• Welcome to Battlezone Universe.
 

News:

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.

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Red Spot

#1
Overdrive Terminal / Memory settings and CPU usage
December 15, 2009, 05:55:17 AM
I've been setting my memory clock incorrectly to see if the better timings make a difference.
I cant see any noticable difference, both settings I tried work great, system is stable and boots in about 15sec.
What I did notice was that the CPU usage is bigger when ran at 400mhz.

400mhz:
Memory Frequency 400.0 MHz (CPU/7)
CAS# latency (CL) 5.0
RAS# to CAS# delay (tRCD) 5
RAS# Precharge (tRP) 5
Cycle Time (tRAS) 15
Bank Cycle Time (tRC) 12
Command Rate (CR) 2T


266mhz:
Memory Frequency 266.0 MHz (CPU/10)
CAS# latency (CL) 3.0
RAS# to CAS# delay (tRCD) 3
RAS# Precharge (tRP) 3
Cycle Time (tRAS) 6
Bank Cycle Time (tRC) 12
Command Rate (CR) 2T



I know this isnt a tweaking site, but I trust the people here more than what hangs around the average tweaking site ... ;)
Is there some difference between the actual settings in performance ??
Could it be that setting the memory clock incorrect but with beter timings actually makes it work beter ??
Both memory and general stress-tests runs properly, the main difference is that it seems that my CPU is used more and gets hotter when the memory is set to 400mhz.

edit: A bit easier to read:
http://members.ziggo.nl/red_spot/RED-PC.html
/edit

CPU-Z TXT Report
-------------------------------------------------------------------------

Binaries
-------------------------------------------------------------------------

CPU-Z version 1.52.2

Processors
-------------------------------------------------------------------------

Number of processors 1
Number of threads 2

APICs
-------------------------------------------------------------------------

Processor 0
-- Core 0
-- Thread 0 0
-- Core 1
-- Thread 0 1

Processors Information
-------------------------------------------------------------------------

Processor 1 ID = 0
Number of cores 2 (max 2)
Number of threads 2 (max 2)
Name AMD Athlon 64 X2 4800+
Codename Brisbane
Specification AMD Athlon(tm) 64 X2 Dual Core Processor 4800+
Package Socket AM2 (940)
CPUID F.B.1
Extended CPUID F.6B
Brand ID 4
Core Stepping BH-G1
Technology 65 nm
Core Speed 2800.1 MHz
Multiplier x FSB 12.5 x 224.0 MHz
HT Link speed 1120.0 MHz
Stock frequency 2500 MHz
Instructions sets MMX (+), 3DNow! (+), SSE, SSE2, SSE3, x86-64
L1 Data cache 2 x 64 KBytes, 2-way set associative, 64-byte line size
L1 Instruction cache 2 x 64 KBytes, 2-way set associative, 64-byte line size
L2 cache 2 x 512 KBytes, 16-way set associative, 64-byte line size
FID/VID Control yes
Max FID 12.5x
Max VID 1.375 V

K8 Thermal sensor yes
K8 Revision ID 6.0
Attached device PCI device at bus 0, device 24, function 0
Attached device PCI device at bus 0, device 24, function 1
Attached device PCI device at bus 0, device 24, function 2
Attached device PCI device at bus 0, device 24, function 3


Thread dumps
-------------------------------------------------------------------------

CPU Thread 0
APIC ID 0
Topology Processor ID 0, Core ID 0, Thread ID 0
Type 02002008h
Max CPUID level 00000001h
Max CPUID ext. level 80000018h
Cache descriptor Level 1, I, 64 KB, 1 thread(s)
Cache descriptor Level 1, D, 64 KB, 1 thread(s)
Cache descriptor Level 2, U, 512 KB, 1 thread(s)

CPU Thread 1
APIC ID 1
Topology Processor ID 0, Core ID 1, Thread ID 0
Type 02002008h
Max CPUID level 00000001h
Max CPUID ext. level 80000018h
Cache descriptor Level 1, I, 64 KB, 1 thread(s)
Cache descriptor Level 1, D, 64 KB, 1 thread(s)
Cache descriptor Level 2, U, 512 KB, 1 thread(s)

Chipset
-------------------------------------------------------------------------

Northbridge NVIDIA nForce 520 rev. A1
Southbridge NVIDIA nForce 520 rev. A2
Graphic Interface PCI-Express
PCI-E Link Width x16
PCI-E Max Link Width x16
Memory Type DDR2
Memory Size 4096 MBytes
Channels Dual
Memory Frequency 400.0 MHz (CPU/7)
CAS# latency (CL) 5.0
RAS# to CAS# delay (tRCD) 5
RAS# Precharge (tRP) 5
Cycle Time (tRAS) 15
Bank Cycle Time (tRC) 12
Command Rate (CR) 2T

Memory SPD
-------------------------------------------------------------------------

DIMM # 1 2 3 4
SMBus address 0x50 0x51 0x52 0x53
Memory type DDR2
Module format Regular UDIMM
Manufacturer (ID) (7F7F7F5800000000)
Size 1024 MBytes
Max bandwidth PC2-6400 (400 MHz)
Part number TMS1GB264C081805AP
Manufacturing date Week 22/Year 07
Number of banks 2
Data width 64 bits
Correction None
Nominal Voltage 1.80 Volts
EPP no
XMP no
JEDEC timings table CL-tRCD-tRP-tRAS-tRC @ frequency
JEDEC #1 4.0-4-4-12-18 @ 333 MHz
JEDEC #2 5.0-5-5-15-21 @ 400 MHz

Monitoring
-------------------------------------------------------------------------

Mainboard Model ALiveNF5-eSATA2+ (0x000004B2 - 0x8BEFB4D8)

Hardware Monitors
-------------------------------------------------------------------------

Hardware monitor Winbond W83627EHF
Voltage 0 1.39 Volts [0xAE] (CPU VCORE)
Voltage 1 1.39 Volts [0xAE] (VIN0)
Voltage 2 3.34 Volts [0xD1] (AVCC)
Voltage 3 3.34 Volts [0xD1] (+3.3V)
Voltage 4 1.70 Volts [0xD5] (VIN1)
Voltage 5 1.71 Volts [0xD6] (VIN2)
Voltage 6 1.82 Volts [0xE3] (VIN3)
Voltage 7 1.55 Volts [0xC2] (VIN4)
Temperature 0 33°C (91°F) [0x21] (SYSTIN)
Temperature 1 43°C (108°F) [0x55] (CPUTIN)
Temperature 2 42°C (107°F) [0x54] (AUXTIN)
Fan 1 2312 RPM [0x49] (CPUFANIN0)

Hardware monitor AMD Athlon 64 X2 4800+
Temperature 0 50°C (121°F) [0x136] (Core #0)
Temperature 1 44°C (111°F) [0x120] (Core #1)

Hardware monitor NVIDIA GeForce 8600 GT
Temperature 0 41°C (105°F) (GPU Core)

Display Adapters
-------------------------------------------------------------------------

Display adapter 0
Manuf. API index 0
Display name \\.\DISPLAY1
Name NVIDIA GeForce 8600 GT
Revision A2
Codename G84
Technology 80 nm
Memory size 256 MB
Memory type GDDR3
Memory bus width 128 bits
PCI device bus 4 (0x4), device 0 (0x0), function 0 (0x0)
Vendor ID 0x10DE (0x1043)
Model ID 0x402 (0x8243)
Performance Level 3D Applications
Core clock 540.0 MHz
Shader clock 1188.0 MHz
Memory clock 700.0 MHz


Software
-------------------------------------------------------------------------

Windows Version Microsoft Windows XP Professional  Service Pack 2 (Build 2600)
DirectX Version 9.0c
#2
Maps and Modding / Shell options
May 14, 2009, 07:00:55 AM
Have set up an option in the shell to switch teamcolors, beter said, give the host the option to tweak the teamcolors from within the shell.


This works nicelly, however now you need to press the "Custom" button before the values at the bottom are read by the dll.
I can also set it up so the buttons do no longer highlight the selected color but update the RGB values at the bottom, so I can just let the dll read the RGB values.

However I would really like it to do both, so say when you select the "light blue" color button it stays highlighted but also updates the below values to 0.0.255 (or whatever values are set).

The difference between the 2 settings is caused by the "Radio" flag in the shell file, is there some way to cause them both to work?


eg:
this highlights the button, but ignores the 'button pressed event'
CreateControl("NoColorsA", "BUTTON")
{
ColorGroup("BLACKBLUE");
Geometry("LEFT", "TOP");
Pos(50, 20); //
Size(60, 9); //
BorderSize(3);
BevelSize(3);
Style("ROLLOVER", "RADIO", "OUTLINE");
Cursor("Highlight");
Font("TINY");
Text("No Color");
UseVar("network.session.ivar35");
Value(0);
NotifyParent("Button::Press", "bNoColorsA");
}

OnEvent("bNoColorsA")
{
Cmd("network.session.ivar37 0");
Cmd("network.session.ivar38 0");
Cmd("network.session.ivar39 0");
}


This uses the 'button pressed event' but always highlights the button
CreateControl("NoColorsA", "BUTTON")
{
ColorGroup("BLACKBLUE");
Geometry("LEFT", "TOP");
Pos(50, 20); //
Size(60, 9); //
BorderSize(3);
BevelSize(3);
Style("ROLLOVER", "OUTLINE"); // ("ROLLOVER", "RADIO", "OUTLINE");
Cursor("Highlight");
Font("TINY");
Text("No Color");
UseVar("network.session.ivar35");
Value(0);
NotifyParent("Button::Press", "bNoColorsA");
}

OnEvent("bNoColorsA")
{
Cmd("network.session.ivar37 0");
Cmd("network.session.ivar38 0");
Cmd("network.session.ivar39 0");
}


Thanks :)
#3
Maps and Modding / Screenshot of the radar
May 08, 2009, 09:24:07 AM
I thought I saw something about it some time ago but cant find it.
Usually I just delete the playership and make a screenshot and cut out the radarmap to get the picture for in the shell, but came to believe there is a command for it. Am I correct and does anyone know which command this is, I cant seem to find it ....


edit: Incase you're wondering why I dont use the method of deleting the playership .. I cant, 1.3ta5 removes the ability to delete the playership (it seems).
#4
Maps and Modding / F11 and F12 keys
April 30, 2009, 08:52:43 AM
Is it at all possible to use these? I was under the impression you could set them up but eventhough I have it doesnt seem to work.
This is in 1.3ta5.

What I'm using:
bzgame_keys.cfg:
// 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");
// RS-V: Added use of the F11 and F12 keys
Bind("-shift -ctrl F11", "control.group.toggle11");
Bind("-shift -ctrl F12", "control.group.toggle12");

// 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");
// RS-V: added use of the F11 and K12 keys
Bind("-shift +ctrl F11", "control.group.move11");
Bind("-shift +ctrl F12", "control.group.move12");



bzgame_group.cfg:
// ======================
// BATTLEZONE GROUP PANEL
// ======================

// DEFINE CONTROLS
ConfigureInterface()
{
// group panel button
DefineControlType("GroupPanelButton", "BUTTON")
{
Size(38, 54);
Style("TRANSPARENT", "ROLLOVER", "TOGGLE");
}

// group panel button label
DefineControlType("GroupPanelButtonLabel", "BUTTON")
{
Pos(0, 0);
Size(38, 13);
Image("colorize.tga", 89, 17);
Font("MEDIUM");
Style("INERT", "ROLLOVER", "TOGGLE");
}

// group panel button health/build light
DefineControlType("GroupPanelButtonLight", "STATIC")
{
ColorGroup("WHITE");
Size(2, 5);
}

// group panel button back
DefineControlType("GroupPanelButtonBack", "BUTTON")
{
ColorGroup("GROUPBACK");
Pos(0, 13);
Size(38, 41);
Image("colorize.tga", 89, 30);
Style("INERT", "ROLLOVER", "TOGGLE");

CreateControl("Icon", "STATIC")
{
ColorGroup("GROUPICON");
Pos(3, 0);
Size(32, 32);
}

CreateControl("Light1", "GroupPanelButtonLight")
{
Geom("HINTERNAL", "BOTTOM");
Align("<Icon");
Pos(1, 1);
}

CreateControl("Light2", "GroupPanelButtonLight")
{
Geom("RIGHT", "VINTERNAL");
Align("<Light1");
Pos(1, 0);
}

CreateControl("Light3", "GroupPanelButtonLight")
{
Geom("RIGHT", "VINTERNAL");
Align("<Light2");
Pos(1, 0);
}

CreateControl("Light4", "GroupPanelButtonLight")
{
Geom("RIGHT", "VINTERNAL");
Align("<Light3");
Pos(1, 0);
}

CreateControl("Light5", "GroupPanelButtonLight")
{
Geom("RIGHT", "VINTERNAL");
Align("<Light4");
Pos(1, 0);
}

CreateControl("Light6", "GroupPanelButtonLight")
{
Geom("RIGHT", "VINTERNAL");
Align("<Light5");
Pos(1, 0);
}

CreateControl("Light7", "GroupPanelButtonLight")
{
Geom("RIGHT", "VINTERNAL");
Align("<Light6");
Pos(1, 0);
}

CreateControl("Light8", "GroupPanelButtonLight")
{
Geom("RIGHT", "VINTERNAL");
Align("<Light7");
Pos(1, 0);
}

CreateControl("Light9", "GroupPanelButtonLight")
{
Geom("RIGHT", "VINTERNAL");
Align("<Light8");
Pos(1, 0);
}

CreateControl("Light10", "GroupPanelButtonLight")
{
Geom("RIGHT", "VINTERNAL");
Align("<Light9");
Pos(1, 0);
}
}

// group panel button fill gauge
DefineControlType("GroupPanelButtonFill", "SQUAREGAUGE")
{
ColorGroup("DEFAULT");
Pos(3, 0);
Size(32, 32);
}
}


//
// CREATE GROUP PANEL
//
CreateControl("GroupPanel", "WINDOW")
{
Geom("RIGHT", "VINTERNAL");
Align("<BasePanel");
Pos(5, 0);
Size(478, 54); // 398, 54
Style("TRANSPARENT", "INERT");

CreateControl("Group1", "GroupPanelButton")
{
Pos(0, 0);
UseVar("control.group.select1");

NotifyParent("Button::Select", "Toggle1");
NotifyParent("Button::Deselect", "Toggle1");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F1");
UseVar("control.group.select1");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select1");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build1");
}
}
}

OnEvent("Toggle1")
{
Cmd("control.group.toggle1");
}

CreateControl("Group2", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group1");
Pos(2, 0);
UseVar("control.group.select2");

NotifyParent("Button::Select", "Toggle2");
NotifyParent("Button::Deselect", "Toggle2");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F2");
UseVar("control.group.select2");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select2");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build2");
}
}
}

OnEvent("Toggle2")
{
Cmd("control.group.toggle2");
}

CreateControl("Group3", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group2");
Pos(2, 0);
UseVar("control.group.select3");

NotifyParent("Button::Select", "Toggle3");
NotifyParent("Button::Deselect", "Toggle3");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F3");
UseVar("control.group.select3");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select3");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build3");
}
}
}

OnEvent("Toggle3")
{
Cmd("control.group.toggle3");
}

CreateControl("Group4", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group3");
Pos(2, 0);
UseVar("control.group.select4");

NotifyParent("Button::Select", "Toggle4");
NotifyParent("Button::Deselect", "Toggle4");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F4");
UseVar("control.group.select4");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select4");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build4");
}
}
}

OnEvent("Toggle4")
{
Cmd("control.group.toggle4");
}

CreateControl("Group5", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group4");
Pos(2, 0);
UseVar("control.group.select5");

NotifyParent("Button::Select", "Toggle5");
NotifyParent("Button::Deselect", "Toggle5");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F5");
UseVar("control.group.select5");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select5");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build5");
}
}
}

OnEvent("Toggle5")
{
Cmd("control.group.toggle5");
}

CreateControl("Group6", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group5");
Pos(2, 0);
UseVar("control.group.select6");

NotifyParent("Button::Select", "Toggle6");
NotifyParent("Button::Deselect", "Toggle6");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F6");
UseVar("control.group.select6");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select6");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build6");
}
}
}

OnEvent("Toggle6")
{
Cmd("control.group.toggle6");
}

CreateControl("Group7", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group6");
Pos(2, 0);
UseVar("control.group.select7");

NotifyParent("Button::Select", "Toggle7");
NotifyParent("Button::Deselect", "Toggle7");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F7");
UseVar("control.group.select7");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select7");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build7");
}
}
}

OnEvent("Toggle7")
{
Cmd("control.group.toggle7");
}

CreateControl("Group8", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group7");
Pos(2, 0);
UseVar("control.group.select8");

NotifyParent("Button::Select", "Toggle8");
NotifyParent("Button::Deselect", "Toggle8");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F8");
UseVar("control.group.select8");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select8");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build8");
}
}
}

OnEvent("Toggle8")
{
Cmd("control.group.toggle8");
}

CreateControl("Group9", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group8");
Pos(2, 0);
UseVar("control.group.select9");

NotifyParent("Button::Select", "Toggle9");
NotifyParent("Button::Deselect", "Toggle9");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F9");
UseVar("control.group.select9");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select9");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build9");
}
}
}

OnEvent("Toggle9")
{
Cmd("control.group.toggle9");
}

CreateControl("Group10", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group9");
Pos(2, 0);
UseVar("control.group.select10");

NotifyParent("Button::Select", "Toggle10");
NotifyParent("Button::Deselect", "Toggle10");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F10");
UseVar("control.group.select10");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select10");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build10");
}
}
}

OnEvent("Toggle10")
{
Cmd("control.group.toggle10");
}

CreateControl("Group11", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group10");
Pos(2, 0);
UseVar("control.group.select11");

NotifyParent("Button::Select", "Toggle11");
NotifyParent("Button::Deselect", "Toggle11");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F11");
UseVar("control.group.select11");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select11");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build11");
}
}
}

OnEvent("Toggle11")
{
Cmd("control.group.toggle11");
}

CreateControl("Group12", "GroupPanelButton")
{
Geom("RIGHT", "VINTERNAL");
Align("<Group11");
Pos(2, 0);
UseVar("control.group.select12");

NotifyParent("Button::Select", "Toggle12");
NotifyParent("Button::Deselect", "Toggle12");

CreateControl("Label", "GroupPanelButtonLabel")
{
Text("F12");
UseVar("control.group.select12");
}

CreateControl("Back", "GroupPanelButtonBack")
{
UseVar("control.group.select12");

CreateControl("Fill", "GroupPanelButtonFill")
{
UseVar("control.group.build12");
}
}
}

OnEvent("Toggle12")
{
Cmd("control.group.toggle12");
}
}
#5
Have made a few custom recyclers and they give some issues ..

When I have a recy-vehicle set up say ivrecy_1 and it uses classlabel "ivrecy" there is no problem, however when I create ivrecy_2 which uses ivrecy_1 as classlabel the game crashes with the following:
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3TechAlpha5 EDITOR Apr 23 2009 13:39:30
Windows version: Windows Version: 5.1.2600 'Service Pack 2' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|            runcodes:113  |11:54:04|27234  |[Edit] Clearing runcode [object]
DIAG|      MissionHandler:1269 |11:54:04|27234  |Expanded game UI file of 'bzeditor_exit_1024x768.cfg' not found. Using default of 'bzeditor_exit.cfg'
DIAG|            runcodes:154  |11:54:04|27234  |[Mission] Entering run code [RUN]
DIAG|            runcodes:154  |11:54:04|27234  |[View] Entering run code [COCKPIT]
(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from 8F3E7DA7h
Message :  Exception
Error occurred at 4/30/2009 11:54:46.
D:\Battlezone II v1.3ta5\BZ2Edit.exe, run by Red.
D:\Battlezone II v1.3ta5\BZ2Edit.exe, run by Red.
CPU: 2 processor(s), AMD Athlon(tm) 64 X2 Dual Core Processor 4800+
     x86 Family 15 Model 107 Stepping 1
Process Memory :   1602 MB free out of   2048 MB total
Physical memory:   2673 MB free out of   3328 MB total
Page(swap) file:   3708 MB free out of   4190 MB total
This exe is using 278 MB, peak use 278 MB

Fault address:  785738CC 01:000528CC C:\WINDOWS\WinSxS\x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.30729.1_x-ww_6f74963e\MSVCR90.dll

Registers:
EAX:8F3E7DA7
EBX:0060A202
ECX:7FFFFFFE
EDX:0D740073
ESI:00000008
EDI:8F3E7DA7
CS:EIP:001B:785738CC
SS:ESP:0023:0206F588  EBP:0206F80C
DS:0023  ES:0023  FS:003B  GS:0000
Flags:00010202

Call stack:
Address   Return    Function            SourceFile
785738CC  00000000  785547C9  vcwprintf_s+0x00004B17
785547C9  00000000  785548C9  vsnprintf+0x000000AB
785548C9  00000000  78554913  vsprintf_s_l+0x0000005B
78554913  00000000  004076F0  vsprintf_s+0x00000018
004076F0  00000000  00487D40  sprintf_s<64>+0x00000015
00487D40  00000000  0049322B  Factory::Init+0x00000063
0049322B  00000000  0048490E  GameObjectClass::Build+0x0000004D
0048490E  00000000  004B3F2E  DeployBuilding::SimulateDeployed+0x000000FC
004B3F2E  00000000  004F5075  TrackedDeployable::Simulate+0x000002D4
004F5075  00000000  0046327E  ENTITY::SimulateAllLocal+0x0000018C
0046327E  00000000  00463D55  MoveOneTurn+0x00000168
00463D55  00000000  00576510  MissionHandler::State::RunState::Process+0x00000333
00576510  00000000  004619BE  RunCodes::Process+0x0000019E
004619BE  00000000  00576510  MissionHandler::Process+0x00000011
00576510  00000000  00575F68  RunCodes::Process+0x0000019E
00575F68  00000000  00449D60  Main::MessagePump+0x00000051
00449D60  00000000  00449A4F  HandledMain+0x0000043B
00449A4F  00000000  004470E2  HandledMain+0x0000012A
004470E2  00000000  005BAED7  WinMain+0x00000059
005BAED7  00000000  7C816D4F  memcmp+0x00000191
7C816D4F  00000000  00000000  RegisterWaitForInputIdle+0x00000049


When I change the classlabel to the default recy "ivrecy" the error can also happen but very random.
The interesting thing is that the building variant does work properly with a different classlabel.
I first noticed the error when actually building the tech-tree to check if factories would interfear with each other, which they do not.
As a test I also set up 5 recyveh. and deployed them 1 by 1 next to each other to make sure it wasnt caused by deploying a recy adjacent to an existing base, 5 recy's in a row works just fine :)

These are the recy's I'm currently using:

Base ivrecy:
[GameObjectClass]
classLabel = "ivrecy"

/////// PROVIDES ///////////////////

provideCount = 5
provideName3 = "ivrecy_rs1"
provideName4 = "producer"
provideName5 = "nonhoverunit"

////////////////////////////////////

[CraftClass]

[TrackedVehicleClass]

[TrackedDeployableClass]

[DeployBuildingClass]
deployName = "ibrecy_rs1"

[RecyclerVehicleClass]


Base ibrecy:
[GameObjectClass]
classLabel = "ibrecy"

/////// PROVIDES ///////////////////

provideCount = 5
provideName3 = "ibrecy_rs1"
provideName4 = "producer"
provideName5 = "basebuilding"

////////////////////////////////////

[PoweredBuildingClass]

[BuildingClass]

[FactoryClass]
buildItem2 = "ivscout_rs1"
buildItem3 = "ivturr_rs1"
buildItem5 = "ivcons_rs1"
buildItem8 = "ivscout_rs1m"
buildEmptyItem = 8

[BuildGroup6]
buildlabel = "Service Trucks"
buildItem1 = "ivserv_rs1"
buildItem2 = "ivserv_rs2"

[RecyclerClass]


Secondary ivrecy (working):
[GameObjectClass]
baseName = "ivrecy_rs1f"
classLabel = "ivrecy"// "ivrecy_rs1" <- crashes game on deploying recy!!!
unitName = "Field Recycler"
unitIcon = "icon_ivrecy.tga"
scrapCost = 120
scrapValue = 40
buildTime = 60.0

/////// REQUIREMENTS ///////////////

requireCount = 3
requireName1 = "ibfact"
requireText1 = "Build Factory"
requireName2 = "ibtrain"
requireText2 = "Build Training"
requireName3 = "ibtcen"
requireText3 = "Build Tech Cen"

////////////////////////////////////

limitclass1 = "fieldrecy"
limitclass1Count = 1
limitclass1Text = "Only One Allowed"

/////// PROVIDES ///////////////////

provideCount = 6
provideName3 = "ivrecy_rs1f"
provideName4 = "producer"
provideName5 = "nonhoverunit"
provideName6 = "fieldrecy"

////////////////////////////////////

[CraftClass]

[TrackedVehicleClass]

[TrackedDeployableClass]

[DeployBuildingClass]
deployName = "ibrecy_rs1f"

[RecyclerVehicleClass]


Secondary ibrecy:
[GameObjectClass]
baseName = "ibrecy_rs1f"
classLabel = "ibrecy_rs1" // or "ibrecy" <- both work, diff. is if I need to set up custom units again.
unitName = "Field Recycler"

/////// PROVIDES ///////////////////

provideCount = 6
provideName3 = "ibrecy_rs1f"
provideName4 = "producer"
provideName5 = "basebuilding"
provideName6 = "fieldrecy"

////////////////////////////////////

[PoweredBuildingClass]

[BuildingClass]

[FactoryClass]
baseSlot = 4
buildItem5 = "ivcons_rs1f"

[RecyclerClass]


An other minor thing is that the limitation of the recy:
limitclass1 = "fieldrecy"
limitclass1Count = 1
limitclass1Text = "Only One Allowed"

makes the factory say:
Only One Allowed
Only One Allowed
while a ivrecy_rs1f exists, but only shows 1 line when ibrecy_rs1f exists, as if I have 2 line specified like:
limitclass1 = "ivrecy_rs1f"
limitclass1Count = 1
limitclass1Text = "Only One Allowed"
limitclass2 = "ibrecy_rs1f"
limitclass2Count = 1
limitclass2Text = "Only One Allowed"

But I havent done it like that to try and prevent the double message from the factory when the first limitation exists, but doesnt seem to make a difference ....

ps: if you make an object look for itself, you get this (checked it to make sure I didnt make such mistake somewhere):

(you will need to use taskmanager to close BZ2 after this, if it lets you)
#6
Maps and Modding / Red's Vanilla
April 27, 2009, 12:43:50 PM
I'm going to try and create a sort of 1.3ta5 based G66.
Why I am referring G66 is cause that's how I like to make it, mostly vanilla in objects and basic gameplay, heavy reliant on a combi between dll and aip.

The mod will have a vanilla recy variant for you to pick from as well as one with a few modifications as well as empty scouts, which makes the default recy for the mod. However at start I will only work with the ISDF, possibly later on adding the scions and maybe even more races.
The same for the AI which should than make the dll use 'only vanilla' or 'vanilla and modified' assets for the AI. (Depends a bit on my skills in C++. :) The idea is that it would switch AIP-sets and spawned vehicles based on the starting recy.)
This dll and aips will mainly be intended for use on larger/largest maps, but should work on properly set up smaller maps.

There are however a few assets, mostly from the Greenheart and Commando recy's, that I find interesting and would like your opinion if you think it would augment the game or change it too drastically.
The following objects are the ones I am considering (max allowed):

-upgradeable powerplant (-)
-rocket tower (-)
-"a" small assault tower (-) (thinking of no.4 (think adv. constructor and than 3,3,4 :D))
-secondairy servicebay (1 or 2) (for in the field, less functionality)
-secondairy recy (1) (for in the field, less functionality)
-secondairy factory (1) (for in the field, less functionality)

-service truck upgrade (-) (these will be in ....)
-heavy sabre (-) (I love 'em :) Also remember that on a much larger map fast vehicles will still retain a certain 'edge')
-sentinel (no or 3-ish) (The dual-assault-barrel assaulthover sabre. Not that great a ship, but on larger maps quite an asset.)
-assault avenger (no or 3-ish) (Awesome support ship if you want to travel light and fast, also note that the mod will make much more use of hovercraft than the current aips do.)

-weaponstweak (cannons modified to use the shotAlternate on true, mainly so walkers can be equipped with different weapons by the dll and 'spread damage')
-weapons added (currently am thinking about the rockets on the interceptor, so (assault) avengers can be used for base-assault in which they are currently rather worthless)

I've also been thinking about doing some tweaks to units however have decided not to, so there wouldn't be an imbalance between same units on opposite sides if you would choose to fight 'modified' vs 'vanilla'.

If you would have a suggestion for a better name than "Red's Vanilla" you're welcome to speak up.
And last but not least, if you happen to know of a smaller variant of the recy, factory and Sbay for the fieldvariants I would love to know :)
Thanks.
#7
Maps and Modding / Visual Studio 2005
April 23, 2009, 01:26:53 PM
From:
Quote from: GSH on May 02, 2008, 06:58:10 PM
The readme files for 1.3pb3's DLLs note that the Visual Studio Express Editions are quite free, and are fully functional for making BZ2 DLLs. Heck, my laptop's got 2005EE on it, and has made private builds for testers when I've been off on vacation. As the readme says:
QuoteIf you do not have VS.NET, there is a free download from
http://msdn.microsoft.com/vstudio/express/ . You may also need the
platform sdk from
http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&displaylang=en
.  If you want to develop your own games, you may want to also
download the DirectX SDK from http://msdn.microsoft.com/directx/sdk/
For more info about how to download & install these, please see some
good reference sites like
http://www.codeproject.com/useritems/FreeVS2005Win32.asp
(The platform SDK has some convoluted steps to install, unfortunately)
VS2008's Express Editions bundle the Platform SDK, thankfully, but the install of the redistributable files is a bit of a pain for 2005SP1/2008.

-- GSH

The link redirects to VS2008. Is VS2005 still available somewhere?
I've been looking all over microsofts site but the links for VS2005 all redirect to VS2008 and any google results comes with the old links for VS2005, and those again redirect to VS2008 ...
#8
Public 1.3 Beta 4 Archive / 1.3pb4b games
March 22, 2009, 09:23:16 AM
Whats up with the constant 1.3pb4b games?

Is it released or is it only released to a certain few? No offence but seeing the lag issues in 4a and that the 4b games always have the lowest ping its kind of like "in your face". Feels a bit that the largest part of the pb4x users are left without something 'good' ....
#9
Public 1.3 Beta 3 Archive / AIP stage-points
February 22, 2008, 07:49:58 AM
Just a thought (as in I think I can manage to put it in game using the source-code myself, but it may be interesting enough for ....)

Have been playing with AIP's and want to set them up to work based on different .. er .. player-conditions (like the siege and assault-plans already sort of do) but this would only realy come to its right when the AI knows a bit beter where it can stage attacks ..

like;
When the siege-plan triggers you pretty much know the AI is being pressed and most likelly fighting for its existance, so why send them out to a stagepoint 1/2-way across the map? If we can use stagepoints say like sstage1, sstage2, ... to indicate siege-plan stage-points we can make the AI a bit more .. er .. interactive and give the impression the adapt not just their unit-building (AIP's) but also how they are being send out and where they can come from ...


Personally I'd use this to make more variations to AIP's and try to get the AI to behave slightly more stategic in their attacks (like not sending an attack of medium units through the frontdoor ...)


As I started out with, its a thought, something I hope GSH and others coders may give some thought, just to get the concept under the public and see what may come of it ..  :-)


G