting at Gun Spires/Gun Towers, Rocket Towers, Rocket Spires (classLabel = "turret"), it randomizes a flag and - if that flag is true at the outcome - it then checks for subversion.
Also, once you shoot a unit and it doesn't subvert, it won't let you subvert it with further attempts.
That's Natty for you. 8-)
Ulploaded/linked Beta 25:
- Fixed the Subversion Rifle(I think). Please test in MP.
- Tweaked AI Siege Tank.
- Tweaked cfg's.
- Tweaked Bombers and APCs so they won't fly through hills (unless there's a short gap between them; then it just clips them a bit).
Sorry, missed a file. If you downloaded it before now, re-downloaded it.
New Version Zip does not have the .cfg in it.
TopGun
Oops. That's what happens when a fellow has company coming over in an hour and still has sketti to make. :roll:
New testers, the cfg can be downloaded from the link below the main download link.
I'm adding the fast ships to a big DM map for the next zip. Yes, the AI will use them, too. :evil:
Posted a Beta 26. See first post for DL link:
- Added BIG DM maps that use the fast ISDF Thunderbolt and Scion Drone.
did a complete reinstall...i'm still pilot *Ammo*ed
Which race? Post a screeny?
Everybody else's runs fine, so there must be something skwewwy on your end.
Me, I'd start with the shortcut I'm using and ensure that it is pointing to the correct directory.
I used the shortcut posted early on with this thread and that worked to get my G66 games to launch.
Basically I get to the game and everything "works" accept my pilots always hover (actually it feels like they land on solid ground) 10ft above my tanks...
tell me how to do the screenie and I'll post it.
I've only played it as ISDF and its the same problem, IA or Multiplayer MPI
Screenshots:
1. If you have bzgame_keys.cfg in your path, you can just use PrintScrn to take a screenshot.
2. If that doesn't work, you can open up the console using Ctrl-` (to the left of the '1/!' key) then type iface.screenshot and that will put a .bmp file in your screenshots folder. Then you can upload it to http://imageshack.us/ and then link to it.
Also, please post the 'Target:' of your shortcut, too. It should look something like this (it may have quotes around it):
C:\PB5\bzone.exe /config G6620.cfg
Also, please try playing as Scions and see if it happens there.
My Target:.... "C:\Program Files\BZ 2 TECH 5\bzone.exe" /config G6620.cfg
Yup, that looks good.
Uploaded a Beta 27.
- Tweaked the DLL some more trying to fix the neutral snipes thing.
- Tweaked the fast DM ships.
- Finally fixed the APC II steering, icon, etc.
Note, I will attempt posting screenies tonite..in the meantime...I opened the console and got the message "missing file"..ispilo_mesh.yadayadayada"...not found
I'll give you the exact missing file tonite...but it seemed odd...I have this whole pilot issue..and the console tells me a pilot mesh is missing?...but I re install each time a new beta comes out...wouldn't that "replace' the missing file?...apparently...not..
No need to post the screenshot now. Do you have Teamviewer? With it, I can access your install and see exactly what is going on.
http://www.teamviewer.com/index.aspx
OK...further investigation reveals....as Scion...I do NOT have the problem...
I have teamviewer installed
control panel also showed this: missing files ibfact00.msh igpro6600.msh ispilo_rifle_skel.msh....... but end users should not see this
give me a time US eastern and I'll let you do your diagnostic best
now is good (8:30 pm ET)
BTW, when you're ready, just PM me your TV ID and PW.
OK, TV is installed, do i add you as a memberr..or do we go by the quick connect method..I'll be back online about 10:35
Excellent repair...You do earn your reputation...and it is appreciated....It also appears to of some how enhanced graphically..don't ask me how...it just looks better now...thanks again..just hope the "fix" holds through the patch upgrade process.
Thanks, :-) It will; just be sure to delete the G66 2.0 folder before extracting a new zip.
Red Devil, I was playing around in G66v2 Drought. I had Animals on the map. Anyway, as a pilot, the jak killers could not kill me. It just made a grunting noise. I checked the jak killers on a stock DM map, they kill there.
G66 is Evil, just it's missing something that supposed to make it a bit more evil :P
*One-touch-of-evil-added later*
Made Ice Rhinos happy, too. :evil:
Uploaded/linked Beta 28:
- Added the Spectator ship to DM.
- Made the DLL-spawned critters mean.
- Tweaked the fast DM ships.
- Added Rush to fast Scion DM Drone.
- Tweaked Neutral Snipes code. Please test.
- Added missing xbpool01.msh
RED,
When will XBonesII map be fixed? It looks fun, but all the pools are floating in the air. :)
WIngnut1
I just tried it and they weren't. Using Beta 28?
I see that now.. Yikes... I've never experienced a scout rush before... lol.. messy early in a game. :)
Great work, love the fast ships in the DM maps with the fast auto-healing. You guys are doing a great job.
Wingnut1
Hello everyone!
I really enjoyed this mod, but only in single player...
When I tried to join your server Red, my BZ crushed and I get this log:
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3PublicBeta5.1 Sep 1 2009 21:37:52
Windows version: Windows Version: 5.1.2600 'Dodatek Service Pack 3' PlatformID=2
Last few battlezone.log lines (may or may not be relevant):
DIAG| PlayerMgr:1441 |19:04:58|357564 |Stats file opened
DIAG| PlayerMgr:1415 |19:04:58|357565 |Closing stats file
DIAG| WSInterface:339 |19:05:16|375383 |Determined local IP address: 192.168.0.3
DIAG| WSInterface:339 |19:05:28|387847 |Determined local IP address: 192.168.0.3
(done)
Exception code: C0000005 (ACCESS VIOLATION) WRITING to 00000048h
Message : Exception
Error occurred at 9/21/2009 19:05:36.
E:\Program Files\battlezone 2\bzone.exe, run by eu.
E:\Program Files\battlezone 2\bzone.exe, run by eu.
CPU: 2 processor(s), Intel(R) Pentium(R) 4 CPU 2.60GHz
x86 Family 15 Model 2 Stepping 9
Process Memory : 1498 MB free out of 2048 MB total
Physical memory: 1159 MB free out of 2048 MB total
Page(swap) file: 3064 MB free out of 3944 MB total
This exe is using 92 MB, peak use 117 MB
Fault address: 005488B6 01:001478B6 E:\Program Files\battlezone 2\bzone.exe
Registers:
EAX:00000000
EBX:BEE5C19F
ECX:00000068
EDX:34A903E8
ESI:0000007A
EDI:00000048
CS:EIP:001B:005488B6
SS:ESP:0023:05FF6814 EBP:05FF6824
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010246
Call stack:
Address Return Function SourceFile
005488B6 00000000 0054B477 MapCluster::Default+0x00000023
0054B477 00000000 0050FD37 TerrainClass::Load+0x0000042F
0050FD37 00000000 004B5D26 LoadGame+0x00000195
004B5D26 00000000 004F528B RequestSTJoinLoad+0x0000007A
004F528B 00000000 004F5666 NetManager::STJoinHandlers::UnpackAndLoadSTJoinBuffer+0x00000299
004F5666 00000000 004DCFC5 NetManager::STJoinHandlers::HandleServer_Gamestate+0x00000042
004DCFC5 00000000 004DD5E5 NetManager::InPacketManager::DispatchOnePacket+0x0000018E
004DD5E5 00000000 004EC840 NetManager::InPacketManager::MainThreadProcess+0x000000E2
004EC840 00000000 00459101 NetManager::Process+0x000000A8
00459101 00000000 005D488F ShellHandler::Process+0x0000001E
005D488F 00000000 005D4D24 RunCodes::Process+0x000001BF
005D4D24 00000000 00449EAC Main::MessagePump+0x00000064
00449EAC 00000000 00449BAB HandledMain+0x0000041C
00449BAB 00000000 004472CF HandledMain+0x0000011B
004472CF 00000000 0058035F WinMain+0x00000059
0058035F 00000000 7C817077 fabs+0x00000191
7C817077 00000000 00000000 RegisterWaitForInputIdle+0x00000049
What should I do? :P
We're having a squirrel problem lately, so just keep trying.
xD. But do you really think I was the cause of that? :D
I think so, but, well, maybe not. Maybe a provoker.
Couple of ideas to make your fast ships more interesting:
- Alternate Scion Drone: Ditch the blast and give it some kind of constant beam class weapon to dish out more damage and more effectively prevent a shadower lock (hard to aim with beam in your face)
- Scion Drone: Have morphed form weaker health, no weapons, but allow it to fly the speed of rush constantly.
- Thunderbolt: Have the lasers fire similar to assault mode, alternating rapidly. Keeps the action pumping.
- Thunderbolt: Add a much more powerful version of ramjet, called hyperdrive or whatever, that boosts you 2-3x the speed of ramjet. Use is limited to once per spawn. Used to counter the morphed drone.
- Something I'd like to see in alternates but not prioritize: Have both rush and ramjet a "hold to use" type weapon with maybe a 1.5x faster recharge...afterburner type thing rather than a single burst.
More for the hell of it:
- More variety: Mortar bike with quick alternating low-dropoff mortars. Slower in velocity than other ships, but has much greater jump. It's version of rush could be something to make it rocket upwards.
- Some Scion equivilent to the above as soon as I can think of it.
Things I like:
Concept
The sound of rush makes me LOL every time!
Quote from: bb1 on September 21, 2009, 05:21:01 PM
Couple of ideas to make your fast ships more interesting:
Thunderbolt: Add a much more powerful version of ramjet, called hyperdrive or whatever, that boosts you 2-3x the speed of ramjet. Use is limited o once per spawn. Used to counter the morphed drone.]
Something I'd like to see in alternates but not prioritize: Have both rush and ramjet a "hold to use" type weapon with maybe a 1.5x faster recharge...afterburner type thing rather than a single burst.
Look at either GBD's hyperdrive weapon in his chaos weapon pack, or my mini-worm drive in the addon pack (sure someone around here has access to it)
Never heard of either.
Sorry if I invoked your plagiarism sensors.
Thanks for the suggestions, bb1. :-)
I'm actually thinking of getting rid of the shadower since it gives them a big edge.
I tried GBD's pack once and soon realized that I had already made versions of those weapons/specials before that...
I originally had the laser fire like assault does (have it on the BugZappers), but it gives an edge, too.
I have a fast Sabre I may add.
I may remove the DM version Mega Mountain from the zip, because ships tend to get stuck in those crags. That, or give them more jump.
more jump :P
Beta 29 posted:
- Possible code Fix for neutral snipes resync!
- Tweaked Spectator and DM ships.
Nathan fixed the Neutral Snipes code! :-)
Hey!
I played beta 29 with bots, I took spectator ship and everything was ok until I pressed "H" :-o
I abandoned that ship.
Yes, when you hop out, you can't get back in. If you want a new ship (and the option isn't set to 'Fixed'), you can bail out. Was going to change it to un-hop-out-able, but then thought that people might want to snipe something. Still unsure about that... :roll:
Anyways, I just added the fighting pilots to the fast DM maps. :evil:
Uploaded Beta 30:
- Added Fighting Pilots to the G66v2 DM maps.
- Tweaked Spectator ship.
- Tweaked IA and MPI DLL's.
- Removed stock assets.
- Added...something...
Incremental update posted in first post:
- Adjusted Scion and ISDF weapons.
- Made Scion and ISDF DM soldiers have consistent health and ammo.
- Commented out debug statements in DLL
- Forgot to say yesterday that I got the Assault Spires on Dropzone to deploy.
Posted an Incremental Beta 32 (376KB):
- Made the ISDF AIP build more than one power gen and made them stronger.
- Added masking to scavs/harvs.
Hard to keep up with all the betas. Anyways tested B30 today and the DM soldier respawning problems are the same as they are in stock BZ2. The player will always respawn as *spilo and his custom soldier type will spawn next to him (and be completely inert). If you can figure out the solution to this problem let me know!
Additionally the AIs in the DMs are easy to defeat so long as you maintain a forward momentum when fighting them, you mostly just have to keep strafing in one direction.
I think this was a DLL issue.
I've noticed that, too. I'll look up and see this neutral guy standing there like a statue, so I shoot him, of course.
I can probably fix it, but then I'd have to post another zip... :-o :wink:
Noticed the circle strafe thing, too, but I'm glad you verified these things. I removed/reduced their strafe due to them entering strafe mode and being unable to get out of it, so I'll have to work on that some more.
Posted a 33 Incremental:
- Reduced uber damage and increased shot delay of Thumper Mortar.
- Increased range and decreased shot delay of Subversion Rifle.
- Added - finally - Scout mesh from Avatar. Thanks again, Av!
- Misc. ODF tweaks.
When you are done will there be some way for players to read (and understand) what has been added?
Yeah when the 2.0 final is finally out.
Also does the 33 incremental go on top of beta 30? Or I can install 33 by itself?
Axe, maybe, if it will let me.
Also, were you using the subversion rifle the other day on Temple of Doom?
Arby, yes, the incremental goes on top of the full build.
Posted an Incremental 34:
- Reduced Gorgon addHealth.
- Many DLL Tweaks:
- Fixed respawn of rsp* units.
- Refactored some functions.
- Fixed missing ODF error msg on X-Bones II.
- (re)Added TCP Gun and Cannon to spawned Ghoul.
Do i need to keep older incrementals and do i need a old zip extracted before i extract the new one?
You need Beta 30, plus the latest incremental.
If you downloaded Incremental 34 earlier, you'll want to dl and unzip it again. I had the wrong folder name in the earlier one. (Thanks squirrel!)
How does the subversion rifle whatever thingy work?!
My apologies for yesterday. I had the first version 34 from the night before and started up before readng this.
Quote from: Arbystrider on September 29, 2009, 04:04:20 AM
How does the subversion rifle whatever thingy work?!
If you have the Subversion Rifle (costly) and you shoot an enemy AI unit with it, it turns that unit to your team.
Likewise, if the enemy AI unit has that weapon - which is only available to them under certain circumstances - and they shoot an AI unit on your team, it will turn that unit to the AI team (nasty if that unit is a Gun Tower...).
Posted an Incremental 35 zip:
- Fixed clanking of lava on X-Bones II
- Reduced shot delay of Thumper Mortar from 60 to 30.
- Tweaked AIPs and fixed ISDF End-game AIP. You'll get units other than just Missile Scouts coming for you now.
- Fixed patrol units not being built in End-game AIPs.
- Increased lifetime of Thrasher and Repulsor units so they can reach your base on large maps and increased their numbers slightly.
I'll be away for a week or so starting tomorrow.
See you in a week then :). I'll be making a list.
I'm back.
From outer space.
Welcome back. I knocked our pc's resolutions down to 16b and bought Windy a 256mb video card. Anxious to test it on the new build. We're wondering if the starting insane scouts that now don't have fountain can instead have turbo or some other new thing.
Cool :-) Good idea on the scouts.
Loving the thumper mortar. A bit destructive but since you must buy each individually and with such a long recharge.. it's fun to use on higher levels just to help with keeping their builds down. Makes for a 'dizzy' experience too.
Is there a way to play these maps in instant action mode?
Wingnut1
You should be able to play the stock IA maps using the G66 AIP's. It'll be awhile before I get all the G66 options set up for IA, tho.
I quite like the breakdancing rocket tanks with the thumper though... Trusty old BZ2 physics :lol:
EDIT: Downloaded and played I35. Bloody brilliant. Hour and a half game and i still lost :P. Easiest difficulty (w/earthquakes) as well, so didnt even think to try the insane difficulty.
I'll probably reduce the strength of the TM. I've already reduced the damage somewhat. It's basically the test one I posted a few years ago, so it's not really where it needs to be for in-game use yet. It can be fun, tho. :lol:
Uploaded a Full Beta 36:
- Fixed an AV that happened when a human-piloted ship was sniped.
- Fixed wobble of AI snipers and increased shot delay as a result.
- Updated the vehicle lists.
- Fixed typo for Omega Burst in Kiln/Forge weapons list. (Thanks Day)
Found a bug, so I'll upload a DLL zip later.
What caused me to lag out yesterday RD? I actually ended up quitting, our lag went up to about 20 seconds for a couple of minutes, i quit and tried to re-join but timed out trying to come back in.
Don't even know what happened at the time...
Got this AV when joining a game hosted by Daylight. They were playing the Mega Mountain II map. I literally just joined and was sat in the shell for 2 seconds before i got this crash:
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3PublicBeta5.1 Sep 1 2009 21:37:52
Windows version: Windows Version: 6.0.6000 '' PlatformID=2
Last few battlezone.log lines (may or may not be relevant):
DIAG| icroot:193 |10:02:39|4459 |Root window now 640x480
DIAG| WSInterface:339 |10:02:58|23942 |Determined local IP address: 192.168.1.4
DIAG| iface:1427 |10:03:16|41806 |UnsetModal: throwing away [MultiWarningMods]
DIAG| WSInterface:339 |10:03:17|42536 |Determined local IP address: 192.168.1.4
(done)
Exception code: C0000005 (ACCESS VIOLATION) WRITING to 00000048h
Message : Exception
Error occurred at 10/10/2009 10:03:20.
E:\Program Files\PB5_Addon_Pack\bzone.exe, run by James.
E:\Program Files\PB5_Addon_Pack\bzone.exe, run by James.
CPU: 2 processor(s), ?
?
Process Memory : 1612 MB free out of 2048 MB total
Physical memory: 1924 MB free out of 3070 MB total
Page(swap) file: 5036 MB free out of 6280 MB total
This exe is using 96 MB, peak use 98 MB
Fault address: 010788B6 01:001478B6 E:\Program Files\PB5_Addon_Pack\bzone.exe
Registers:
EAX:00000000
EBX:BEE5C19F
ECX:00000068
EDX:4D410000
ESI:0000007A
EDI:00000048
CS:EIP:001B:010788B6
SS:ESP:0023:004A66C4 EBP:004A66D4
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010246
Call stack:
Address Return Function SourceFile
010788B6 00000000 0107B477 MapCluster::Default+0x00000023
0107B477 00000000 0103FD37 TerrainClass::Load+0x0000042F
0103FD37 00000000 00FE5D26 LoadGame+0x00000195
00FE5D26 00000000 0102528B RequestSTJoinLoad+0x0000007A
0102528B 00000000 01025666 NetManager::STJoinHandlers::UnpackAndLoadSTJoinBuffer+0x00000299
01025666 00000000 0100CFC5 NetManager::STJoinHandlers::HandleServer_Gamestate+0x00000042
0100CFC5 00000000 0100D5E5 NetManager::InPacketManager::DispatchOnePacket+0x0000018E
0100D5E5 00000000 0101C840 NetManager::InPacketManager::MainThreadProcess+0x000000E2
0101C840 00000000 00F89101 NetManager::Process+0x000000A8
00F89101 00000000 0110488F ShellHandler::Process+0x0000001E
0110488F 00000000 01104D24 RunCodes::Process+0x000001BF
01104D24 00000000 00F79EAC Main::MessagePump+0x00000064
00F79EAC 00000000 00F79BAB HandledMain+0x0000041C
00F79BAB 00000000 00F772CF HandledMain+0x0000011B
00F772CF 00000000 010B035F WinMain+0x00000059
010B035F 00000000 77413823 fabs+0x00000191
77413823 00000000 77D7A9BD BaseThreadInitThunk+0x00000012
77D7A9BD 00000000 00000000 LdrInitializeThunk+0x0000004D
Apparently they were experiencing lagouts due to snipers sniping pilots.
It AV'd last night due to that bug I found and (hopefully) fixed. Probably should have posted the zip last night, but was way tired.
I get that MapCluster AV in stock and it's been reported.
Uploaded an Incremental 37 zip:
Unzip over 36
- Possible fix for AV/lagout due to pilot death respawning.
- Reduced health of bomber's bomb and increased its damage (experimental one had snuck in).
- Updated cfg's to display correct version.
Found that the DLL was not switching to the Coup de Grace AIP set, so I fixed that, plus increased the shot speed of those big assault towers.
Hey RD me and a few other players where wondering of you are going to put the TCP cannon in the ISDF armory? I know that it would be well used and liked.
TopGun
It's already in there.
The cannon not the gun. When you get the Ghoul is has TCP cannons on it. When will those be put in. The TCP gun it awesome was just wondering about the cannon.
TopGun
Oh, not sure if I will add that. Maybe.
you're just about done aren't you? I mean it runs fine now. What are your plans? I hope you take a break and play it with us for a while before you move to FE again.
Pretty much. Just finished adding more Archers, Lancers, and other units to the AIPs.
Have to finish refactoring more functions in the DLL, and I was thinking of adding more stage points to the maps (ugh).
Just pop into irc and give a holler when you're putting a game up and i'll come join if i'm around.
What is irc? I would give you a holler if I knew what it is. I have yahoo and MSN Live Messenger. If you have any of those I will give you a holler when I get a game up.
TopGun
irc == 'internet relay chat' and it's what is used when you click on the Chat button on top of the screen in the MP screen.
Oh, ok. If your on there then I will let you know when I am starting a G66 server.
TopGun
You can also get a client like mIRC or X-Chat and connect another way.
Anyway, far as testing out G66, maybe I can do it. My skills have rusted since I played BZ2, but I can see what I can do perhaps.
/me installs G66 again for PB5.1.
Uploaded a version 38:
- Finished replacing old calls with 1.3 calls in DLL.
- Fixed Thrashers not being built for siege of ISDF AI base.
- Fixed dual bombers problem.
- Fixed not entering Coup de Grace AIP when Human rec is destroyed.
- Fixed not entering End-Game AIP when AI Rec destroyed and Human Rec is destroyed, too.
- Increased shot speed of Omega Burst for Assault Towers.
- Subversion Rifle not working looks to be a timing issue due to MW being on. May change it to a sticky weapon.
1. Tried Drought II on Easy late last night, which wound up filling up with 4 of us, but it still took 1.5 hours, even with the Destroyer and Goa'uld available.
2. Then tried X-Bones II on Normal with 4 players and we almost lost that, but finally won after 2 lonnnnng hours. We lost a lot of good men in that battle...
Haha, those must of been some fun battles. Maybe I can join one soon enough within a week perhaps. Would love to play with some people before the air show begins here.
[edit]
I was doing an IA since I was recording a video for something, and I found this weird bug (?) or something. I was scion, enemy was ISDF. I was doing my base building routine and all that, got my base all built, started building light units to start with before moving to heavier forces for later raids.
I went over to the enemy base to see what's going on because their base looked a bit too small on the radar. Turns out, the AI never built a constructor, and thus was never building anything. Just scouts and scavs. I think its a one-time thing, as it does work in IA. (though the puma raids are rather old since that's all I seem to be attacked with o.O) I'll see if it happens again though.
Oh, map was Ground Four I think. Better yet, I can probably just post the video later once I upload it to show what I mean.
- Added planet rotation/sun movement via DLL, plus a shell slider to adjust how fast the planet 'spins'.
- Adding sky effects/stars via DLL for when the sun sets.
- Adjusting rain and lightning via DLL.
Hey RD, you should include MM5 launcher file for option. :)
Hey RD you could probably use this, its a wireframe image for the gorgon. Needed it for TJRV but you may as well throw it in here too :P
http://www.bzuniverse.com/~betadudes/unprotected/wire_fvgorg_tj.tga
Thanks :-)
Probably going to add a setting for the starting sun angle.
hey,
i've been playing vindaloo on normal (alone) as scion v isdf and i'm getting pawned every time by assault tanks with that white energy weapon (is it seige mag?)
i have insane weapons off, isnt that a insane weapon?
its the most destructive weapon the ai uses very well, so if that is not a insane weapon than what is?...
for some reason when i want to upgrade my kiln; the constructor just climbs on it and doesnt upgrade it untill i push it off.
do rocketspires have a very limited range? they dont seem to shoot a lot.
other than that it is awesome :)
i tried with isdf v isdf and this time they didnt build those, i finaly won!.. :P
The weapon they use is called a Siege Cannon and it is a stock G66 weapon.
Thanks, I found some spots where they weren't building any, so I added them in there. :evil:
Uploaded a Beta 39 zip:
- Added sun movement. Sun rises, sets, and stars come out when sun goes down.
- Added the ability to pick the mission start time or use default of no sun movement.
kinky! :-D
I should try this mod...
# 1 rule in this thread should be taken from the Miranda rights...
"Anything you say can and WILL be held against you on Mire, or Rend, or Bane... " :)
-Av-
heh
It gets a little too dark, so i'll lighten things up a bit for nighttime.
NO! I like the dark! it makes it fun and challenging! I just tried a game at night, 3 missile scouts and 2 scouts spawned with me when i started, fought them in the dark just fine, and deployed rec with 20% health :D
But then i got buttmunched by 2 interceptors coming in from the side :-/
Quote from: General BlackDragon on October 19, 2009, 09:01:51 AM
Hey RD, you should include MM5 launcher file for option. :)
save this as g6620.bzm in your root folder
BZ2MM5
DName("G66 2.0");
RequireFile("g6620.cfg");
Replace("bzone.cfg","g6620.cfg","config.bak");
it should keep working with all versions
yes i made one. But some people dont know how to make one.
yeah that's why i posted it here. i was gonna post an actual file but my ftp isn't working for some reason.
the new daytime/nighttime feature is awesome. i agree with GBD. the night should be strait black. gives an awesome excuse to use sitecam. very fun. i did find a glitch in the fog color though. If i start out at night its fine, but if i start out in the day then the night has a black sky and black ambient color but the fogColor is still white/grey. neever mind, it finally switched about 55 minutes in.
oh and the ambientColor doesn't seem to translate over to clients if they join mid-game. but that really doesn't seem all too critical.
hmm... I vote to try to translate the current timestep to clients. Otherwise some people might seem delusional :D
Also maybe make some special attacks for night time? stealth units anyone? :evil:
i think i agree. it does give the new clients an advantage if they enter during the night. Turns out the sky and fog color do get sent. Realized this after the fog finally changed.
Quote from: General BlackDragon on October 24, 2009, 11:21:35 AMAlso maybe make some special attacks for night time? stealth units anyone? :evil:
man, you're gonna get us killed! :P
might be nice to add some really bright spotlights on the guntowers
Fixed the stars not coming out when joining at night or turning off when starting during the day.
I've added some missing settings for startup, so that may help.
I've increased the rate at which it gets darker/lighter during sunset/sunrise.
I've increased the rate at which the planet "rotates", so days and nights will be shorter.
I'm working on NVG's.
- Working on randomizing rain now. Thunderstorms at night look and feel cool. :-)
- Added a new weapon and reduced damage done by Subversion Beam.
- Finally added teamfilters to the rest of the missiles.
- Increased number of shots for pilot's subversion beam.
Forgot to say that the sunrise/sunset thing works on stock maps when playing them using G66 2.0, too.
Uploaded a Beta 40:
- Fixed the stars not coming out when joining at night or turning off when starting during the day.
- Added some missing settings for startup, so that may help with the lights changing.
- Increased the rate at which it gets darker/lighter during sunset/sunrise.
- Increased the rate at which the planet "rotates", so days and nights will be shorter.
- I'm working on NVG's.
- Added/randomized rain. Thunderstorms at night look and feel cool. smiley
- Added a new weapon.
- Reduced damage done by Subversion Beam.
- Finally added teamfilters to the rest of the missiles.
- Increased number of shots for pilot's subversion beam.
Most assets changes are finished.
Future updates will mainly be dll updates.
- Have to turn lightning on and adjust things so it doesn't get so dark when the rain turns off/on.
I moved all the files into the main folders, so all future updates will be incrementals.
You'll have to install Beta 40 first, though.
To Do List:
- Finish adding lightning.
- Put all sun/stars/weather code into separate functions.
- Add colors and other map-specific settings to .trn files.
- Lighten up night sky a tad; too dark for Scions.
- etc.
For me this is the best mod for Battlezone 2 ... the others are very nice (for example Uler), but this beats them all for me!
(GOOGLE TRANSLATE)
G66 was supposed to be a non asset breaking map pack.
RD, are you going to ever return it to such a state? where it just goes into addon and doesn't cause bad assets?
Would be pimpin. :mrgreen:
Maybe. Only reason it's not that way now is that it has an mpinstant.dll in it which allows you to play stock maps using the g66 dll and aips.
You could make a 2nd CFG that loads it as a mod instead of an AO by simply including the overriding DLL.
- I've given the Scions their version of night vision. Looks pretty...Sciony.
- Starting to customize the weather settings according to map.
I'm definitely gonna have to try this.
What?? Night Vision??
just a HUGE light im assuming?
If it's really that huge we might as well replace night with day.
When will this be finished :?
Quote from: Wraith on October 28, 2009, 11:32:07 AM
When will this be finished :?
As modders always answer - when it's ready!
hey,
i tried version 40 on mojave, the sun didnt work well, it was dark 90% of the time.
for a short period it suddenly was light but it soon went to black again.
is there a option to turn this off in the future?
a little thing i noticed: when u select a map, the setting is on normal difficulty and scrap boost 1 for the cpu.
when u select hard or easy and than switch back to normal, the scrapboost is set to 2.
Good feedback, thank you. :-)
To turn things off, just select 0 instead of 4/8/12/16/20/24.
I've been refactoring all the environment calculations and splitting them out into functions that pull in the colors for each map, so things should look and feel better next time. Baby steps and all that.
I think we should have night vision (green or red) at night only as option.Also we need a new key f number for night vision.
All the function keys are used by BZ2.
In my opinion, these are the best key mappings for F11 and F12
F11: Select all wingmen
F12: Select all wingmen + commander
Newkeys uses these keys and they are much more useful in a team strat then night vision would be (sorry to bust your bubble)
F would be a more useful key - it's within easy reach, and it's used by most FPS games. Though it would make more sense to swap that binding with lights.
Night vision is a weapon, as it must be, for the DLL to detect the trigger and the way it effects the game world. If it was client side, like effecting the DX pipeline, then a key combo could be used.
Quote from: hybirdisdf on November 02, 2009, 08:24:46 PM
I looked at video of local mod manger and im like why not they use designer's skin color or signature tattoo.For example,red devil tattoo or QF tattoo or FS tattoo things like that. He or she select it what they wants. :wink:
Huwha? If it's about LMM1 in the BZ2AP/EP then go post in that topic...
In English...
I'm going to add seismic effects to the earthquakes.
I need help and some instruction please. Due to lack of computer skills I have not been able to down load G662.0 maps and get them to work properly.
I took out all existing BZ2 files, maps and the old G662.0 install. I installed the new BZ2, patched PB5.1 on top and all stock maps work fine.
Then I installed G662.0 to PB5.1, added a separate short cut on the desktop and named it BZG662.0. I also added /configG6620.cfg to the end of target line.
When I click BZG622.0, all maps and stock maps are there. I click V4.0 map and it comes up. I get a notification that I'm missing files msh (ignoring creative assets but end user should not see this). My program file looks like RD's example given but no one can play in my game and I can't play in anyone else's game. Auto kick because of mod modification compatibility.
If I am not in the right forum area for help, please direct me where to go. Your help would be greatly appreciated.
SMURF044
You using Vista or Windows 7?
Not sure if that is just a typo, but it should look like this (note the space between /config and G662.0.cfg):
/config G6620.cfg
- Hated to do it, but I removed Qteps from the ISDF starting ships and replaced it with ISDF guns.
Quote from: Red Devil on November 15, 2009, 10:18:59 AM
You using Vista or Windows 7?
Not sure if that is just a typo, but it should look like this (note the space between /config and G662.0.cfg):
/config G6620.cfg
I am using Windows XP Professional
I will check the tag as you noted and get back with results
not sure if yall ever found out why the pilots got so big with that one guy but i think i may know.
My brother just tried to install the new G66 by extracting it to the addon instead of the root. Thereby causing some of the maps to have big pilots. IA: Ground Four for instance.
Working on this again after a break.
I'm limiting the color so it doesn't get so bright and am maintaining the initial map color ratios.
I'm deciding whether to make it foggy at night or during the day. Probably going to keep it foggy during the day and clear at night.
as in, bring the fog distance closer?
Is it fairly easy for the .dll to read in the initial fog colours, then keep them the same ratios as it fades to black, the bounce back up again?
Quote from: TheJamsh on November 26, 2009, 10:27:06 AM
Is it fairly easy for the .dll to read in the initial fog colours, then keep them the same ratios as it fades to black, the bounce back up again?
Nope, can't read from the console.
Yes, each map's value is read in and adjusted.
Uploaded a Beta 41:
I rearranged all the folders, so you HAVE to delete the old G66 2.0 folder before installing.
- More DLL tweaks to sunrise/sunset/light cycle. Added functions for them, too. Values are read in from .TRN file, but some values may not be set correctly, so please let me know if you see any odd lighting.
- Added new patrol units.
- Tweaked AI response when human or AI recyclers are lost.
- Added a form of night vision for Scions and ISDF.
- Added upgrade response for ISDF crigs.
- Increased spin rate of turrets a bit.
- Fixed info for Scouts.
- Changed replacement Factory/Kiln/Forge to a recycler class so that they will have a scrap hold.
- Changed crigs built by same so that they cannot build a Factory.
Says file not found.
Sorry, fixed the case and tested link.
On Dunes2 ISDF vs Scion on normal:
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3PublicBeta5.1 Sep 1 2009 21:37:52
Windows version: Windows Version: 5.1.2600 'Service Pack 3' PlatformID=2
Last few battlezone.log lines (may or may not be relevant):
DIAG| InPacket:1184 |18:16:45|914662 |Sync error noticed at timestep 7005
DIAG| InPacket:1184 |18:16:45|914662 |Sync error noticed at timestep 7006
DIAG| InPacket:1184 |18:16:45|914662 |Sync error noticed at timestep 7007
DIAG| Planners:3302 |18:16:47|915797 |SetAIP - cfg(gaips66fl.aip) team(6)
(done)
Exception code: C0000005 (ACCESS VIOLATION) READING from 00000008h
Message : Exception
Error occurred at 12/3/2009 18:21:18.
C:\Program Files\Battlezone II1.3TA5.1rc2\bzone.exe, run by Arthur.
C:\Program Files\Battlezone II1.3TA5.1rc2\bzone.exe, run by Arthur.
CPU: 1 processor(s), Intel(R) Pentium(R) 4 CPU 2.53GHz
x86 Family 15 Model 2 Stepping 7
Process Memory : 1601 MB free out of 2048 MB total
Physical memory: 863 MB free out of 1536 MB total
Page(swap) file: 3812 MB free out of 4563 MB total
This exe is using 140 MB, peak use 140 MB
Fault address: 004A6DC4 01:000A5DC4 C:\Program Files\Battlezone II1.3TA5.1rc2\bzone.exe
Registers:
EAX:05FFFA8C
EBX:00000000
ECX:05FFFA88
EDX:00000000
ESI:00000000
EDI:006CF508
CS:EIP:001B:004A6DC4
SS:ESP:0023:05FFFA78 EBP:05FFFAD8
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010206
Call stack:
Address Return Function SourceFile
004A6DC4 00000000 0050FECB RtimeClass::Load+0x000000C6
0050FECB 00000000 004B5DA7 LoadGame+0x00000329
004B5DA7 00000000 004578CA RestoreWorld+0x00000057
004578CA 00000000 004581BB MoveOneTurn+0x000004C2
004581BB 00000000 005D488F MissionHandler::State::RunState::Process+0x000004A0
005D488F 00000000 00455D42 RunCodes::Process+0x000001BF
00455D42 00000000 005D488F MissionHandler::Process+0x00000011
005D488F 00000000 005D4D24 RunCodes::Process+0x000001BF
005D4D24 00000000 00449EAC Main::MessagePump+0x00000064
00449EAC 00000000 00449BAB HandledMain+0x0000041C
00449BAB 00000000 004472CF HandledMain+0x0000011B
004472CF 00000000 0058035F WinMain+0x00000059
0058035F 00000000 7C817067 fabs+0x00000191
7C817067 00000000 00000000 RegisterWaitForInputIdle+0x00000049
Windy did not get an av, but rather had some numbers flash on her chat window, like 25.29 over and over again. Then it said "leaving game returning to shell, please wait".
Something like that
MIght want to go back to beta for for awhile. I've been getting Fixme AV's with the latest build.
Going to post a test DLL to help track down the Fixme's. If you guys could, please replace the current one with it.
Is there any instant g66 maps avaiable? Why not?We may able to enjoy instant g66 maps editor.
Nope, not yet. It'll take a bunch of .cfg changes to add the options pages which i'm not looking forward to, so it'll be awhile for that.
copy/paste from the MP versions??? :evil:
Kinda.
How about big spot-towers using a slightly modified GSH-Tall-assault tower, does nothing but uses gun tower code to pick a nearest target and follow it, emitting an intense, focused, wide beam of light? Dunno, I just like watch towers. Give it rediculous range.
I like that. :-) Been thinking of adding the large GT's to the AIP's, too, so that they are rebuilt.
Maybe a vehicle for night scouting, kind of like the jeep with 4 spotters on top. The lights in BZ2 are, simply put, pathetic and good for almost nothing at their current intensity. Seems like an afterthought or cosmetic gag.
I added a special for the night lights.
Here's some DLLs to use for debugging the AV caused by wrong DPID [edit: when playing online with someone else in the game besides the server/host]. Just unzip/drag them to your G66 2.0\Missions folder.
If you get an AV, please post the pertinent messages found in the log.
G66 2.0 Test DLLs (http://www.bzuniverse.com/~betadudes/unprotected/G66_2.0_Test_DLLs.zip) <<===== DOWNLOAD LINK .zip version 560.0 KB
I found a dumb cut-and-paste error - of mine - which should fix the crash. (link added to main first post, too)
EXTRACT TO THE G66 2.0\MISSIONS FOLDER.
G66 2.0 Test DLLs (http://www.bzuniverse.com/~betadudes/unprotected/G66_2.0_DLLs_Test2.zip) <<===== DOWNLOAD LINK .zip version 561.0 KB
Verified that this fix fixed the crash.
I'm having problems getting it to start at all. I get the following error message when I try to start it:
'Unable to find and/or execute initial config file 'G6620.cfg'. This may be caused by a corrupted installation or a misconfigured working directory. If this is unexpected, please try uninstalling BZ2 and reinstalling.'
I followed the installation instructions to the letter. Upon first installing it, I made sure the aforementioned file was where it was supposed to be, but it didn't work. I tried installing that file alone again, and it still doesn't work. Help please!
PS: I'm using version 41 if that helps at all.
Using Vista/W7?
Windows XP Professional.
How/where did you install it?
Exactly how it should've been.
1. Fresh instance of BZ2 1.3pb5.
2. Saved G66 2.0.
3. Created new folder in root directory called "G66 2.0".
4. Unzipped all files there.
5. Created shortcut as described.
6. Ran shortcut. Got error.
The zip is to be unzipped/dragged to the root folder of your BZ2 install, not all into the G66 2.0 folder.
Uploaded a new Beta 42 zip. See first post in thread for download link.
- Fixed raging horde of units attacking. (DLL)
- Fixed Factory name after Rec destruction.
- Changed sound of Fury Scout.
- Added/Modified .TRN files for later use.
- Moved CPU/AI settings from page 4 to page 3.
- Removed Siege Cannon from most ISDF Assault Tanks Handed out via DLL now. Also reset costs, etc.
- Tweaked AIPs.
Uploaded tweaked Beta 42 DLLs. Forgot to undo the debugging info which spammed the console. Unzip over the previous ones.
Quote from: Red Devil on December 16, 2009, 03:13:18 PM
The zip is to be unzipped/dragged to the root folder of your BZ2 install, not all into the G66 2.0 folder.
That fixed it. Thanks! :-D
Love what little I've played of it so far. The fast dog fights are really fun - especially with 32 bots. But the Scorpion is a little too literal. Just looks like a giant, flying version of the real thing.
Are the custom units here available in MPI too?
Also, is there any way to get the G66 maps in instant action?
The Scorpion was made by Lizard (I think) and the other custom units are SquareEyes' creation (I think). They are available to the AI.
Found a couple more DLL-related things, so I'll post a DLL later.
:mrgreen: :mrgreen: xD Very nice this ! =) well where i found a good server ? i play in a server and in this have 5 games xD max 7 :S why ? XD where i found more games ?XD.... I am new and i don't speak englesh XD
Welcome. :-) There are no dedicated servers, so you create one when you create a game.
(Know where else you won't find dedicated servers? COD MW2 :x ) [/threadjack]
Love g66. Did the hoard issue go away?
I'm starting to think that my tampering with it has unlocked some secret, long-buried malevolence.
Quote from: Red Devil on December 17, 2009, 10:58:43 PM
I'm starting to think that my tampering with it has unlocked some secret, long-buried malevolence.
"
You're not Natttttyyyyy....."
Oh ok sorry man =)
Only Natty is Natty.
Figured out that the rush was due to units being sent to the hold* and asmbl* points and then being left alone. Current build avoids that.
Found a problem yesterday in the function that randomizes targets which blocked about a third of the units from attacking. Fixed. :evil:
Also fixed the bomber not being dispatched, so it comes more often now, too. :evil:
haven't played in a while till last night with my three brothers on sandbox.
holy crap! especially with the patrol. I cruised on up and there was a solid line of red on my radar! fun to bomb though!
The night vision took me a while to get cause the lights were set on 'one' :P it's cool, but easier to use sitecam or just turn the lights to 'none'.
speaking of sitecam. Only one person could use it! our four computers were side by side so it was easier to diagnose. As soon as i give site cam to someone else and they turn it on, it turns mine off and i cant turn mine on anymore. Didn't test whether this happened in stock yet, just thought it was weird.
I saw the site cam thing in a DM once, thought it was a 1 time thing. Sounds rather major.