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Topics - Bull Dog

#1
Public 1.3 Beta Archive / Large Tunnels..
January 06, 2005, 05:19:19 PM
Have the large tunnels been fixed for 1.3?  In the public beta they are all messed up.  Has somebody fixed that?  If so are there some ODF's maybe that I could have.  I'm making a map and I could Really use those large tunnels in a working order.

Thanks Bull Dog.
#2
Public 1.3 Beta Archive / Custom weapon inf files
December 30, 2004, 10:42:24 AM
Will custom *.inf for weapons cause bad assets?  The stock inf's don't really tell much about the weapon. IMHO I've made better ones.  Would using them cause bad assets?.
#3
Yep thats right this old man here(ha) has another bug to report on.  (I'm tring to get somebody to think I'm a valuable person. :) )

I have a gun who's flash spews out fire out when the weapon is fired.  Since I wanted the fire always be infront of the vehicle I used the emitInherit = 1.0 1.0 1.0 tag.

Once I got everything working a bug showed up.  Only about 2/3 of the particles actually receive the proper speed after emitInherit is factored in.   Everything looks fine at a stop, but hit the gas and go full speed ahead, like I said about 2/3 of the particles will travel the meters per second of the vehicle speed + 10mps.

i.e.: x + 10 = Particle velocity
Where: X = vehicle velocity.

That wraps it up.  I can submit files if needed.

Bull Dog
#4
I know this has been mentioned somewhat before but it really needs to be fixed.  In the 1.3pb patch the Gauss weapon alternates.  Now since alternating weapons seem to cause lag, there are 2 options.

1.  The simplest by far,  Simply remove the shotAlternate command if it hasn't already been done.

2.  Harder and maybe impossiable would be to figure out why they have problems in the 1.3pb in multiworld.  I again don't know if this has already been done or not.

I can't tell you how annoying it is to try to shoot a scout that starts warping worse becuase a weapon is causing somekind of wierd lag.

* Again I don't know it this has been addressed or not.  If it has then disregard my post.
#5
Ok most of you know by now that the sound in bz2edit has somerather nasty bugs in it.  Like certain missle lock sounds not playing, machinegun sounds don't play, ect.  

    Someone here once said before that after you click "agree" immediately after that press escape twice.  That works. But what if you forget to do that?  Lucky for you...there is a better way around that then restarting the editor.
     
    The fail proof way I have found of fixing the sound problem on my system is to at any time open the editor and then use the "esc" (press it 2 times) key to close it.  

So if you have any questions/problems with this lemme know.

Bull Dog
#6
Local Ammo wont restore with new powerup.  Lets take the Dabomb(since it is in the stock BZ2)  If you give it to a unit and then file the dabomb thereby using your 1 local ammo.(Kill the bomb here)  Then lets say that you wanted to know what happed when it blew up.  So you give yourself another powerup.  You local ammo will not increase.  The only way to work around this is to give youself another (different special) and then give your self "da bomb" again.

In 1.2 you could just load up with another crate and boom you were on your way.
#7
Public 1.3 Beta Archive / Local Ammo expanding the uses
September 21, 2004, 12:51:30 PM
It would be way cool if there could be a "localAmmoAdd" tag for ships in BZ2 1.3.   I wont tell you what it would be for but start guessing.  It'll keep me entertained.
#8
Ok first things first, my system specs:

1900+ AMD on a VIA chipset motherboard with AC'97 audio
512MB Ram
128MB Gforce4 Ti4400
Windows 2000
Sound Blaster Live card

and

different comp with same problem
Sound Blaster Audigy 5.1 with WinXP

Ok now my problem.

I used to have Win98SE with the same specs and everything worked fine.  Then due to Win98 only supporting FAT32 and I needed NTFS support.   The Live card had 32 sound channels with Win98 and the Audigy card had 64 with Win98. The sound was also free of pops and cracks.  On my computer running Win2k BZ2 shows only 14 channels available and it won't stay set on hardware for the buffer.  On the Audigy card with WinXP it shows only 31 channels.  I also experenced "pops" in the in game sound.  I tried using the intergrated sound, a different sound card(was still a sound blaster card) and nothing works.

Please help I cant play bz2 1.3 like it is.  

1.0, 1.1, 1.2 IS NOT AN OPTION.
#9
I was playing around with this and found the iexplosion.odf and fexplosion.odf dont have any effect only explosion.odf changed anything.

Any ideas?  I could me be but I doubt it.
#10
I don't know if that having the Recycler rotate on the player axis is indeed a bug but. Nothing else does so why sould it?

Bull Dog
#11
I discovered that If there is a lone turret out in the field then all one need to do is circle it faster than it's head can move. Then it can't fire on you.  Of course placing two turrets properly would fix the problem.  But in 1.2 the heads could do a full circle in nothing flat.  Is the slow turning head intentional?

Thanks
Bull Dog
#12
I am a weapon smith for bz2.  A while back a made a special that I called the Air Strike.  How it worked was after I dropped it a object like the solar flare was created.  It then spits out one splinter class round with a speed of zero.  One the splinter head is created the head raises it's self up 50m and spits out about 10 mortar type rounds that then fall to the ground.

So Mine dropped from tank > fires one splinter class mine > splinter head raises its-self up > then ejects 10 rounds.

I cant get the mine to make the splinter ordance.  Any ideas

Thnaks
Bull Dog
#13
First I would like to thank everybody envolved in the production.  Especially GSH.

Ok down to buisness.  The pros and cons from my point of view.  Hey if you don't like what you are reading then don't read it.
For most significant Pros:
Scions can now tell them not to morph VERY VALUABLE tool. Heck in 1.2 putting Arc in Warriors had some serious problems.
ISDF APC are now much more effective. Actually makes them a viable tool again.
In instant one can now select races.  I remember somebody saying that that was origionally going to be implemented but it never happened.
Computer bots in DM = More fun.
AI are now much better.

Now for some cons:

The phisics. Enough said. Not talking about hovering.
The editor.  Hmm. How feasable would it be a take the regular bz2 exe  and rip the multi freatures out but everything else be the same?  Single Player,  Instant Action with editor intact.  It probably WAY easyier said than done tho.

Well that All I can thing of for not.  EDIT: I've gotten used to it now.
Really miss that editor though