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Messages - Red Spot

#286
Public 1.3 Beta 4 Archive / Re: PB4A AVs
November 18, 2008, 12:38:56 PM
I keep on getting AV's while trying to do an instant battle with one of GH''s maps. I've saved a few of them:

========================================
DIAG|GLOBAL          |            runcodes:153  |15:45:20|105155 |[View] Entering run code [COCKPIT]
DIAG|GLOBAL          |                 vid:3196 |15:45:20|105180 |zbuff release refcount = 0
DIAG|GLOBAL          |                 vid:2371 |15:45:20|105946 |InitD3DDevice for driver 0
DIAG|GLOBAL          |                 vid:2204 |15:45:20|106008 |D3D: VendorID = 4318, DeviceID = 1026
DIAG|GLOBAL          |                 vid:2312 |15:45:20|106008 |caps:Gamma TripleBuffer Filter
DIAG|GLOBAL          |                 vid:2033 |15:45:20|106021 |zbuffer depth: 16
DIAG|GLOBAL          |                 vid:2033 |15:45:20|106021 |zbuffer depth: 24
DIAG|GLOBAL          |                 vid:2029 |15:45:20|106021 |zbuffer depth: 24 with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:2548 |15:45:21|106037 |d3d: can render after a page flip
DIAG|GLOBAL          |                 vid:2550 |15:45:21|106037 |d3d: supports 8 texture stages
DIAG|GLOBAL          |                 vid:2554 |15:45:21|106037 |d3d: anisotropy supported
DIAG|GLOBAL          |                 vid:2571 |15:45:21|106037 |d3d: supports z biasing
DIAG|GLOBAL          |                 vid:2577 |15:45:21|106037 |d3d: supports agp texturing
DIAG|GLOBAL          |                 vid:2642 |15:45:21|106037 |d3d: max texture size 8192x8192
DIAG|GLOBAL          |                 vid:2674 |15:45:21|106037 |d3d: fog caps: vertex = 1, pixel = 1
DIAG|GLOBAL          |                 vid:2679 |15:45:21|106037 |d3d: supports border address mode
DIAG|GLOBAL          |                 vid:2008 |15:45:21|106037 |pix format: * 5 5 5 0
DIAG|GLOBAL          |                 vid:2008 |15:45:21|106037 |pix format: * 5 5 5 1
DIAG|GLOBAL          |                 vid:2008 |15:45:21|106037 |pix format: * 4 4 4 4
DIAG|GLOBAL          |                 vid:2008 |15:45:21|106037 |pix format: * 5 6 5 0
DIAG|GLOBAL          |                 vid:2008 |15:45:21|106037 |pix format: * 8 8 8 0
DIAG|GLOBAL          |                 vid:2008 |15:45:21|106037 |pix format: * 8 8 8 8
DIAG|IControl        |              icroot:192  |15:45:21|106220 |Root window now 1024x768
DIAG|GLOBAL          |                 vid:330  |15:45:21|106226 |ddx: does not support gamma settings
DIAG|GLOBAL          |                 vid:759  |15:45:21|106226 |
DIAG|GLOBAL          |                 vid:760  |15:45:21|106226 |1024x768 32 : Direct3D HAL : Primair beeldschermstuurprogramma
DIAG|GLOBAL          |                 vid:763  |15:45:21|106226 |using a flipable surface triplet
DIAG|GLOBAL          |                 vid:780  |15:45:21|106226 |using 32 bit Z buffer with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:791  |15:45:21|106226 |opaque pix      8 8 8
DIAG|GLOBAL          |                 vid:794  |15:45:21|106226 |translucent pix 8 8 8 8
DIAG|GLOBAL          |                 vid:796  |15:45:21|106226 |
DIAG|GLOBAL          |                 vid:3576 |15:45:21|106226 |tex mem:   total 652332799, free 641176575
DIAG|GLOBAL          |                 vid:3593 |15:45:21|106226 |frame mem: total 259116800, free 247960576
DIAG|GLOBAL          |                 vid:800  |15:45:21|106226 |
DIAG|GLOBAL          |            runcodes:153  |15:45:21|106227 |[Main] Entering run code [MISSION]
DIAG|GLOBAL          |            runcodes:153  |15:45:21|106227 |[Mission] Entering run code [RUN]
DIAG|GLOBAL          |            Planners:9946 |15:45:21|106294 |SetAIP - cfg(Difficultii0.aip) team(5)

DIAG|GLOBAL          |            Planners:9946 |15:45:57|142114 |SetAIP - cfg(Difficultii1.aip) team(5)

DIAG|GLOBAL          |            runcodes:153  |15:55:35|720413 |[View] Entering run code [FACTORY]
DIAG|GLOBAL          |            runcodes:153  |15:55:45|730110 |[View] Entering run code [COCKPIT]
DIAG|GLOBAL          |            runcodes:153  |15:57:22|827211 |[View] Entering run code [FACTORY]
DIAG|GLOBAL          |            runcodes:153  |15:57:36|842001 |[View] Entering run code [COCKPIT]
DIAG|GLOBAL          |            Planners:9946 |16:02:02|1108005|SetAIP - cfg(Difficultiia.aip) team(5)

ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701197|---- Battlezone II Log File ----
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701213|//=====================================================
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701221|App version: Patch 1.3pb4 Jun  9 2008 22:18:35
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701229|Exception code: C0000005 (ACCESS VIOLATION) READING from 00000350h
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701237|Message :  Exception
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701246|Error occurred at 11/15/2008 16:28:38.
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701255|D:\Battlezone II v1.3\bzone.exe, run by Red.
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701263|2 processor(s), type 586.
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701271|Process Memory :   1780 MB free out of   2048 MB total
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701279|Physical memory:   2884 MB free out of   3328 MB total
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701288|Page(swap) file:   3931 MB free out of   4190 MB total
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701296|Fault address:  00426AC1 01:00025AC1 D:\Battlezone II v1.3\bzone.exe
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701305|
Registers:
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701312|EAX:00000000
EBX:0D92D638
ECX:0B4F7C8C
EDX:A9D02938
ESI:00000005
EDI:000FFFFF
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701321|CS:EIP:001B:00426AC1
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701329|SS:ESP:0023:022BFA1C  EBP:022BFAA8
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701338|DS:0023  ES:0023  FS:003B  GS:0000
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701347|Flags:00210202
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701354|
Call stack:
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701363|Address   Return    Function            SourceFile
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701455|00426AC1  00000000  0042BD30  Attacker::Execute+0x00000710
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701488|0042BD30  00000000  004016D0  ExecuteSchedPlans+0x0000054C
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701540|004016D0  00000000  00401F8C  AiMission::Update+0x00000103
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701556|00401F8C  00000000  00461261  AI_Update+0x00000006
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701614|00461261  00000000  00461E0C  MoveOneTurn+0x0000011E
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701631|00461E0C  00000000  0056475F  MissionHandler::State::RunState::Process+0x000003CC
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701690|0056475F  00000000  0045F691  RunCodes::Process+0x000001BF
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701734|0045F691  00000000  0056475F  MissionHandler::Process+0x00000012
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701755|0056475F  00000000  00564BD4  RunCodes::Process+0x000001BF
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701786|00564BD4  00000000  00455A95  Main::MessagePump+0x00000064
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701841|00455A95  00000000  0045578C  HandledMain+0x000003F4
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701863|0045578C  00000000  0045343D  HandledMain+0x000000EB
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701906|0045343D  00000000  0055567D  WinMain+0x00000059
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701951|0055567D  00000000  7C816D4F  fabs+0x00000191
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701972|7C816D4F  00000000  00000000  RegisterWaitForInputIdle+0x00000049
ERR |GLOBAL          |    ExceptionHandler:242  |16:28:36|2701979|
==============================================================
(2nd one in a new post, maximum allowed length for a post exceeded)

Sorry if this has already been solved, I've been offline for some time and had no time to read the entire pb4 forum.
#287
Public 1.3 Beta 3 Archive / Re: Fe on 1.3 beta 3?
February 27, 2008, 08:52:29 PM
Quote from: Red Devil on February 27, 2008, 02:21:41 PM
Dropships are underutilized.


Purelly concept so far ... but I intend on making a new Recy, wich basicly is a platform, when you deploy it the deploy-animation makes a dropship land on it and it will than form a recycler ... thats the plan at least ...  8-)


G
#288
Maps and Modding / Re: Gothic Shell
February 23, 2008, 08:42:50 AM
Really like the look of that gravidar(? .. radar) .. :-)


G
#289
Public 1.3 Beta 3 Archive / Re: AIP stage-points
February 23, 2008, 08:38:25 AM
Thanks for the info Red Devil ..

I know about defendarea and adapted it from Wug's (insane)AIP's, though what I'm more or less after is the ability to stear the AI in certain directions, AIP's can be triggered from the AIP's themselves so by say checking if an outpost exists you could send a cons. out to rebuild it and have the stage-points be around that area to cover the cons. without actually assigning protection to it, than when the outpost is rebuild by triggering an other AIP you can again have the stage-points behind the safety of the outposts GT's .. etc etc ..

What I hope to do, eventually, still finishing up the concept of my mod, is make an AIP-set based like stage-points themselves so you can have "aip_ii_a" "aip_ii_b" ... up to "....._z"(something reasonable..) and than use stage-points like "a_stage1" "a_stage2" (putting back the max. to say 6 stage-points/AIP)


G
#290
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
#291
Imo you could this working just fine ... using a good model with good collision boxes and a good set of tunnel .odf's ..
Though I cant help feel you're beter of not using it, as it is the AI already has some issues with staying inside tunnels already and I dont think you can (almost) completelly remove the exidental bumping out of the tunnel ..

You can easilly make a sort of similair thing with terrain though, than connect the top with a plain bridge to an other part of the map, would have the same effect .. get up a ramp, spiral around a lot, to get there where you can get to an other part of the map ..
(its that I've seem to have misplaced all my BZ2-work else I could have shown you a map where I did exactly that .. the whole map was filled with huge spirals with at some pools on top others bridges to the other 1/2 of the map ..)


G
#292
Maps and Modding / Re: Glow textures?
February 05, 2007, 04:09:33 PM
yet an other few things to play with ..  8-)

Thanks guys ..;)


G
#293
Maps and Modding / Re: Glow textures?
February 03, 2007, 08:01:14 AM
perhaps a bit slow but just to clear on it ...

what I'm making from this is that I basicly by using sort of a "dark/light" texture as skin and than a (kinda)"all apha" as glow texture can make 1 race look very diff. when teamcolors are applied?

basicly meaning like you now have that the ISDF go "all" red or blue I could make "only" the orange part go red/blue and leave the grey/etc exactly the same?


G
#294
Quote from: OvermindDL1 on January 31, 2007, 10:13:57 AM
EDIT2:  Does anyone have an odf I could use to test out animations in an xsi?


just use the turret odf's, as far as I understand there are 3 types(kinda) of animations in BZ2 (left/neutral/right movement, deploying, walker .. er .. stuff)
the turrets have the ability to use the animations for movement (left/neutral/right) and those for deploying


G
#295
yeah have been working with Blender most of the day, but ... er .. dont like it ..

couldnt even get as far as making a basic model .. so I started up Gmax made a basic model, saves as 3ds, inported into Blender and exported as .x ... (wich I can understand and manipulate into .xsi ..)
For now I'll be trying to get my hands on 3ds max v3 (I "understand" it and v3 makes life a lot easier ...)
than make 2 .xsi's of them (1 reg 3ds export, 1 similair as the Gmax method using your xsi-exporter) and compare them ingame ..

too bad I couldnt have been of more use up to now, could have made my life a bit cheaper as well ...  8-)



G
#296
Just downloaded Blender, what I'm basicly looking for now is an importer ..

I mean if I can import an existing .xsi and than export it its basicly nothing else but comparing files and looking for things that are diff.
(next to that, on a side note, I'd like to modify some existing models .. :D)

A friend of mine still has 3DS Max v5(iirc) wich hes willing to sell to me for a few euros, but would that A) still allow me to use Pandemics plugin (cant find any decent "readme" ...) and B) allows me to export to a format Blender is able to import ??



G
#297
Modding Tutorials / Re: Mapmaking - Paths for IA
January 25, 2007, 12:37:52 PM
when you've activated the editor (note; you dont have to be in it, it just needs to have been activated) press "shift+F9" and a the editor will switch to a yellow/blue editor wich allows you to move/add/remove paths.

press 1 than 2 than you can select a path or make a new one, once one has been activly selected you can remove it by pressing delete
every map should have a few paths to work wich are;
-Recycler
-RecyclerEnemy
-stage1 (to 3)
-hold1 (to 4)

optional are
-tank1 (to 3)
-tankEnemy1 (to 3)
-turretEnemy1 (to 3 or 4)
-gtow1 (to 5)

additionally you can spawn extra human and AI units/buildings by using the following;
mpic#_fvscout_ivscout
or
mpiC#_vscout

# -> a number used only once meaning if you have 2 mpic2 paths only 1 would work and it may break any other spawn-paths
use c/C (or h/H for the human team) to specify exact units/race or use the capitalisation to spawn a "general" unit

make sure that the paths are all at relativly flat terrain and in such a position the AI wont stage an attack facing a huge wall dead-center ...

you may wanna first of all read the "netvars.rtf" documents in your root BZ2 folder ...
(its basicly a much better explanation of what I tried above ..)



G
#298
Modding Tutorials / Re: Mapmaking - Paths for IA
January 25, 2007, 08:19:07 AM
3 things;

-or your cliffs are too steep or to shalow
(do also note that if you make like a very square object and than want the AI to go to the other side theu have a hard time getting around, blend the edges so it gets more round and the AI generally has an easier time pathing across a map)

-you ended up with some pathpoints in/under/ontop of a hill
(if a stage/hold point is where a hill is units wont do anything untill they reached the stage/hold point, wich they never will ...)

-or this may perhaps be usefull if implemented;
http://www.bzuniverse.com/forum/index.php/topic,6698.0.html



G
#299
Battlezone 2 / Re: Multiworld Frequency
September 13, 2006, 09:45:38 AM
that wont solve it, at least, I didnt know about MWF before yesterday and have been using it since, but "some" MP games still are laggy and have these problems (I think this only has a "good" effect in non-laggy games and wont help much if the actuall game is laggy)

(like fighting a few scouts to kill them and than "flick" and you find yourself walking .... with MWF set to 2 and/or 4)


G
#300
Battlezone 2 / Re: Multiworld Frequency
September 12, 2006, 01:52:55 AM
probably a bit late here ...

but where do I find this MWF, can I alter it in a specific game-file or is it command line only ??

(the links on page1 are all dead ..)


G