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

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Messages - Ultraken

#16
Battlezone 1 Patch Board / Re: Battlezone Modeling
December 16, 2009, 11:07:28 AM
It sure would be nice to have those high-resolution models and textures.  They would make the game look like something from the 21st century.   :-D

The white tank isn't so bad, though it would have been nice for the color trim to be a separate layer for multitexturing.  The 512x512 texture sure is nice and sharp, though.
#17
That's what I did locally.   :-D

I'd like to find its vehicle definition file to see what it was supposed to look like.  The version with all the thrust jets on the back might have been it.
#18
Battlezone 1 Patch Board / Re: Battlezone Modeling
December 16, 2009, 08:28:58 AM
Oh, right.  That does look like a segmented cylinder in a sort of "frame".  Neat.  :)
#19
It's a patch.  You'll need a full install to use it.
#20
Let's try this again...

Things to download:
Executable
Program Database (optional)

Changes:

  • Pilot hopping out of a Barracks no longer adds pilots (it deducts 1 for now, but that may change)
  • Fixed SITE camera rendering
  • Fixed external view camera controls at high frame rates
  • Fixed incorrect font in shell text areas (e.g. mission briefing screen)
  • Fixed an invalid floating-point operation in nacelle code when Hovercraft explodes
  • Fixed some asserts in Inst04Mission
  • Made AIP parsing more tolerant, treating integer and floating-point equally
  • Fixed invalid seeing range for non-Craft in AIP
  • Limited AIP update to 60Hz
  • Set unit hit points value correctly (used to determine strength)

I put the Anet links and usual reminders in another message since they will change only rarely.
#21
These won't change often.

Anet libraries (submitted by Dx):
Compatible (works with normal BZ executable)
Compiled with VC++ 2008 (includes new winets2.dll)

Usual reminders:
1. These builds require the Visual C++ 2008 SP1 Redstributable Package
2. If using a retail install, rename the "splash" folder to "splash_" to disable Windows 7's compatibility layer
3. If running on Windows Vista or 7, make the install folder writable
4. If having trouble, try the DirectX End-User Runtime Web Installer
#22
Battlezone 1 Patch Board / Re: Battlezone Modeling
December 16, 2009, 12:00:07 AM
They look like painted stripes to me.
#23
It's pretty much wall-to-wall Fail...  :-D

What I think happened is that its VDF didn't get included.
#24
If it were up to me, I'd dump the 1.4 Grizzly model entirely.  :)
#25
That model seems to be all kinds of screwed up.  :|

(While the visibility isn't as good, I actually prefer the pre-1.4 cockpit geometry.)
#26
Looking at renders of the Grizzly, the barrel is misplaced in the 1.4 model.  It should be directly below the smaller barrel.
#27
I noticed the missing geometry as well, and it's been bugging me. :)
#28
Battlezone 1 / Re: ubelievable chopping and crashing
December 15, 2009, 06:45:33 PM
Yet BZ1 can be had for around $8...   :|
#30
Battlezone 1 / Re: ubelievable chopping and crashing
December 15, 2009, 04:56:01 PM
BZ2 is surprisingly expensive online, costing as much as or more than newly-released PC titles on Amazon.com.  I'm not sure why that would be the case, but that's what I found.