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Messages - spAce

#1
Public 1.3 Beta 2 Archive / Re: Free Eye not free!!
March 19, 2006, 09:29:58 PM
Not a cheat mode. Its quite useful in 1.2 when editing maps or taking screenies.
#2
Quoteyah, increase reverse thrust

That might give a little more time in the air, but it harms craft's features in other ways. There is no way to go around the current hover elimination.
BZ1 style physics (ships slowly falled down) would be enough imo. No need for infinite hovering, i agree that the physics would be better that way.

Just some resistance against the gravity pull. Its pretty unrealistic on Pluto and Titan atm :D
#3
Well, could that falling down effect be reduced ?
#4
ISDF scout is much better now. Terrain collision is removed nearly totally, nose down acceleration is back in business.
It still needs some ability to stay in the air, should be sort of falling resistant. Otherwise nearly all turret killing/dogfighting vet methods are negated or harmed badly.

I wonder why 1.3 needed recoded new physics, cause it was possible to remove hovering and nose down acceleration only by tweaking odfs. It's so clumsy now. Hard to integrate 1.2 physics code back ?
#5
Tried ur latest build, hard to tell that are the physics improved. I think ships should turn as fast as in 1.2, otherwise people think that gameplay has gotten more worse.

Is it possible to make ships stay in the air longer ?
And is it possible to remove terrain collision ?
That terrain collision is like stumbling in a 1st person shooter game, really annoying. :( Propably not so big problem if people play with automatic leveling on, but who does.


If prementioned things could be adjusted, majority of experienced strat players would accept the patch i believe.
Even though the physics code is more realistic in 1.3 releases, theres still something very wierd wich is the way how cliff edges capture ship's movement ability even though the ship is like 150 meters above any cliff edge. Same thing was in 1.0, 1.1 and 1.2, but in 1.3 it is more dominating.
#6
QuoteAre you shooting him at the point shown, with the red dot to the right of that position, showing that the actual position of the unit is ahead of both the TLI and the visual model?
Yes, my bullets were hitting the scout in that image. Ive been trying to make smoothing better with gameprefs.ini, only getting more worse. This issue requires recoding.
#7


Here is a screenie which should show some info about the amount of red dot delay. (scout running nearly at full speed)
#8
I was wondering if its possible to adjust a complete sync (mounting) with collision spheres/boxes in visual studio ? Not sure, but it seems that those collision spheres/boxes react to inputs correctly.
#9
QuotePretty eazy to hit if you use the red dot

Sadly that dot is delayed too, even in lan games. Hard to mount visual stuff to hit spheres/boxes ? And this problem already was in every bz2 version,  its just much more terrible in both 1.3 beta releases. Imo the issue made the game unplayable already in 1.3pb1 and it infact was the reason why i stopped playing/modding for 1.3.
#10
Public 1.3 Beta 2 Archive / Re: Modlog for modders
March 03, 2006, 09:50:35 AM
The list is made by OvermindDL1 btw.
And thx for that log Commando.
#11
Quote from: Scout on March 01, 2006, 09:07:04 PM
The problem is it hangs so far behind you can shoot out your ass at other people. (hence you turn as fast as you can and the model can be 180 degrees behind where you're really looking) 1.2 suited the competitive players much better because that never happened, only time a model detached from a hitbox was nosing into the ground for extreme speed or blinking.. Since that was the only 2 places you would see this problem, it wasn’t much to worry about.. But now its permanently available in 1.3..

and strafing left right to evade bullets is going to look smooth but that’s just giving a false impression when the players hitbox is going way out in front of the direct of the model but at least the target lead indicator isn’t based off the smoothed visual model and still presents an accurate location to shoot at.


Yes.

Visual position of man piloted ships is very delayed.
Target lead indicator is even more delayed.
In 1.2 it was possible to see units true position when mwf updated, now theres not even that left. Ships just slide around, very hard to quess where enemies really are. This also seems to appear in lan games, so this could be easily considered as most critical bug imo.

#12
Public 1.3 Beta Archive / Re: Proposed Change List
November 23, 2005, 07:29:26 AM
Does that "switch servers" work in 1.3 ?
If not, could it be removed or fixed ?
#13
Public 1.3 Beta Archive / Re: Balance (for APCs)
November 14, 2005, 02:00:57 PM
Quote from: PhoeniX-FlamE on November 13, 2005, 09:40:02 AM
..shadowers can chase a blinker even if he blinked back to base, the shads will follow him all the way to base --> in a big enough group you can shoot enough shads to make the ship explode in its base after blinking - and thats how ISDF defeat full-teched scions

Shadowers only travel 800 meters so that might happen only on small maps. It's quite easy to pick blinking route that has blocking obstacles that ruin shadowers path.

Quote from: APCs r evil
We should really get a test game going guys.

Yes !
#14
Public 1.3 Beta Archive / Re: Balance (for APCs)
November 14, 2005, 11:57:40 AM
Quote from: PhoeniX-FlamE on November 14, 2005, 11:19:53 AM
you guys are making scions gods which makes me think you've *never* seen a full-teched scions loose (exept vs a rush)
I used to be like that too - "when scions gets blink they win"
but I found a way to kill them, and its so easy for me now too

Remember that you are perhaps the best commander that there is Booby and things might look different from your perspective. I know that it is possible to stop full teched scions, but i think that there isnt so many guys around that can do it so easily. And i have never suggested to touch spire balance; if i think about the odf contents, there is no way to setup decent tweaking.

ZST brought scions closer to isdf, but 1.3 has greater problems with general race balance.
#15
Public 1.3 Beta Archive / Re: Balance (for APCs)
November 13, 2005, 05:28:02 PM
Quote from: deadscion on November 13, 2005, 07:22:46 AM
This balance pursuit is useless and never ending, impossible to finish. Somebody is always gonna open his mouth and say ---WAIT we need to fix one more thing!!!!----

AHA !
I would like to see scion used more in strats. The reason why scions are sort of "dropped out" is a balance issue !
You can learn how to spire walk in few days, but it takes couple years to learn how to setup good "working" def against scions. Usually only way to beat scions as isdf is to go for an very agressive and early base hitting or direct rec rush. isdf team often loses motivation to play against blinked warriors, yes, it is boring to fight against targets that u can only harm to near death state or against targets that u cannot escape from.

Isdf and scion might seem to be very well balanced if u set ai against ai (no blink and no working rec rush), but when it comes to human's ability to use (cycle) multiple weapons, scions leave isdf behind.


I consider scion overpower to be a bug cause scions are used in strats only after agreeding that spire walk is not allowed. Think about the noobie strats and new players that come to play their first bz2 games, how do they live along with the spire walking ?