• 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 - Commando

#1
I made a new variant of the GreenHeart recycler variant.  This one allows you to pass a recycler to a thug so said thug can build his own base.  The thugs won't be able to build a bomber bay, bomber, or any of the advanced GH units, but they should be able to build the rest of the standard items.

http://www.bzuniverse.com/~betadudes/unprotected/New%20Rec%20Variant10a.7z

Updated the files to hopefully not cause bad assets.

Updated the link again.  I forgot to include the autoreg files for the new recyclers which would make choosing the new recyclers impossible unless you know the svar command to do so through the console.

This update is the same as the last except it has the autoreg files included now so you can actually select the recycler in the shell.

A basic description of how this variant differs from the regular greenheart variant

1.  The fury was removed from the Scion base
2.  The Service Bay built by this variant can heal multiple items simultaneously
3.  The commander can build a recycler to pass to thugs, these thugs can then deploy the recycler then start setting up small bases, the equivilent of a regular isdf base without a bomber bay
4.  The commander will need to build a hover scav so thugs can gather scrap at a decent rate.

In this variant, thugs rely on silos and their recycler for scrap storage so you won't have commanders and thugs fighting over pools.  The silos generate scrap at 1/2 the rate of a level one extractor and the thug's recycler generates scrap at half the rate of the regular recycler.  This gives thugs a scrap income, though not a significant one.  I only added that because a few people complained about not getting scrap which I understand.

Sorry, fixed bad assets by removing fbovergh.odf from the 7z file.
#2
1.3 Public Beta 5: Tech Alpha 5 / 1.3 TA5 AVs
April 26, 2009, 07:53:17 PM
Post your AVs here.  This will help prevent the general bugs thread from getting too big and will make it easier for GSH to spot AVs that occured in TA5.
#3
Post any bugs you run into while on TA5 or any issues you encounter while running TA5 here.
#4
Modding Tools / Tools For Modders
April 24, 2009, 07:19:54 PM
If you intend to make models or skins for TA5, it is recommended that you use GSH's DXTGen utility that is posted on his site.  I'll post a direct link to it shortly.

http://www.visi.com/~nathan/bz2/BZ2DXTGen_v22.7z
#5
Battlezone 1 / Natty's Maps
January 17, 2009, 06:39:06 PM
You can get Natty's bz maps at bzscrap.com.  CmptrWz posted a direct link below.  Natty said there are a few maps that were designed for 2 teams.  Those maps may need some tweaks if you plan on playing those maps with more teams  than two and natty says you are welcome to make the tweaks.  Natty says some of the maps use some tilesets he created and that you are free to use those aswell. 
#6
Public 1.3 Beta 4 Archive / Unofficial G66 2.0 Patch
January 08, 2009, 09:09:32 AM
http://www.bzuniverse.com/~betadudes/unprotected/Unofficial%20G66%20Patch%20b2.7z

This patch should allow G66 to work on Pb4 and Pb4a.  This patch fixes the following issues.

1.  Allows the ai recyclers to deploy by adding one line to the ai recyclers, preventing them from executing the second terrain check.

2.  Fixed Fury and Laser Pod variants so they will follow their patrol paths.  Had to set CanAIPIdle to false so the AIPs wouldn't kill their patroll routines when an AIP changed.

As far as I know, these were the major issues affecting G66 in pb4 and pb4a.
#7
Public 1.3 Beta 4 Archive / Stop Demanding a PB4B Patch
October 20, 2008, 12:08:33 PM
GSH is aware of the problems in pb4a and will get to them when he can.  GSH has indicated that he is getting annoyed with the demands for a quick patch.  Annoying him too much will most likely have very negative consequences.  For now, just play the version you find the most stable and wait for an update if and whenever one comes out.

GSH is now working 10 hour days, I believe 7 days a week, at pandemic because Sabeteur is close to release.  Since it is so close to release, he is stuck in crunch time, hence the hours.
#8
Public 1.3 Beta 4 Archive / For Those Hosting on PB4a
August 07, 2008, 07:25:16 PM
If you are hosting MPIs, especially on MPI Circle, it is best to limit the number of players to 3.  There seems to be an issue that causes everyone to lag out once the 4th player joins.

This will occur on other maps, but not as quickly as it does on MPI Circle.
#9
Public 1.3 Beta 4 Archive / Lag Out Log
August 07, 2008, 05:37:26 PM
I joined GH's server three times.  All three times I lagged out.

Attached is my chatlog from it.

Quote
UPNP should be started
Joined Session 1.3 - pb4a
Server's network connection: Broadband
Server changed map to mpicircle.bzn
>>> Server has launched!
Server changed map to mpicircle.bzn
List of players in game:
List of players in game:
GreenHeart
GreenHeart
seanmeister
seanmeister
Mauler_Bait
Mauler_Bait
Commando
Commando
Requested gamestate from server...
Requested gamestate from server...
Assets look good
Assets look good
-- Resynchronized gamestate to server at timestep 3373
-- Resynchronized gamestate to server at timestep 3373
<GreenHeart>: commando u lag out?
<GreenHeart>: commando u lag out?
GreenHeart is lagged (5 seconds)
GreenHeart is lagged (5 seconds)
seanmeister is lagged (5 seconds)
seanmeister is lagged (5 seconds)
Mauler_Bait is lagged (5 seconds)
Mauler_Bait is lagged (5 seconds)
Commando is lagged (5 seconds)
Commando is lagged (5 seconds)
All -> [Commando]: I'll post my chatlog when I lag out
All -> [Commando]: I'll post my chatlog when I lag out
<Mauler_Bait>: im loving this new rig :)
<Mauler_Bait>: im loving this new rig :)
GreenHeart is lagged (9 seconds)
GreenHeart is lagged (9 seconds)
seanmeister is lagged (9 seconds)
seanmeister is lagged (9 seconds)
Mauler_Bait is lagged (9 seconds)
Mauler_Bait is lagged (9 seconds)
Commando is lagged (9 seconds)
Commando is lagged (9 seconds)
GreenHeart is badly lagged (13 seconds)
GreenHeart is badly lagged (13 seconds)
seanmeister is badly lagged (13 seconds)
seanmeister is badly lagged (13 seconds)
Mauler_Bait is badly lagged (13 seconds)
Mauler_Bait is badly lagged (13 seconds)
Commando is badly lagged (13 seconds)
Commando is badly lagged (13 seconds)
MW Lag noticed (now = 3514, worlds = 3373 3514 0)
MW Lag noticed (now = 3514, worlds = 3373 3514 0)
Player GreenHeart state 5 at tail 3373 head 3549 (server)
Player GreenHeart state 5 at tail 3373 head 3549 (server)
Player seanmeister state 5 at tail 3373 head 3549
Player seanmeister state 5 at tail 3373 head 3549
Player Mauler_Bait state 5 at tail 3373 head 3549
Player Mauler_Bait state 5 at tail 3373 head 3549
Player Commando state 5 at tail 3373 head 3549 (local)
Player Commando state 5 at tail 3373 head 3549 (local)
BuildTurn(3373) BuildWorld(-1) lastBuildWorld(0)
BuildTurn(3373) BuildWorld(-1) lastBuildWorld(0)
nextCopy(3383) late(0)
nextCopy(3383) late(0)
Last work: build(1) lock(1,17,0)
Last work: build(1) lock(1,17,0)
Last cull(3373) lockload 1(3373) 2(0)
Last cull(3373) lockload 1(3373) 2(0)
GreenHeart is badly lagged (17 seconds)
GreenHeart is badly lagged (17 seconds)
seanmeister is badly lagged (17 seconds)
seanmeister is badly lagged (17 seconds)
Mauler_Bait is badly lagged (17 seconds)
Mauler_Bait is badly lagged (17 seconds)
Commando is badly lagged (17 seconds)
Commando is badly lagged (17 seconds)
MW Lag noticed (now = 3560, worlds = 3373 3560 0)
MW Lag noticed (now = 3560, worlds = 3373 3560 0)
Player GreenHeart state 5 at tail 3373 head 3589 (server)
Player GreenHeart state 5 at tail 3373 head 3589 (server)
Player seanmeister state 5 at tail 3373 head 3589
Player seanmeister state 5 at tail 3373 head 3589
Player Mauler_Bait state 5 at tail 3373 head 3589
Player Mauler_Bait state 5 at tail 3373 head 3589
Player Commando state 5 at tail 3373 head 3589 (local)
Player Commando state 5 at tail 3373 head 3589 (local)
BuildTurn(3373) BuildWorld(-1) lastBuildWorld(0)
BuildTurn(3373) BuildWorld(-1) lastBuildWorld(0)
nextCopy(3383) late(0)
nextCopy(3383) late(0)
Last work: build(1) lock(1,18,0)
Last work: build(1) lock(1,18,0)
Last cull(3373) lockload 1(3373) 2(0)
Last cull(3373) lockload 1(3373) 2(0)
GreenHeart is badly lagged (21 seconds)
GreenHeart is badly lagged (21 seconds)
seanmeister is badly lagged (21 seconds)
seanmeister is badly lagged (21 seconds)
Mauler_Bait is badly lagged (21 seconds)
Mauler_Bait is badly lagged (21 seconds)
Commando is badly lagged (21 seconds)
Commando is badly lagged (21 seconds)
MW Lag noticed (now = 3605, worlds = 3373 3605 0)
MW Lag noticed (now = 3605, worlds = 3373 3605 0)
Player GreenHeart state 5 at tail 3373 head 3629 (server)
Player GreenHeart state 5 at tail 3373 head 3629 (server)
Player seanmeister state 5 at tail 3373 head 3629
Player seanmeister state 5 at tail 3373 head 3629
Player Mauler_Bait state 5 at tail 3373 head 3629
Player Mauler_Bait state 5 at tail 3373 head 3629
Player Commando state 5 at tail 3373 head 3629 (local)
Player Commando state 5 at tail 3373 head 3629 (local)
BuildTurn(3373) BuildWorld(-1) lastBuildWorld(0)
BuildTurn(3373) BuildWorld(-1) lastBuildWorld(0)
nextCopy(3383) late(0)
nextCopy(3383) late(0)
Last work: build(1) lock(1,18,0)
Last work: build(1) lock(1,18,0)
Last cull(3373) lockload 1(3373) 2(0)
Last cull(3373) lockload 1(3373) 2(0)
GreenHeart is badly lagged (25 seconds)
GreenHeart is badly lagged (25 seconds)
seanmeister is badly lagged (25 seconds)
seanmeister is badly lagged (25 seconds)
Mauler_Bait is badly lagged (25 seconds)
Mauler_Bait is badly lagged (25 seconds)
Commando is badly lagged (25 seconds)
Commando is badly lagged (25 seconds)
MW Lag noticed (now = 3651, worlds = 3373 3651 0)
MW Lag noticed (now = 3651, worlds = 3373 3651 0)
Player GreenHeart state 5 at tail 3373 head 3670 (server)
Player GreenHeart state 5 at tail 3373 head 3670 (server)
Player seanmeister state 5 at tail 3373 head 3670
Player seanmeister state 5 at tail 3373 head 3670
Player Mauler_Bait state 5 at tail 3373 head 3670
Player Mauler_Bait state 5 at tail 3373 head 3670
Player Commando state 5 at tail 3373 head 3670 (local)
Player Commando state 5 at tail 3373 head 3670 (local)
BuildTurn(3373) BuildWorld(-1) lastBuildWorld(0)
BuildTurn(3373) BuildWorld(-1) lastBuildWorld(0)
nextCopy(3383) late(0)
nextCopy(3383) late(0)
Last work: build(1) lock(1,17,0)
Last work: build(1) lock(1,17,0)
Last cull(3373) lockload 1(3373) 2(0)
Last cull(3373) lockload 1(3373) 2(0)
GreenHeart is badly lagged (29 seconds)
seanmeister is badly lagged (29 seconds)
Mauler_Bait is badly lagged (29 seconds)
Commando is badly lagged (29 seconds)
<(F10) GreenHeart>: Checking gamestate of Commando
<(F10) GreenHeart>: Checking gamestate of Commando
Client un-lagging GreenHeart.
Client un-lagging seanmeister.
Client un-lagging Mauler_Bait.
Excessive lag on GreenHeart, state 5. Forcibly deleting.
Excessive lag on GreenHeart, state 5. Forcibly deleting.
Destroying GreenHeart, 3 players in game
Destroying GreenHeart, 3 players in game
Lost connection to server!
Lost connection to server!
Your team has no commander.
Your team has no commander.
Excessive lag on Mauler_Bait, state 5. Forcibly deleting.
Excessive lag on Mauler_Bait, state 5. Forcibly deleting.
Destroying Mauler_Bait, 2 players in game
Destroying Mauler_Bait, 2 players in game
Lost connection to server!
Lost connection to server!
Goodbye all!
UPNP stop redirect requested, but can't due to gotEverything = 0, firstSocket = 0

Lost connection to server!
Server Quit
Leaving game, returning to shell. Please be patient...
Goodbye all!
Connection to server restored
UPNP stop redirect requested, but can't due to gotEverything = 0, firstSocket = 0

UPNP Ports should be closed off...
UPNP should be started
Goodbye all!
Goodbye all!
#10
Public 1.3 Beta 4 Archive / PB4A AVs
August 07, 2008, 05:12:15 AM
Lizard reported this on www.bz2md.com.

Basically he said he made a quicksave and later tried to delete it.  When he tried to delete the quicksave, he got the following AV.

---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4a Aug  4 2008 12:08:55
Windows version: Windows Version: 5.1.2600 'Service Pack 3' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|GLOBAL          |            mcimovie:166  |11:08:08|6329   |Movie opened movies\intro.bik
DIAG|GLOBAL          |            mcimovie:135  |11:08:11|9804   |Movie closed
DIAG|GLOBAL          |            runcodes:153  |11:08:11|9804   |[Main] Entering run code [SHELL]
DIAG|GLOBAL          |                 vid:331  |11:08:14|12569  |ddx: does not support gamma settings
(done)

Exception code: C000000D An invalid parameter was passed to a service or function.

Message :  Unhandled Exception
Error occurred at 8/7/2008 11:08:46.
C:\games\Battlezone II\bzone.exe, run by mark.
2 processor(s), type 586.
Process Memory :   1822 MB free out of   2048 MB total
Physical memory:   1566 MB free out of   2048 MB total
Page(swap) file:   3608 MB free out of   3941 MB total
Fault address:  78144584 01:00013584 C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.1433_x-ww_5cf844d2\MSVCR80.dll

Registers:
EAX:B0259994
EBX:00000000
ECX:00000002
EDX:7C90E4F4
ESI:00000022
EDI:00000000
CS:EIP:395001B:78144584
SS:ESP:22E0023:022EEE74  EBP:022EEEAC
DS:78140023  ES:0023  FS:7814003B  GS:22E0000
Flags:00200282

Call stack:
Address   Return    Function            SourceFile
78144584  00000000  0046B5DB  strcpy_s+0x00000029
0046B5DB  00000000  0046B0E2  ShellHandler::DelSaveGame+0x00000028
0046B0E2  00000000  0057BA08  ShellHandler::Command::Process+0x00000DCE
0057BA08  00000000  1801132E  VarSys::VarItem::PrivTriggerCmd+0x00000018
1801132E  00000000  022EF554  RADTimerRead+0x00001A3E
022EF554  00000000  00000000   0000:00000000
#11
What do you guys suggest be changed.  Changes I'm leaning towards making

* Fixing the scrap cheat present with one unit
* Removing the Fury from the Scion Arsenal
#12
Post what you think should be changed or tweaked for the 1.2 variant.

ZA already suggested decreasing the buildTime for pods from 5 seconds to 4.

If there are any more suggestions, post them here.

If they don't make it in public beta 4a, I can release the update separately or I can make a new unofficial 1.2 variant for the time being to prevent bad assets.

What I have so far is

* Reduce build time for Service pods from 5 seconds (Default) to 4 seconds
* Make bomber team-transferable
* Reduce the cost of upgraded empties to 30
* Change ai aiming behavior to use 1.3's aiming code since 1.2's is horribly broken
#13
Public 1.3 Beta 4 Archive / Simple Model Editors
July 22, 2008, 02:16:18 PM
Are there any programs that can open up an xsi for the sole purpose of moving HPs around?  I have a few models I want to fix, but I haven't found anything that will do the job.  Please don't say Threed because that program is trash for two reasons, it only saves 10% of the model I want to save, and it screws up my mouse settings when opened forcing me to restart my pc.

I'm hoping Overmind is willing to tweak the MSH viewer by adding the ability to manipulate XSIs but I don't see that happening.
#14
1.  If you post any bugs, whether this is general gameplay bugs or AVs, tell us what files you are using.  Knowing what mod, if any, you are using is important.

2.  To the best of your abilities, state what you were doing when the game crashed on you, if you do receive an AV.  At best, the additional info could help track the cause, at worse, it took you a few seconds to write a few sentences.

3.  If your AV has the following under CallStack, there is no need to post your AV.  A good 60% of the AVs posted are identical and involve the following.  It is a known issue that has been addressed.

Quote
Call stack:
Address   Return    Function            SourceFile
00426AC1  00000000  0042BD30  Attacker::Execute+0x00000710
#15
To those of you making any mods for 1.3 Public Beta 4, you WILL need to correct either your AIPs or your odfs.

1.  AIPs can be corrected by adding checkProvides = false under the [Start] header.

checkProvides defaults to true and causes the ai team to check for objects using the provideNames AND NOT THE ODF NAME.  Setting checkProvides to false causes the ai to check for the odf name only which is the way previous versions of bz2 have behaved.

Quote
[Start]
checkProvides = false

2.  You can update your odfs by increasing your provideCount by 1 and adding the odf name to that new provideName# setting.

For steevo's antenna mound.

provideCount = 2
provideName1 = "fbantm"
provideName2 = "fbantm_st"
#16
Battlezone 2 / Modlog proposer
June 13, 2008, 11:06:55 PM
Who is the person who initially came up with the idea of creating a modlog for 1.3?  I want to say either Huscar or Nielk1, but I could be wrong.  I looked for that thread, but it appears to have been lost during the board change.
#17
Maps and Modding / Bz2 Unit Icons
June 06, 2008, 07:51:28 PM
Does anyone know how to create bz2 unit icons?

For the most part, I know how to do it, my main problem is getting the coloring right.  Anyone know what light colors were used when creating the icon renders?
#18
Public 1.3 Beta 3 Archive / Upgraded Empty Cost Poll
November 06, 2007, 03:33:43 PM
I've had vets yell at me for saying this is unreasonable.  Other players seem to have the same feelings.  I want to see how the majority of the community feels regarding this issue.
#19
Public 1.3 Beta 2 Archive / 1.3 Public Beta 2 AVs
March 08, 2006, 11:39:21 AM
This post is for AVs and information as to what was going on at the time of the AV only.  This way GSH doesn't have to go digging through multiple posts just to locate AVs.  Please only post AVs along with the information as to what was going on at the time of the AV.

While playing DM: Shingrala, bz2 shutdown on me without displaying a dialog box.  When I opened my battlezone.log, I found the following AV.  Nothing special had been going on at the time of the AV that I am aware of.  The game had 5 bots in it and two additional players.  Mase had just been killed by the ai before the AV occured.  I had adjusted my game.maxsmooth variable to 5.0 to make the unit models stay relatively close to the actual hitboxes. 

Quote
ERR |GLOBAL          |              bitmap:3571 |12:27:14|1353957|Can't load texture toxic_9.tga.
ERR |GLOBAL          |             vidrend:587  |12:29:16|1475902|Vid::EndScene: device->EndScene
ERR |GLOBAL          |             vidrend:587  |12:29:16|1475902|...Access to the surface is refused because the surface memory is gone. The DirectDrawSurface object representing this surface should have the IDirectDrawSurface3::Restore method called on it.
DIAG|GLOBAL          |              Thread:153  |12:29:18|1478275|Connect from 24.62.53.40:1898

ERR |GLOBAL          |              bitmap:3571 |12:29:43|1503298|Can't load texture toxic_9.tga.
ERR |Debug           |               debug:765  |12:38:09|2009423|[ E X C E P T I O N ]
ERR |GLOBAL          |              i76win:80   |12:38:09|2009423|Patch 1.3PublicBeta2 Feb 28 2006 09:00:21
ERR |Debug           |               debug:885  |12:38:09|2009423|Type: ACCESS VIOLATION
ERR |Debug           |               debug:886  |12:38:09|2009423|Info: WRITING to 00000D10h
ERR |Debug           |               debug:410  |12:38:09|2009423|CallStack:
ERR |Debug           |               debug:552  |12:38:09|2009423|00528F83 +0003 bzone.exe graphics meshent.obj public: struct Matrix & __thiscall AnimKey::RefObjectMatrix(void)
ERR |Debug           |               debug:552  |12:38:09|2009423|005B5D30 +0070 bzone.exe graphics anim.obj public: void __thiscall Animation::SetFrame(float,class Array<class AnimKey,0> &)
ERR |Debug           |               debug:552  |12:38:09|2009424|005CFA75 +01D5 bzone.exe graphics meshent.obj public: virtual void __thiscall MeshEnt::Simulate(float)
ERR |Debug           |               debug:552  |12:38:09|2009424|004DADD1 +03DF bzone.exe EXE Cannon.obj public: virtual void __thiscall Cannon::Simulate(float)
ERR |Debug           |               debug:552  |12:38:09|2009424|17B41D44 +17B41D44 [Unknown] [Unknown] [Unknown] [Unknown]
ERR |Debug           |               debug:552  |12:38:09|2009424|656A6766 +656A6766 [Unknown] [Unknown] [Unknown] [Unknown]
ERR |Debug           |               debug:552  |12:38:09|2009424|0045E582 +0000 bzone.exe EXE AirCraft.obj public: virtual void __thiscall MeshEnt::UpdateIntSpherePosition(void)
ERR |Debug           |               debug:552  |12:38:09|2009424|000000D3 +00D3 [Unknown] [Unknown] [Unknown] [Unknown]
ERR |Debug           |               debug:433  |12:38:09|2009424|Registers:
ERR |Debug           |               debug:434  |12:38:09|2009424|EAX: 00000C4Ch   CS: 0000001Bh  DS: 00000023h
ERR |Debug           |               debug:435  |12:38:09|2009424|EBX: 17E92E4Ch  EIP: 00528F83h  ES: 00000023h
ERR |Debug           |               debug:436  |12:38:09|2009424|ECX: BEBC219Fh   SS: 00000023h  FS: 0000003Bh
ERR |Debug           |               debug:437  |12:38:09|2009424|EDX: 3C814B5Ah  EBP: 021CF8B0h  GS: 00000000h
ERR |Debug           |               debug:438  |12:38:09|2009424|ESI: 0000000Ch  ESP: 021CF880h           
ERR |Debug           |               debug:439  |12:38:09|2009424|EDI: 160BB690h                       
ERR |Debug           |               debug:449  |12:38:09|2009424| CF: 00210202h PF:0 AF:0 ZF:0 SF:0 OF:0
DIAG|Main            |            mainproc:158  |12:38:09|2009452|Entering critical shutdown
#20
Public 1.3 Beta 2 Archive / 1.3 Public Beta 2 bugs
March 01, 2006, 08:18:25 PM
1.  Axeminister brought to my attention that multiworld games will frequently pause on him.  My guess is this is due to worldupdates.  I suggested adjusting the changelog to use the old ordpath.

2.  Objects are way off when it comes to where they are dispalyed.  This was brought up in another post.  I noticed it just a few minutes ago in a game I hosted.  I would actually clip into scavenger models because they were drawn behend their exact location.  I also had to aim maybe 15 meters in front of enemy units just to hit them.  It may have been closer to 20 meters.  This was with mwf set to 1 oddly enough.  I hadn't noticed this issue in private builds which is odd.