Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta Archive => Topic started by: Knight on March 20, 2004, 12:45:27 PM

Title: 1.3 Final: Wish list . . . add yours too
Post by: Knight on March 20, 2004, 12:45:27 PM
I don't know how hard this would be to program but at the end of single/instant missions i feel robbed when the screen cuts away as soon as i thram the enemy recycler. I would like the camera to pull back and up and show me the devestation i've wrought (wroughted, wrote, written?).
 It would be nice if i could decide when the game cuts away to the main screen as it's nice to see what units survived the attack and maybe even watch them doing some mopping up.
 
As i say i have no idea how difficult this would be to implement.
 
Please tell us your wish list and try to keep it realistic not only in terms of what is techinically possible but what is practical considering those lads are putting in the work for the love of it rather than as a career move.
 Knight.
Title: 1.3 Final: Wish list . . . add yours too
Post by: DarkFox on March 20, 2004, 02:24:49 PM
1.3 waits about 10 seconds before it ends the game, giving you a chance to see your destruction and cheer. :)
Title: 1.3 Final: Wish list . . . add yours too
Post by: Marksman on March 20, 2004, 04:53:00 PM
Well, if I could wish for something wild it would be formations.

When taking an assault group a long distance, set them to single file for easier movement. When assaulting, set them to horizonal line. when setting a group of turrets at a choke point, make an arc. when setting a combat group against an attacking assault group, set them to delta.
I just really hate having a group of units all messed up falling all over themselves and incapable of doing anything but get themselves killed because they can't figure out which way to go or how to get around each other.

I'm sure this is way outside what could be done easily with the current engine, alas.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Knight on March 20, 2004, 05:02:23 PM
i want one that goes up to 11.

 Knight.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Giguana on March 20, 2004, 05:03:07 PM
It is something of beuty to see Attillas marching in a row annihilating everyhting infront of them.
Title: 1.3 Final: Wish list . . . add yours too
Post by: deadscion on March 20, 2004, 08:16:36 PM
If I could wish for something it would be a few more options to make the game something a little closer to what everyone likes.

Take all the main subjects of conflict on 1.3 and make them options so almost everyone could enjoy  1.3 as much as they have 1.2
Title: 1.3 Final: Wish list . . . add yours too
Post by: Knight on March 20, 2004, 08:17:01 PM
Yeah i like to link them into a chain then if possible set them parralel to the enemy base then give the attack order, that way they advance in a line.
 Needs open maps though.
 Knight,
p.s. how do you attach screen shots to the posts.
Title: 1.3 Final: Wish list . . . add yours too
Post by: deadscion on March 20, 2004, 08:20:15 PM
Quote from: KnightYeah i like to link them into a chain then if possible set them parralel to the enemy base then give the attack order, that way they advance in a line.
 Needs open maps though.
 Knight,
p.s. how do you attach screen shots to the posts.

You need webspace somewhere to display pics. You have to upload what you want us to see to your webspace and then give a link to the pic in your post.

Some places will not allow crosslinking though.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Slaor on March 21, 2004, 08:11:37 AM
Minor request but I'd love to be able to use the laser sighting effect (ie: hexagonal beam) in weapon FX, can just imagine the kinds of eyecandy that could be made with that...

Only other thing would be proper trail FX as per BZ1 big assets patch, apart from those 1.3 has the goods.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Gummo.nz on March 21, 2004, 08:17:59 AM
Just one thing I wish for:
Your ship being equipped with a 'dukes of hazard' sounding horn.
Title: 1.3 Final: Wish list . . . add yours too
Post by: PhoeniX-FlamE on March 21, 2004, 09:23:13 AM
jumping bunny in the middle of the map sometimes - just to have a laugh :D
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on March 21, 2004, 11:59:26 AM
Uhh, wildlife, SP has it :) , IA not :( . Very easy to do, sounds like one of those things you can add to a mod with all kinds of small modifications.
Title: My Wish
Post by: FlashFire on March 21, 2004, 01:15:40 PM
To have those useless Interface things in the training facility and bomber bay do something.
My ideas:
The training facility could modify what ship pilots/apc pilots are armed with.

The bomber bay... gee what could the bomber bay modify?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Acer on March 21, 2004, 03:40:00 PM
QuoteThe training facility could modify what ship pilots/apc pilots are armed with

The apc pilot weapons choice would be nice, dif wepons would give dif prices to the apc just like with custom tanks/scouts etc.

Giving the ai units pilots with dif weaps would require a new price system for the units and it would also require the ai pilots to actually attack instead of just running back to base.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Slaor on March 21, 2004, 04:55:06 PM
I mean a real ground effect FX setup, that would display at ground level dependent on the height of the vehicle - no point having a dust trail if its 50 metres high in the air, just looks like damage. And yeah I've tried lotsa stuff, and still playing with ideas ;)

Re: the consoles, would be way cool to be able to call a specific iface script from building terminal as defined in its ODF - but a lot of that stuff can be scripted in the DLL anyways I think.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Avatar on March 21, 2004, 05:24:58 PM
If I had one MAJOR wish fullfilled it would be for the current "Morph" to be more than just a different form of "Deploy", but rather tied in with whatever code handles "Upgrade".

That is, when you 'morph' a ship it would actually become something else.  This would allow multiple morph states (light/medium/heavy) or class changes (walker/hovertank).  It would be, in effect, the same thing that Scavs do when they deploy on a pool.

That way I could finally get my flying Maulers...   :)

(http://home.comcast.net/~bz-avatar/ohboy.jpg)

-Av-

(which is, of course, the final thing needed for world domination...)
Title: 1.3 Final: Wish list . . . add yours too
Post by: AcneVulgaris on March 21, 2004, 05:31:12 PM
Fly, my pretties!  FLY!

(shudder)


I'd like to see 1.3 taken out of beta and declared official...there are still some minor problems, but I think it's as good as it's reasonably gonna get....which is pretty damn good.
Title: 1.3 Final: Wish list . . . add yours too
Post by: NKLS!Theone on March 21, 2004, 05:53:07 PM
I'd like to see the 1.2 games taken off the 1.3 Multiplayer Server List. >_<
Title: 1.3 Final: Wish list . . . add yours too
Post by: Speedy on March 21, 2004, 05:59:29 PM
Turn off poweruser from the gamepref.ini file.
Title: 1.3 Final: Wish list . . . add yours too
Post by: BZ FeebleEffort on March 21, 2004, 07:01:18 PM
I'd like a puppy.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on March 21, 2004, 09:50:40 PM
I would love to see 'dust trails' that were linked to how high a vechile was above the terrain, and the terrain colour.
Title: 1.3 Final: Wish list . . . add yours too
Post by: PhoeniX-FlamE on March 21, 2004, 11:06:00 PM
i would love if it was possiable giving your team m8s constructors :s
Title: 1.3 Final: Wish list . . . add yours too
Post by: Speedy on March 21, 2004, 11:50:22 PM
I think there is a mod that allows that but its a limited version of the constructor.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Scout on March 22, 2004, 12:08:12 AM
I would like BZ1 style alliances :D
(not pre defined...People come and go.. players want to break off a join a friend etc)


undeployable production fac's(just a reverse anim of it deploying....)

multiple recyclers/factories/armoys/ auxillery misc production buildings :P


oh, and lets not forget... Tieing the visual model back onto the hit boxes..
Title: 1.3 Final: Wish list . . . add yours too
Post by: Avatar on March 22, 2004, 12:14:32 AM
You can Ally in BZ2 Strat now, but I've never done it.  What's different than it was in BZ1?

Undeployable Production Facilities are now possible.  Just 'upgrade' them into the mobile form.  (thanks Ken!)  It's slightly klunky in that you need a Constructor to do it, but that's how it's working for my BZ1 units.

Ken discussed allowing 'specialty' Factories something like the Bomber Bay, that allow/create special units.  He didn't get around to it, though.  It would be close to having multiple Factories without the quick FKey interface...

Building collision boxes can be tied into the visual model just by removing the collision__h object (and having the other proper odf entries).  The visual model as collision object is the default, the rest was added to minimize engine strain.   Vehicles are another matter.  (Kencodeâ,,¢)

-Av-
Title: 1.3 Final: Wish list . . . add yours too
Post by: Scout on March 22, 2004, 12:18:05 AM
Avatar, You cant UNally OR Forge a new alliance once IN game.. =(

in bz1.. you could

nathans point of arguement was back stabbers =(

haha when have i been or have back stabbed in bz1......

hell in bz2 your ally could see you fit with no recycler and run into your base and own it.. in bz1.. 3 key strokes and your defences would be on his ass.. not that defences actually did anything whatso ever in bz1 >:o

all the better for Dynamic alliances in bz2 instead of Static alliances..
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on March 22, 2004, 12:27:50 AM
I agree, breakable in-game alliences should be apart of the game. '' but back stabbing is bad''...yes...its bad, but it is also another stratigical factor to deal with, which is good.

I would enjoy a game where I can

A) trust that i will not be backstabbed because i know the person, this would be a good expience ingame

B) have the fear of back stabbing


It should be implimented.

Also, the 'undeploy' funtion...does it work with recyclers? If so, some of theFE single player maps might need a lil bit o editing.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Scout on March 22, 2004, 12:47:30 AM
this UNdeploy... when i heard it was put into the game was just having the building disapear and spawn a vehical recycler.. or the constructor did it.. either way i havent looked but after reading knew it just would cut it in terms of prostetic apeal...

Does the building currently "deconstruct" style undeploy? into a vehical

i dont see how hard it would be to make the build/deploy grahpic go perfectly reverse...

=/
Title: 1.3 Final: Wish list . . . add yours too
Post by: AcneVulgaris on March 22, 2004, 03:44:16 AM
Quote from: AvatarYou can Ally in BZ2 Strat now, but I've never done it.  What's different than it was in BZ1?

I just played a few of these today, and it's REALLY fun.  Especially if one teammate is scion and the other ISDF...you can cross fertilize the upgrades to make some truly frightening machines.

Blast Maulers are just plain SCAREY.
Title: 1.3 Final: Wish list . . . add yours too
Post by: wug on March 22, 2004, 04:42:43 AM
I'd like to see MPI with multiple commanders, and free-for-all strat with computer opponents.  Ummm... well, they'd probably be the same thing. :lol:
Title: 1.3 Final: Wish list . . . add yours too
Post by: Spawn on March 22, 2004, 05:19:36 AM
I want someone to go over the various maps and make sure that all the pools/base areas are level.  I just hate it when i have to kill a row of gt's to get a bomber bay in. :( Dont know if that could happen though.  Also, I really want the rocket towers availiable in strat, you could still recomend that we shouldnt use them, but wouldnt you really like to see a rave titan killing the oppisition?  not THAT is evil :twisted: Also, maybe make the first 2 turrets so that they need to be in a certain space near your base to function (like tiny undeployable towers).  I liked the idea of training/bomber bay interfaces.  You could set it so all of your henchmen would respawn with rocket, or make apc's with grenadeers, or that your bomber would make a minefield...also, could some lite defences be implemented? Things like mines, but easier to set and last longer?  kill your opponent just as he comes over the hill...and if you make the line formation thing, could you also include a function so that units would spread out in a formation around a nav or structure? (auto deploying turrets, they would automatically surrond the pool equally 10 m from center)
oh well, good luck with it if you can do any of this, and thank you to whoever spent their time and effort making/testing/posting errors/fixing this patch.
-spawn
Title: 1.3 Final: Wish list . . . add yours too
Post by: SilverB1rd on March 22, 2004, 05:27:43 AM
replace mod with patch
Title: 1.3 Final: Wish list . . . add yours too
Post by: Bull Dog on March 22, 2004, 07:56:53 AM
All right.  I wish..............hmm..........I don't know it this would be possable or not but.  Add the editor back to 1.3.  BUT, add it to a regular 1.3 minus the multiplayer code.  If that is possable then people wanting to put "super kill the map in two shots" weapons in he would be happy and the jerk wanting to use the editor in MP would still be left with no editor in MP.

Anybody thought of this yet?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Black Hunter on March 22, 2004, 10:45:27 AM
One thing that has been bugging me since late 2000 was the inability to manipulate the emission of effects more freely. Some of you may remember the SP-Stabber in the official BZ2 Demo had two orbiting lights, which I thought looked cool (These were actually two lights drawn on a single texture applied to a rotating sprite.), and I was mildly bummed when I found that effect emissions could only come from the center, or that spheres and other effects dependent on meshes, were fairly static. Would it be possible to implement orientation, origin-offset, and rotational options for the 3D components of eyecandy?

Another thing I've kicked myself for not asking for earlier was the feasability of axis modifiers. Having spheres expand at different rates on the XZ axis could make for some interesting possibilities. Also, I've had limited success with alternate explosion meshes, like pillars and toroids, and it would be cool if these and the textures on them could be animated as well (Possibly "borrowing" code responsible for the shell menu's cursor.), bringing things like the mushroom cloud into the realm of doability.

So, anyone think I'm nuts yet?

*By the way, these are suggestions. Nothing more.*
Title: 1.3 Final: Wish list . . . add yours too
Post by: Slaor on March 22, 2004, 10:49:50 AM
Interested BH - define limited success...
Title: 1.3 Final: Wish list . . . add yours too
Post by: Black Hunter on March 22, 2004, 11:09:08 AM
Well, way back when I didn't mind crashing my computer so much, I was playing around with effects, when I wanted to see if I could use a couple components from muzzle flashes in explosions. I replaced "g_sflash.xsi" with "ivtank00.xsi", and the end result was a Saber shaped shockwave, which I have to admit looked kind of goofy. Afterwards, I modeled various shapes to play with; Cubes and pyramids just looked ridiculous, but open-ended pillars and cones seemed good for mainly terrain explosions and toroids were excellent shockwaves. :p

Unfortuantely, I couldn't apply textures to them, and still haven't figured out how to UV-Map. Hence, limited success.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on March 22, 2004, 11:30:41 AM
I wonder if you could make an anailator weapon that , when it destryoed things, had a shockwave of the shape of the ship it destroyed...an a tiny little shape of an exoplosion roughly resembling the piolet  :twisted:
Title: 1.3 Final: Wish list . . . add yours too
Post by: Black Hunter on March 22, 2004, 11:35:48 AM
Actually, such explosions CAN be done (In my case, have been done). However, weapon-specific ship deaths are a mystery to me, but you can set ships to have explosions shaped like themselves to create the illusion that they got "incinerated" ala Star Trek style, minus the animation, although I wouldn't know the first thing about getting rid of the mesh that's tossed around after the initial explosion.

Hmm... It just occurred to me that in revealing such, I'm most likely entitled to no glory wut-so-ever if anyone else creates effects based on wut I've just said. :p

Oh well.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Avatar on March 22, 2004, 12:36:34 PM
Quote from: Bull DogAll right.  I wish..............hmm..........I don't know it this would be possable or not but.  Add the editor back to 1.3.  BUT, add it to a regular 1.3 minus the multiplayer code.  If that is possable then people wanting to put "super kill the map in two shots" weapons in he would be happy and the jerk wanting to use the editor in MP would still be left with no editor in MP.

Anybody thought of this yet?

There's another thread that was slightly hijacked into a "the editor sucks" vein.  What you've said would be the best solution.

-Av-
Title: Something else I'd really like to see...
Post by: wug on March 22, 2004, 06:56:34 PM
Record file / timedemo kinda thing.  In some RTS games, you can record the game being played.  I really wish that BZ II had that.  It would make for some awesome "water cooler" type discussions.

Yeah, I'm dreaming, but ya never know.... :D
Title: 1.3 Final: Wish list . . . add yours too
Post by: DarkFox on March 22, 2004, 09:08:42 PM
I wouldn't say you're dreaming wug - there is a demo recording feature in the BZ2 engine, but it's a bit glitchy, and doesn't work for multiplayer games at all.
Title: 1.3 Final: Wish list . . . add yours too
Post by: SilverB1rd on March 22, 2004, 09:16:57 PM
its kinda works in MP but its gets confused vary quickly.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Slaor on March 23, 2004, 12:22:34 AM
Very interesting BH , thanks for that info will definitely have a play. And yes if I get it working you'll get the glory :) I've been wondering if this stuff was possible ever since I played ShogoMAD - some pretty sick explosions in that.

"Unfortuantely, I couldn't apply textures to them, and still haven't figured out how to UV-Map."

Did your sabre shockwave have a tex? And how much did you play with colour, lifetime, texturename values etc in ODF?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Fishbone on March 23, 2004, 12:57:18 AM
wish list:

1) second factory (slot 4?)
2) have all HUD configurations have their origin on the top left (can this be done in a mod?)
3) f11 and f12 keys to extend f1 to f10
4) being able to use cockpit animations for other then person class
5) being able to set all axis of the force field of the tug (right now, only one axis is possible, x or y)
6) possibility to animate collision boxes
7) mp3 support (as opposed to wav only)

...
Title: 1.3 Final: Wish list . . . add yours too
Post by: FlashFire on March 23, 2004, 01:56:09 AM
This problably wont happen... but...

control of dropships!  :D

Fun dropping in the middle of enemy bases... ooh...
Title: 1.3 Final: Wish list . . . add yours too
Post by: Sponge on March 23, 2004, 01:59:13 AM
QuoteHmm... It just occurred to me that in revealing such, I'm most likely entitled to no glory wut-so-ever if anyone else creates effects based on wut I've just said.

*quickly steals bh's idea and sells information to the nazis*

:lol: hehehe sucker
Title: 1.3 Final: Wish list . . . add yours too
Post by: Black Hunter on March 23, 2004, 02:24:01 AM
Re: Sloar's post...

The Sabre shaped shockwave can be textured according to the existing UVMap coordinates already in the mesh, though there are limitations in the area of sub-objects, for only the lower body and fins showed up. The pillars and toroids I messed with could not be decorated in the same way because of the lack of UVMap coordinates. Anyway, for anyone who wishes to play around with custom explosions meshes, here's the entry I used for the tank-shaped explosion.

********
[Shock]
simulateBase = "sim_null"
lifeTime = 5.0
renderBase = "draw_geom"
textureName = "ivtank00.pic"    <---Textures can be either PIC or TGA
textureBlend = "one one modulate"
startColor = "255 255 255 255"
finishColor = "255 255 255 0"
startRadius = 1.0    <---This acts as a scale modifier. Same size as the vehicle.
finishRadius = 5.0    <---This acts as a scale modifier. Grows to 5 times the size.
animateTime = 5.0
geomName = "ivtank00.xsi"
********

The end result is described above, and it fades as though it were the cloaking effect from The Red Odyssey. The entry should be fairly self-explanatory, and you could play with the colors with or without the textures. I'd provide the meshes for the other explosions I mentioned, but I've since lost them, and am currently occupied with a couple other small projects I need to finish or get started with.

Now, another couple things on my wishlist to keep this post on-topic...

One of my favorite effects in BZ1 was the continuous beam used on weapons like the Flash Cannon, and I think the red aiming laser would be a good place to start if (re)implementation is given the go-ahead.

The cloaking ability was also something asked for not only by myself. I'm not sure if it has already been done for Avatar's mod and/or BZRAP, but I think it is worth considering.
Title: 1.3 Final: Wish list . . . add yours too
Post by: MowerMan on March 23, 2004, 03:36:19 AM
In dash Mp3 player...
Title: 1.3 Final: Wish list . . . add yours too
Post by: SilverB1rd on March 23, 2004, 04:35:55 AM
If anyone here can find an mp3 decoder in C++ not under a license/patent post it up nathan would most likely include it. the problem is mp3 is a patented file format and most of the time you must pay to use a decoder for it.
Title: And while we're at it...
Post by: wug on March 23, 2004, 06:38:20 AM
How about an "allow pause" option for multiplayer.  Sometimes nature calls at precisely the wrong time, and others don't mind waiting. :lol:

Unless there already is a way to do it, then please just tell me!
Title: 1.3 Final: Wish list . . . add yours too
Post by: PhoeniX-FlamE on March 23, 2004, 06:52:51 AM
ya, pause button... i thought about it just few days ago but totaly forgot about it


anyways i think that each 1 will have 3 pauses - and only the host can break it...

and ppl will be still able to talk... like the pause in SC, that could be great
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on March 23, 2004, 07:44:37 AM
everyone would have to agree to pause, and it should have a little box saying who has not 'paused' the game and who has, just a list ofplayers ingame +  a  ' P ' sign for those that have.


And the abilty to make a continious beam weapon BZI style would be lovly.
Title: 1.3 Final: Wish list . . . add yours too
Post by: PhoeniX-FlamE on March 23, 2004, 11:43:15 AM
there is 1... but u cant use it on strat... its only on dms.... hmm how is it called...
dont remember..
heres andother idea though...

make the rocket bomb available from armoy IF u have tech...
BUT
reduce the range to hmmm 150 - 140?
Title: 1.3 Final: Wish list . . . add yours too
Post by: aougli on March 23, 2004, 02:46:55 PM
I find the idea of pausing the game in multiplayer laughable, no offence to anyone.

In DM Volcanoes, there is a weapon called "Flash" which fires a continous beam.  I think it is a cannon class crate.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on March 23, 2004, 03:22:57 PM
I saw it once, I thought it wasn't that much a beam but a repeated blast, and I think you can come pretty far with only that, but you'de have to go in 0.0000001's thus dramatically overloading your system (I think).
Title: 1.3 Final: Wish list . . . add yours too
Post by: Avatar on March 23, 2004, 03:27:46 PM
Quote from: Black HunterRe: Sloar's post...
The Sabre shaped shockwave can be textured according to the existing UVMap coordinates already in the mesh, though there are limitations in the area of sub-objects, for only the lower body and fins showed up. The pillars and toroids I messed with could not be decorated in the same way because of the lack of UVMap coordinates.

There are texture-mapped spheres (mire, bane, etc.) and cylinders (cbhangp2, desmlh01, etc.) in the original pak, although some have other parts attached...

QuoteThe cloaking ability was also something asked for not only by myself. I'm not sure if it has already been done for Avatar's mod and/or BZRAP, but I think it is worth considering.

Nope, and in discussing it with Ken I got the distinct impression that it would require much more effort than he was willing to give it.  It's not fair to ask for something so potentially imbalancing anyway... If I need it for an SP mission there are other ways (DLL) to simulate it.

While I'd LOVE to have the Cloak recreated I never did like it.  Seemed way too unfair to me in TRO.  Thank God the AI never were able to use it properly, as it would have made them invincible against other AI.

-Av-
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on March 23, 2004, 05:26:21 PM
the ablity to make VIR phantom look more like something out of the Predator Movie....and fully customisable, so for example the Hadeans could have a 'phantom' that looked different, but was actually serving exactly the same purpose....

Oh, and as you run out of ammo, the phantom graphically becomes less and less affective (although stratigically its identical to what it is now)
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on March 23, 2004, 06:15:23 PM
Or, once you run out of ammo it doesn't work any more but starts to reapear slowly, same counts for cloaking/uncloaking, that would be nice, but not something to focus on, I think we should stay sharp on what's important, though, wrighting up such things is good, sharing ideas is good, right?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on March 23, 2004, 07:35:32 PM
When you are low on ammunition like that, the phantom shifts 'on /off' for split seconds as you regain your ammo, spend it, regain ammo etc etc...so the graphical affect would have every time it 'blinks' on and off, the image of the ship would judder...enough to make missiles miss, but not enough to fool a human opponent.

Which reminds me, there should be a 'minimum ammunition spend' feature, meaning that you can only spend so much ammunition as it recharges, this might help with lag a bit.

i would make it '1' or mabey '2'...you recharge at a rate of 5 normally anyhow.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Commando on March 23, 2004, 08:36:03 PM
There are a few things I would love to see, but I doubt they would ever get implemented.  The first thing I would like to see added is some kind of blink indicator that will show you where you are blinking to on the minimap.  This would be useful when blinking long distances.  The dropoff nav graphic would do the job pretty well.

I would love to see a Service Power under the ~ command for service trucks, similar to the construction rig's rotate function.  When you select a service truck, then you hit 3 for service, ~ would change from "select unit" to "service power".  This would help out scions if power lungs showed up under the service power menu since they don't show up on the service menu.  You have to manually point and click on the lung in order to repair them.

A final feature I would love to see implemented is a refresh command for a unit's attack/upgrade/service menu.  The player can do this by hitting esc when a service truck is selected in single player.  In multiplayer this is impossible unless there is something I am missing.  The ability to refresh the list would be useful.

I would also love to see the console command fixed.  Because the command includes the ~ key, the game pulls up the nav menu whenever the console is opened then closed.  I think the same occurs when you order the construction rig to rotate a building.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Spawn on March 24, 2004, 04:15:48 AM
One thing that i was thinking about was if you could make an option to invert the entire screen while in game.  I just think that this would look really cool, Imean, just look at any of the screen shots from various mods...then look at them while they are inverted.  Its great!!  An easy way to do this is to go into start>>programs>>accessories>>accesibility>>magnifer
its great, just turn on invert colors!  It works the best with two moniters.  This is just an astetic thing, and not really important, but it doesnt seem like it would be that hard, would it?  Also, if you could include some simple application/readme that would tell people how to configure the in-game hud so the pieces could be moved/resized by anyone depending to their individual wishes, just a thought!
-Spawn
Title: 1.3 Final: Wish list . . . add yours too
Post by: aougli on March 24, 2004, 04:56:37 AM
Something I've more or less given up on, having asked several times in the past, but it would still be useful...

Some sort of indication when VIR is on (the thing that makes your ship invisible) and Red Field too, though it's rarely used.  Something other than watching your ammo drain.  Maybe some sound effect?  Maybe the VIR special slot in the weapons list at the bottom right flashing?

Here's hoping...
Title: 1.3 Final: Wish list . . . add yours too
Post by: SquareEyes on March 24, 2004, 05:44:48 AM
Yeah! I'd like it 2 slice bread, wash dishes, the ironing.....Oh & perculate coffee...... Is a good coffee 2 much 2 ask 4?

& we all know what our fearless leader will probably say when he returns from his much deserved rest............

DEAL WITH IT!

:twisted:
Title: 1.3 Final: Wish list . . . add yours too
Post by: Tempest Storm on March 24, 2004, 05:57:51 AM
Quote from: aougliSomething I've more or less given up on, having asked several times in the past, but it would still be useful...

Some sort of indication when VIR is on (the thing that makes your ship invisible) and Red Field too, though it's rarely used.  Something other than watching your ammo drain.  Maybe some sound effect?  Maybe the VIR special slot in the weapons list at the bottom right flashing?

Here's hoping...

Those weapons support sounds for when they are on, but the game doesn't use actual sounds you will notice there. If you have any sounds that would work fine for them, then I am sure it would be added.
Title: 1.3 Final: Wish list . . . add yours too
Post by: technoid on March 24, 2004, 06:27:51 AM
Someone made a soundpack back in 2000 and I think those sounds were updated so you knew they were on.  I don't have that soundpack installed and I'm not sure if I still have it or if one of the repos has it.  Basically, some of the sounds were stolen from SW and Descent 1, which was pretty sweet, since I played Descent (before I discovered BZII), even on the internet (using a special ipx/spx p2p and D1 exec),  But yeah, like TS, said you can substitute sounds for that.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on March 24, 2004, 08:55:31 AM
and a shot-gun sound was stolen from Half-life for pummel, much better IMO.

But yes, there is a sound for when VIR was on.
Title: 1.3 Final: Wish list . . . add yours too
Post by: aougli on March 24, 2004, 02:50:49 PM
I think I tried the sound pack a long time ago; either it didn't have a sound effect playing continuously while VIR was on or it also changed some other sounds for the worse; I can't remember exactly, it was some years ago.  I also replaced a sound file with one that someone sent me, but all this did was change the sound when VIR was first engaged and switched off, not throughout the time that VIR was on.

Square: this is a game we play for fun, not just a software testing programme  :D though the distinction is often blurred...  I suspect you're probably right though.  There are people who enjoy tweaking this game and come up with good results; they might pick up some suggestions from this thread, even if most of the stuff isn't included in the main 1.3 patch.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Spawn on March 24, 2004, 05:39:17 PM
to make a sound while vir is on couldnt you just make the on sound for really long (like rave)?  Sure, it woulsnt be forever, but it would probablly be long enough.  I think that would work, but not sure, but you could try something like force, just modify the odf on your pc so you would get that purple shade when you activate it.
Title: Ammo!
Post by: BLUE DEVIL on March 24, 2004, 09:41:52 PM
Well, i don't have many problems with 1.3.  There are a few wishes i have though.  First of all, i think arc canon should get more ammo.  The decreased the number of arc shots dramatically in 1.3.  I am also a bit upset about the physics of the ISDF scout (thunderbolt).  I am pretty sure none of these things will be changed but hey, they are wishes  :-(   :)
Title: Re: Ammo!
Post by: technoid on March 24, 2004, 09:54:50 PM
Quote from: BLUE DEVILWell, i don't have many problems with 1.3.  There are a few wishes i have though.  First of all, i think arc canon should get more ammo.  The decreased the number of arc shots dramatically in 1.3.  I am also a bit upset about the physics of the ISDF scout (thunderbolt).  I am pretty sure none of these things will be changed but hey, they are wishes  :-(   :)
[/size]The physics are constantly being tweaked, so things ARE changing.

Quote from: Spawnto make a sound while vir is on couldnt you just make the on sound for really long (like rave)? Sure, it woulsnt be forever, but it would probablly be long enough. I think that would work, but not sure, but you could try something like force, just modify the odf on your pc so you would get that purple shade when you activate it.
[/size]The Forcefield audio would definitely be a good base for VIR/RF. Just revamp the harmonics to give it a sound of its own.
Title: 1.3 Final: Wish list . . . add yours too
Post by: DarkFox on March 25, 2004, 01:05:59 AM
QuoteFirst of all, i think arc canon should get more ammo. The decreased the number of arc shots dramatically in 1.3.
Actually, it hasn't changed at all. 1.3 merely states the number of SALVOs you can fire, rather than the number of individual bullets. The arc cannon used to have more ammo displayed, but it also used to use up 6 of these 'shots' every time you presed the button.

In 1.3 the arc cannon still fires just as many shots as it did before, it's just that the ammo display gives an accurate picture of how many times you can press the fire button before running out of ammo.

My phantom vir doesn't make any sound at all, not on activation or depletion. However, in my 1.2 install I made my own sound effect for the phantom running, simply by decreasing the volume of the deactivation wav file, and increasing the duration.

Spawn - I ignored your post due to the terrible black text, I'm sure I'm not the only one. Sorry for the snobbery, I just thought I should let you know.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on March 25, 2004, 03:05:43 PM
I just noticed how little you can change build effects, you can now have 26 races but 2 build effects (one only for scions), that doesn't seem realistic (sorry if I made a mistake).

Anyway, some new effects would be nice, it might also be terrific to have the build effect being linked by the unit that neads to use it (factory, constructor, recycler) so you could have a different build effect in each thing.
Title: 1.3 Final: Wish list . . . add yours too
Post by: OvermindDL1 on March 25, 2004, 09:31:06 PM
People have already been lobbying for that but it is not a large issue compared to other things that need to be taken care of.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on March 25, 2004, 09:56:31 PM
It would be nice if the hadeans had a yellow beam instead of a blue one like the ISDF, and if they built it 'top to bottom' instead of 'bottom to top'. Little things like that really had polish to a game.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Speedy on March 25, 2004, 09:58:22 PM
I think maybe the color thing is easy to implement. I mean when you build buildings, the wireframe is green. When you build units the wireframe is blue. So obviously just a simple color change is an easy enhancement to mods.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on March 26, 2004, 07:40:49 AM
I never noticed that. Can you actually change the wireframe?
Yes, all this things are secondary to the bugs (I once had a really strange one in a tutorial map wich shouldn't happen, and didn't happen again) but having new build effects (I think) would really make the game much better (and I don't think it would take that much time, just guessing though after all 1.3 already has much greater additions).
Title: Infintry
Post by: G Man on March 28, 2004, 09:06:59 PM
The one thing that i would like to see changed is the role infintry have in the game. In any war infintry play a very big role, it would be nice if you could order squads of infintry from the Training facility. It would also be good if the infintry weapons had a slightly higher effect to those units which are lighter. Think of it, if you and a small squad of 5 infintry could wait in the hills untill a scav or tank shows up and then jump up and take them out.  :D It would also make APC's more of a threat. And why not be able to control an APC, you could in BZ1. It would be sweet, have an apc move in pick you up and then fly back to base with it. I would also like to say that the way infintry dies is just horrible. Couldn't someone make a new death sequence, or even(though highly doubtful) add a ragdoll effect. it's just i wish that the infintry was more of a threat as they are in any war. It would add that final level of realism which would make BZ2 something very special. Also is it possible that some times instead of blowing up a tank just stops working, so it becomes a wreck on the battlefield which could then be picked up by a tug for recycling? Just some things that were on my mind, thx for listening :-o
Title: Hmm
Post by: General Cooke on March 28, 2004, 09:13:33 PM
Though I highly doubt this will happen, by dream for BZ2 has always been WATER UNITS. Ah, think of it, water-based mortar ships, underwater bases, the oceanlife, the serenity...

*cough* Oh, caught up in the moment. I also like the infantry idea. So that would mean higher Health for pilots  :D .
Title: 1.3 Final: Wish list . . . add yours too
Post by: DarkFox on March 28, 2004, 09:29:50 PM
Cooke - the Epic mod is probably going to feature aquatic units, and although they will almost definately only be features in the single player campaign, supposedly underwater bases are also in there.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on March 28, 2004, 09:56:51 PM
I would Love to have a Naval sea Battle. Mortars and Torpedos everywhere lol.
Title: Re: Infintry
Post by: Huscar on March 29, 2004, 09:42:04 AM
Quote from: G ManThe one thing that i would like to see changed is the role infintry have in the game. In any war infintry play a very big role, it would be nice if you could order squads of infintry from the Training facility. It would also be good if the infintry weapons had a slightly higher effect to those units which are lighter. Think of it, if you and a small squad of 5 infintry could wait in the hills untill a scav or tank shows up and then jump up and take them out.  :D It would also make APC's more of a threat. And why not be able to control an APC, you could in BZ1. It would be sweet, have an apc move in pick you up and then fly back to base with it. I would also like to say that the way infintry dies is just horrible. Couldn't someone make a new death sequence, or even(though highly doubtful) add a ragdoll effect. it's just i wish that the infintry was more of a threat as they are in any war. It would add that final level of realism which would make BZ2 something very special. Also is it possible that some times instead of blowing up a tank just stops working, so it becomes a wreck on the battlefield which could then be picked up by a tug for recycling? Just some things that were on my mind, thx for listening :-o

Except for the tank getting out of order it's all there, this is a mod proposal, but for a really cool mod, in DuneZone infantry is going to play an important role (it does already).
The tanks getting out of order is not so realistic as you might think: they are made from bio-metal, if I'm not mistaken bio-metal is spread accross the tank's body, when it gets a hit the lost bio-metal from another part of the tanks is spread and fills in the gap. When it is very spread out the systems start to malfunction (smoke and such), after a while then there won't be enough bio-metal to keep the tank intact it simply explodes, the destroyed hull are the bio-metal pieces on the ground, trying to get back together in their previous form, after a while they have been separated to long and don't try to get back together anymore (this happens gradually). At least this is my view.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Sponge on March 29, 2004, 09:56:22 AM
QuoteI would Love to have a Naval sea Battle. Mortars and Torpedos everywhere lol.

I did a little test to see if i could make anything worthwhile in this field. I made a couple of models of ships and boats and did some heavy odf tweaking but i just couldnt get rid of that "hovercraft" feeling. Besides it wasnt much fun driving a big slow brick that bounces on water.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on March 29, 2004, 11:18:04 AM
You tried aircraft class for player only? Torpedos should have big rotation grades and everything should respond slower, slower acceleration and such, you can get rid of the hover feeling making ships in calm water I think, or maybe having them classe as tracked vehicles and give the terrain a new texture.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Sponge on March 29, 2004, 12:12:27 PM
hows aircraft class gonna help ships  :?  As i said i tried it, it didnt work well enough to consider going on with the project. Also if i could work i assume it would have been done before.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on March 29, 2004, 01:45:51 PM
Hmmm... yeah, I got confused with subs. But it will still be nice see aircraft attacking your ships, I can't immagive how ships couldn't be fun, you gave them little acceleration right? Did you set the centre of them in the right position (beneath the surface), did you make sure they wern't boarding pieces of land? If all is yes you might wanna try having them moving on terrain (if only you could move it, would make beautifull waves).
Title: 1.3 Final: Wish list . . . add yours too
Post by: Black Hunter on March 30, 2004, 12:11:58 PM
Something else in BZ1 I wished could have been in BZ2 was the movement system used for the engine flames, which if applied with the effects in BZ2, I think would look really cool. Could something be done to make activating engine flames for turning, reversing, strafing, and jumping possible? Wut I have in mind was a system enabled in the unit ODF, where individual flames could be triggered by movements specified in the vehicle ODF, as well as a scale to define the relative size.

Suppose a ship had 4 flames mounted facing downwards in pairs on articulated appendages like in BZ1, animated similarly, with the front ones (1 & 3) oriented a bit more forwards, and the rear ones (2 & 4) a little rearwards. I imagine the ODF entries might read something like this:


Visualization... :Þ

      /--\
     /    \
    /  ()  \
    \  ||  /
     | || |
     | \/ |
    /      \
/-\/        \/-\
(1)|  /__\  |(3)
/  || /    \ ||  \
|  || |    | ||  |
\  || |    | ||  /
(2)| \    / |(4)
   \  \  /  /
    \  \/  /
     \====/


ODF entries...

forwardFlames = 1.0
forwardFlame1 = "flame_2__h"
forwardFlame2 = "flame_4__h"

turnFlames = 0.3
lturnFlame1 = "flame_2__h"
lturnFlame2 = "flame_3__h"
rturnFlame1 = "flame_1__h"
rturnFlame2 = "flame_4__h"

strafeFlames = 0.5
lstrafeFlame1 = "flame_1__h"
lstrafeFlame2 = "flame_2__h"
rstrafeFlame1 = "flame_3__h"
rstrafeFlame2 = "flame_4__h"

reverseFlames = 0.7
reverseFlame1 = "flame_1__h"
reverseFlame2 = "flame_3__h"

jumpFlames = 2.0
jumpFlame1 = "flame_1__h"
jumpFlame2 = "flame_2__h"
jumpFlame3 = "flame_3__h"
jumpFlame4 = "flame_4__h"

The lines followed by number settings would both define whether or not flames for those movements were on, as well as the intensity scale relative to the size of the flames played for forward movement. Of course, if these settings are set to zero, or not present at all, the flames for the vehicle would work much like stock BZ2.

So, does anyone think the proposed system could be applied in 1.3?
Title: 1.3 Final: Wish list . . . add yours too
Post by: ghz on March 30, 2004, 03:11:23 PM
'Tis a great  idea and I'd love to see it in BZ2 eventually but it would probably be classified as a 'Minor Tweak' but it all depends on when GSH returns (when not if all you nonbelievers out there :) )
Title: 1.3 Final: Wish list . . . add yours too
Post by: Nielk1 on March 30, 2004, 03:39:44 PM
I dont know if some of this has been said already, but here are some ideas.

1.)   The Ability for the host of a MP game to decide if the aliences in the game are Fixed or Dynaminc.

2.)   More Than 4 Weapon slots

3.)   Ability to Link and Unlink Wheapons, like in BZ1

4.)   BRING BACK THE 'THUMPER'!!!!!!!!!!!!!!!!!!!!

5.)   Make a new class of craft like space ship, (I think one of the patches added the sav class, but I could be rong)

6.)   To make it possable/eassier to desighn new classes with ease


EDIT:
PS: I don't mean to sound dumb or ignorant, but what is a power user?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Bull Dog on March 30, 2004, 06:31:52 PM
Quote from: Black HunterSomething else in BZ1 I wished could have been in BZ2 was the movement system used for the engine flames, which if applied with the effects in BZ2, I think would look really cool. Could something be done to make activating engine flames for turning, reversing, strafing, and jumping possible? Wut I have in mind was a system enabled in the unit ODF, where individual flames could be triggered by movements specified in the vehicle ODF, as well as a scale to define the relative size.

Suppose a ship had 4 flames mounted facing downwards in pairs on articulated appendages like in BZ1, animated similarly, with the front ones (1 & 3) oriented a bit more forwards, and the rear ones (2 & 4) a little rearwards. I imagine the ODF entries might read something like this:

I've had an idea on how to do that before.  It wouldn't look quite as good but.  Have emit points that are controlled by unit animations.  That way you press reverse and boom one whould have an emit flame pointing reverse.

I'll post more on that idea later and try to get into specifics.
Title: 1.3 Final: Wish list . . . add yours too
Post by: MowerMan on March 30, 2004, 08:45:42 PM
Thumper won't come back.  Causes too many network problems (it did inBZ1 too), and the the BZ2 engine doesn't support terrain deformation too well.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Nielk1 on March 30, 2004, 10:56:55 PM
Could a bad facsimily of the thumper in single player be possable?
(I know i spelled that rong)

Also, can't the modles be changed to make different thrust areas


      /--\
     /    \
    /  ()  \
    \  ||  /
     | || |
     | \/ |
    /      \
/-\/        \/-\
(1)|  /__\  |(3)
/  || /    \ ||  \
|  || |    | ||  |
\  || |    | ||  /
(2)| \    / |(4)
   \  \  /  /
    \  \/  /
     \====/


For forward, the 2 and 4 falmes could remain named flames 2 and 4.  But the 1 and 3 flames could be named null 1 and 3, so the flame section of the odf reffering to 1 and 3 would have nothing to point to, thus not exist.  Or would this cause a crash, if it does, make it now crash in 1.3.

EDIT: make it not crash in 1.3.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Avatar on March 31, 2004, 12:27:36 AM
Quote from: Nielk11.)   The Ability for the host of a MP game to decide if the aliences in the game are Fixed or Dynaminc.
2.)   More Than 4 Weapon slots
3.)   Ability to Link and Unlink Wheapons, like in BZ1
4.)   BRING BACK THE 'THUMPER'!!!!!!!!!!!!!!!!!!!!
5.)   Make a new class of craft like space ship, (I think one of the patches added the sav class, but I could be rong)
6.)   To make it possable/eassier to desighn new classes with ease
EDIT:
PS: I don't mean to sound dumb or ignorant, but what is a power user?

1. I like this..
2. I like this too but think it's too ingrained into the code.
3. This was specifically shot down and is one of the 'BZ2ish' things about the game.  (Cycling is better anyway...)
4. What Mower said.  Sorry, I miss it too.
5. Classes are easy up to a point.  There's a "comm vehicle" class now that Ken added.  It's AI processes to back up the classes that's tough.  They have to work with the current AI processes as neither Ken or Nate want to mess with AI processes or AI pathing.  For instance, the "aircraftClass" was reintroduced by Ken but there are no decent AI processes to run them.
6. Ken mentioned that the current engine Pandemic is working on has class modules rather than having the classes hardcoded in the engine, but that adding something like that to BZ2 would mean some major work.

We have to think 'wrap up', 'final bug fixes', 'balance tweaks' now, not major code revisions.  Believe me, Ken and Nathan have added a TON of options as it is.

There are no dumb questions, and adding /poweruser to the end of your shortcut to BZ2 shows you more information in MP, and changes some options to what GSH likes.

-Av-
Title: 1.3 Final: Wish list . . . add yours too
Post by: Nielk1 on March 31, 2004, 04:03:45 PM
OK, i wasn't sure what was hard coded and what wasn't.  And now that I think about it cycling is better.

Will 1.3 have more base planets and skys.  Maybe if it does, base maps like those in the data.pak could be made.

If more options ccan be given to the host of an mp game, all the better.

2 other ideas i had where:
Title: 1.3 Final: Wish list . . . add yours too
Post by: OvermindDL1 on March 31, 2004, 04:15:47 PM
Color selector?  For what?  For the units on your team in multiplayer? (blue and red)  That is controlled by dll and I have already done it for a mod, it is not controlled by the bz2 engine.  In that code I placed in you can choose what color each team should be in the shell, quite easy to do.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Avatar on March 31, 2004, 08:00:01 PM
Excellent OM...  very cool.  

Hey, that means I don't have to be pink in MP anymore!   :D

-Av-
Title: 1.3 Final: Wish list . . . add yours too
Post by: Dirty Rooster on March 31, 2004, 08:26:33 PM
Get hold of all the ZST maps to actually see
team colours being used in multi
strats.
Orange vs Black is my favourite,
the white & pale blue one is great too.

Good stuff there.
Title: 1.3 Final: Wish list . . . add yours too
Post by: DarkFox on April 01, 2004, 04:44:16 AM
I'd like to see a shell option for changing teams, which makes you appear as a pilot (with no sniper rifle unless respawn with sniper is on) for the other team, and makes your ship into an AI unit for your commander. This would help a *lot* with one of the most major, if not THE most major, balance issue on multiplayer - unfair teams.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Black Hunter on April 01, 2004, 06:39:37 AM
Just out of curiosity, is this thread for real, or just a collection of ideas that will never be used? Will the patch crew really consider the ideas posted here when they continue work on 1.3?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on April 01, 2004, 09:38:28 AM
My guess, no way!
Title: 1.3 Final: Wish list . . . add yours too
Post by: Sponge on April 01, 2004, 02:18:06 PM
howabout an strat mode where the computer commands on both sides so the players just gotta take care of the doggyfighting.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on April 01, 2004, 03:19:13 PM
Hey, that isn't a bad idea! Maybe with an option were you can decide how good the aip will be and what scrap cheat each side has. Good idea!
Title: 1.3 Final: Wish list . . . add yours too
Post by: Nielk1 on April 01, 2004, 04:37:05 PM
So the team colors are in the mission dll.

The fe 3way and variety maps automatticly open a window requesting information after the game starts, i think this is the dll.

A custom general DM/STRAT dll could be made and packaged with 1.3 (or sepretly).

This would allow for:
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on April 01, 2004, 05:08:11 PM
I don't know whether you can pause a game through dll, frankly I don't think so. Rest looks possible.
Title: 1.3 Final: Wish list . . . add yours too
Post by: OvermindDL1 on April 01, 2004, 07:29:06 PM
Yes, most of that would be possible, some of them (like the undeployable recycler's) could be done with some finnigaling.  Perhaps if I get time some weekend I could make such a dll up.  It would really be helpful though (and greatly increase the chance of me actually doing it) if everyone would list their own options and collaborate with each other all the options they would like to see and email me a *detailed* list including detailed descriptions of what you want done and some examples pertaining to it.  Perhaps even put it up on my website so I could give back info about how hard something would be to do or how long it would take.  Most of the things you all talk about though could easily be done in a few hours.  I do have some other dll's I need to finish first for some other projects but things like that should not take too long.  So yea, if you all do want a customized dll with little options like changing team colors in the shell and such, then please, goto my forums and post them and all ideas.  Do not worry if ideas conflict, everything can easily be turned on and off with ivars, the shell, and the like...
Title: 1.3 Final: Wish list . . . add yours too
Post by: Spawn on April 04, 2004, 07:13:44 PM
If everyone is done with posting their ideas, I would be happy to compile eveythng into a list and e-mail it to you overmind.  I just need to know if this list is it, and if i should give different people credit for their comments/ideas.  Ill start as soon as i get a few free hours.
Title: 1.3 Final: Wish list . . . add yours too
Post by: PhoeniX-FlamE on April 04, 2004, 07:32:53 PM
what about my random hopping giant bunny in the middle of the map with machinegun for 15 secs?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Slaor on April 05, 2004, 06:38:23 PM
Why not? No sillier or less adult than the current situation. :?
Title: 1.3 Final: Wish list . . . add yours too
Post by: kylite on April 05, 2004, 07:55:45 PM
I only have 2 requests for the final product.  both i believe within the creators powers

1: friendly fire options.

2: Server side sending of maps to players who dont have the map (like half life does it) that way we dont have to spend the next day or 2 searching the net for a version of the map to match

-kylite
http://ssh.galactichentai.com
Saturns Sailor Hentai
Title: 1.3 Final: Wish list . . . add yours too
Post by: MowerMan on April 05, 2004, 08:19:15 PM
Neither of those will happen, and both have been brought up many times since the early development of BZ2..

Friendly fire does detracdt from the game.  This is not Quake or Tribes.  Who want to expend all the extra processing to parse friend or foe when a bunch of units are hit by a mortar blast (just one example).

DL of maps won't work because one would needs a dedicated map server that never changes, plus BZ2 maps can get quite huge.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Insanity on April 05, 2004, 11:39:20 PM
Ahh.. just realised I was waaay behind the times... sorry for the dud post  :oops:
Title: 1.3 Final: Wish list . . . add yours too
Post by: MowerMan on April 05, 2004, 11:43:07 PM
Well, I'm certianly not opposed to either idea (especially if FF is a console switch), it's just that they are both unlikely to happen.
Title: 1.3 Final: Wish list . . . add yours too
Post by: technoid on April 06, 2004, 02:23:39 AM
This is the closest you'll ever get in downloading maps, if it will ever be used WIDELY or at all. (http://www.bzuniverse.com/~bz2cp/forum/forum.php?t=topic&fn=9&tn=1&tf=main&lang=1en&uuid=63725f61876f8d820040e3369f87b05f)
Title: 1.3 Final: Wish list . . . add yours too
Post by: MowerMan on April 06, 2004, 04:14:07 AM
G1 Technoid.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Starwolf on April 08, 2004, 02:54:18 PM
uhh how about a working ingame mouse  for the german version? I miss that :/ cant use my mouse ingame or even in the settings
Title: 1.3 Final: Wish list . . . add yours too
Post by: Der Vampyr Engel on April 09, 2004, 01:12:06 AM
I would like to see tanks with decent flamethrowers added to them after all , I think that is missing with the tanks in both BZ1 and 2 and seeing as tanks got this capability in the 30's I think that would be a good weapon to have against buildings plus other tanks and , especially pilots.

I was thinking the flamethrower out of Unreal 2 The Awakening would be a nice one, not sure if Battlezone 2 could do it that good though,  8)

Also possible to have the deployable /pack up option back in with the Recycers again, please? that was a very convieniat option in BZ1 and I can't really understand why iot wasn't kept for BZ2
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on April 09, 2004, 06:46:47 AM
Didn't 1.3 already have that from the constructor?
I would like to see xprsxpl start from when the pilot dies, maybe have xprsxpl1 and xprsxpl2, one for the first explosion (pool of blood) and one for the second one (body falling apart). Something else I'd like to see is a bullet that passes through an object and stays intact, this added to the bullet file as an additional option (troughObject = 1). This way you could have a cloud go over an object and damage it (TS comes to mind). Even though this is one of the things I'd like to see the most I still think separable build effects is the thing that most ppl would like to see (except for bugfixes).
Title: 1.3 Final: Wish list . . . add yours too
Post by: Gummo.nz on April 09, 2004, 09:04:43 AM
I'd like to see units be able to combine.  For example four scouts as limbs connecting to an assualt tank (the body) and a service truck (head).  Then sprinting into a scion base, uprooting a gun spire and using it as a club to batter enemy units all over the map.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on April 09, 2004, 09:20:48 AM
You sound like you watched to much television. Better thing would be have a set of turets to choose from, then you could swap your turret for one of the enemy with a service truck or something, but that is not fitting in BZ2.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Der Vampyr Engel on April 09, 2004, 11:04:58 AM
What you mean the Constructer packs up the Recycler, can also unpack it? you sure about that Huscar?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on April 09, 2004, 12:14:00 PM
I don't remember completely but I thought that if you give the recycler the possibility to upgrade in a recycler vehicle you can now simply do so in 1.3 without a crash, think Avatar posted something about it ( a reaction). Sure you'll have to change a little line in the dll (I think). i thought it was posted on this topic, but appearently not.
Title: 1.3 Final: Wish list . . . add yours too
Post by: CmptrWz on April 09, 2004, 12:15:10 PM
Constructor can upgrade the recycler back to a vehicle, but the DLL has to know about that. The recycler can then roam around again just like at the start of the game.

This is assuming the recycler has the upgrade option in the ODF.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Nielk1 on April 17, 2004, 05:46:53 PM
I know 1.3 changes the editor, but i would like to know if it adds another view mode.  There is already plain, wire, color (wire), and hight (wire).  I remember, with my almost null experience editing the editor, i made another button that made the red and green of is the land flat show up.  Will this be in the 1.3 editor.  If it isnt, can someoun put it in.

I think the pbuttins turn on view modes, 0, 1, 2, and 3.  And that what i am talking about is 4 or 5.
Title: 1.3 Final: Wish list . . . add yours too
Post by: BZZERKER on April 17, 2004, 07:05:13 PM
It already is :D . It's that diamond in the middle of the other switches.
Title: 1.3 Final: Wish list . . . add yours too
Post by: DarkMonster on April 18, 2004, 09:18:17 PM
Quote from: deadscionIf I could wish for something it would be a few more options to make the game something a little closer to what everyone likes.

Take all the main subjects of conflict on 1.3 and make them options so almost everyone could enjoy  1.3 as much as they have 1.2


very well said
Title: 1.3 Final: Wish list . . . add yours too
Post by: Nielk1 on April 19, 2004, 12:48:32 AM
How complex would be the insertion of an mpi camain, were anyone who has beten the mission, or is at the misson in the ladder can help or play against another player?

If this is possable, the use of a cpu to fill in the empty spots would also be nice.


Is it even possable, not nessesarily for 1.3, but ever?
:D  :-D  :-)  :)
Title: 1.3 Final: Wish list . . . add yours too
Post by: Black Hunter on April 19, 2004, 06:16:05 AM
Following up on my last batch of suggestions...

Among them, I forgot to ask if the engine flame effect could be made to play as a permanent effect, perhaps to replace the puffs which are played on the dropships. It would be really great if flames could be always on for VTOL-type craft that use large thrusters instead of anti-gravitic fields to stay aloft. In fact, it would be really neat if the flame effect could be used on more than just hovering ships; there are flame meshes on the APC, Bomber, and Comet torpedoes, but they don't seem to be active in their stock state, and would look great if activated.

Oh, and while I have yout attention, I got another couple things on my mind.

-Can the the appearance of the mesh that gets tossed around (Right after the first, primary detonation.) when a unit is destroyed be disabled? If so, how? If not, could such an option be considered for implementation, because it's absence could be substituted with custom primary detonations that spew out vehicle pieces on a ship-by-ship basis. Granted, a lot of work would have to go into making making the debris meshes from the existing XSIs, but I think BZ1 styled destruction could potentially make a comeback. :)

(The debris would be ballistic sprites substituted with the debris XSIs in much the same way as the custom explosion meshes mentioned earlier. I'm not sure if the xplExpire flag works in this area though.)

-Could a weapon class that homes in on either or both (This could be determined in the weapon ODF.) the building and unit with the most hit-points be created? Wut I had in mind was a kind of Ball Lightning weapon, most likely used by the Scions, that homes in on wutever would most likely get struck by lightning during a storm, which is more often than not, are larger/taller, more sturdy objects.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on April 19, 2004, 02:27:40 PM
Something I realised could be great. A special option in the odf's of units. It's a bit difficult to explain but I'll try. You have the factory that can produce a tank, you have 3 kinds of tank, warrior, sabre and Xares, so you could change the entry in the factory in tank0#1-3 wich would randomly load a tank named tank01, 02 or 03. Whithin the tank there is pilot01, 02 or 03 depending on witch kind of tank it is in, the names loaded for thge sounds also have 0# and allow you to use like, TankAttack01.wav, 02 or 03, depending on which kind of pilot is in the tank. How does that sound like?
Title: 1.3 Final: Wish list . . . add yours too
Post by: APCs r evil on April 23, 2004, 01:22:31 AM
The only real wish i have wanted ever since i started playing bz2 would be that the scion stronghold (or maybe the overseer array) would produce pilots like the isdf training facility does.  :-(
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 23, 2004, 01:31:50 AM
QuoteSomething I realised could be great. A special option in the odf's of units. It's a bit difficult to explain but I'll try. You have the factory that can produce a tank, you have 3 kinds of tank, warrior, sabre and Xares, so you could change the entry in the factory in tank0#1-3 wich would randomly load a tank named tank01, 02 or 03. Whithin the tank there is pilot01, 02 or 03 depending on witch kind of tank it is in, the names loaded for thge sounds also have 0# and allow you to use like, TankAttack01.wav, 02 or 03, depending on which kind of pilot is in the tank. How does that sound like?

Why not just use a drop-down menu to select variants of that unit/class, instead of relying on frustrating luck?
Title: my wish list.
Post by: Angstromicus on April 23, 2004, 01:44:52 AM
1) Bring back thumper (my topic)

2) Rail-gun class wep (hits someting and goes thru it)

3) Visibility range bug fixed

4) Dead nav bug fixed

5) Better weapons explosions ( I would like a weapon's render effects to do the damage, not just some mysterious damage field).

6) More than 5 hardpoints per vehicle.

7) Cloud layer (Like in bz1)

8) Better music

9) More than 16 audio channels

10) More weapons available

11) Slighly more maneuvarble craft

12) If possible, have vehicle weapon animation (Like in pilots)

13) Fix maps that av when run in the editor.

14) Dedicated servers

15) join servers that arent your version and have maps you don't have so you can get to talk to a friend.

16) Send messages to a server when you are outside of it.

17) Option to ban players.

18) Be able to host 14-player maps in 1.3.

19) More units

20) Remove or greatly lessen the "red screen" effect when hit.
Title: Re: my wish list.
Post by: GreenHeart on April 23, 2004, 03:09:37 AM
Quote from: Total Oblivion Omnis17) Option to ban players.

That function already exists in bz2 1.3 & i'm not talking about the banlist in the gameprefs.inf
Title: 1.3 Final: Wish list . . . add yours too
Post by: Tempest Storm on April 23, 2004, 03:17:59 AM
And there is a maximum of 64 sound channels...
Title: 1.3 Final: Wish list . . . add yours too
Post by: Huscar on April 23, 2004, 12:08:26 PM
QuoteWhy not just use a drop-down menu to select variants of that unit/class, instead of relying on frustrating luck?
Because then it wouldn't be exiting see what ind of unit you will get, but yeah, maybe a sub menu is a better idea, it's mainly the variating pilot thing, and thi system would work just the same with sub menu's because you can have ivxares0#(0-5), ivtank0#(0-5) and ivwar0#(0-5). 0-1 being human (male/female) 2-3 being scion (male/female) 4-5 being haedean (male/female), this all in a confortable sub-menu, same system, used differently.

Another thing I would like to see is being able to implement a routine at the end of an odf, this way you could have something like this: (some new commands)

[routine,main,0,true] (don't mind the order)
getCurrentObject,1 (objects being controlled by numbers)

IS_ATTACKED:
SetXSI,"ivpilup.xsi"
IsAttacked,1
IfEQ,false,IS_ATTACKED
SetXSI,"ivpildown.xsi"
wait,15
JumpTo,IS_ATTACKED


this routine would make the pilot crouch when under attack.
Other possible things would be

Opening a factory door when it finished building something

Odering an object to move out of the factory in a straight line while being aircraft.

Having a factory change it's build hp when building certain objects, maybe even changing build-effects.

Swapping weapons pack by pressing a key

Opening doors by pointing them.

There are many other usefull things modders could do with this, some of these things are already doable in normal dll but this would reallt increase the confort of dll writing, map making and such things.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 23, 2004, 08:52:33 PM
Quote from: Tempest StormAnd there is a maximum of 64 sound channels...

Oh, well then, perhaps there should be an option in the options menu to make it go beyond that.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Tempest Storm on April 23, 2004, 09:30:28 PM
The reason why you only see 16 I guess is because your sound card can't support it. BZ2 will make the max amount of SCs you can enable depending on your card and how many SCs it supports, but 64 is a cap that you can not surpass at all. Anything more than that would be cool, but hardly nessesary, my max is 30 SCs and I barely even cap that when ingame.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 23, 2004, 10:03:02 PM
well I doubt in game the sounds you hear will never reach 64 except in gamestate.
Title: 1.3 Final: Wish list . . . add yours too
Post by: OvermindDL1 on April 23, 2004, 11:11:06 PM
Mine supports 64 and I almost never see it get above 30, so a 32 card would be fine.
Title: Custom menu commands.
Post by: eddeighton on April 24, 2004, 04:17:02 AM
All I would like is custom menu / sub-menu commands for units for handling in mission dll's (ideally with the ability to enable / disable ).

I would really like this capability and would appreciate anyone else who does speaking up for it since it doesn't seem to have been mentioned in this thread very much.

Even if definitions have to be statically defined in some file instead of at run-time this would still make so much possible for those interested in improving / moding the tactical side to bz.

Ed.

I guess maybe a cheaper alternative is ability to register for specific keyboard accelerator notifications in the mission dll combined with unit/squad selection info but thats not nearly as cool.
Title: 1.3 Final: Wish list . . . add yours too
Post by: DarkFox on April 24, 2004, 04:53:55 AM
Dedicated servers would be horrible in battlezone2. Cheating would go through the roof.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 24, 2004, 07:14:00 PM
lol, anyway, why would dedicated servers do that?
Title: 1.3 Final: Wish list . . . add yours too
Post by: DarkFox on April 24, 2004, 08:11:32 PM
Because with no dedicated servers, there is *always* someone able to use the /kick command playing ingame at all times.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 24, 2004, 10:21:35 PM
Well the system that I'm thinking about is that having dedicated servers with passwords to them. If you are an admin, type in the pass and u become an admin in the server, and have a call button for an admin. Each mission will be random, last a certain amout of time in ctf and dm missions, and have voting options.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on April 24, 2004, 10:54:32 PM
Dedicated servers would also mean that the MP power of BZII would pick up.

A kind few would definatly take advantage of such a feature, and host DM's at least. This would cause problems, e.g. unacceptable behaviour going unhindered...but it would also bring the benifits of a stronger MP base
Title: 1.3 Final: Wish list . . . add yours too
Post by: DarkFox on April 24, 2004, 11:30:46 PM
QuoteWell the system that I'm thinking about is that having dedicated servers with passwords to them. If you are an admin, type in the pass and u become an admin in the server, and have a call button for an admin. Each mission will be random, last a certain amout of time in ctf and dm missions, and have voting options.
This is the way it's bound to work, yes. Trouble is, when a server admin *isn't* there, there are too many exploits in the game to have a good game.
Title: 1.3 Final: Wish list . . . add yours too
Post by: PhoeniX-FlamE on April 24, 2004, 11:49:36 PM
bz2 will need a new engine for dedicated servers

in the current one you have to quit the server and remaking it (sometimes reboot) to reduce lag...

joiners and leavers also adds to the lag of the game afterwards...if u have a dm or a strat (one of the reasons for vets game) and ppl join game, quit, join game then quit the server will lag HORRIABLY


omnis - some of what you suggested is already available

3,9 and 17 - and maybe some more
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on April 25, 2004, 12:35:27 AM
QuoteThis is the way it's bound to work, yes. Trouble is, when a server admin *isn't* there, there are too many exploits in the game to have a good game.

And isnt 1.3 ment to stop those very things?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 25, 2004, 01:16:08 AM
Quote from: Jwk the Hemp Monkey
QuoteThis is the way it's bound to work, yes. Trouble is, when a server admin *isn't* there, there are too many exploits in the game to have a good game.

And isnt 1.3 ment to stop those very things?

my point exactly. But lag is a big issue, but maybe by the end of 1.3 lag will no longer be an issue (cept for 56kers like me :(.)
Title: 1.3 Final: Wish list . . . add yours too
Post by: Tempest Storm on April 25, 2004, 01:19:49 AM
"And isnt 1.3 ment to stop those very things?"

Since when was there a cheat proof game?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 25, 2004, 01:28:02 AM
Quote from: Tempest Storm"And isnt 1.3 ment to stop those very things?"

Since when was there a cheat proof game?

What's using a dedicated sever gonna do to change cheating? Besides, I doubt a cheat would affect the server itself and last until the server is rebooted.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Tempest Storm on April 25, 2004, 01:46:59 AM
Ummm...I am talking  about bugs and exploits used to cheat in order to make the tides in your favor...
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 25, 2004, 01:53:06 AM
Quote from: Tempest StormUmmm...I am talking  about bugs and exploits used to cheat in order to make the tides in your favor...

Well I think 1.3's gonna elimate all of those exploits, and hopefully if anyone finds an exploit and uses it, they'll get reported.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Tempest Storm on April 25, 2004, 02:00:51 AM
Still nothing, can be 100% perfect. You're assuming too much of 1.3
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 25, 2004, 02:04:58 AM
Well, all that's left to do is process of elimination.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 25, 2004, 02:06:03 AM
Something that needs to be fixed is the ability to point one of your weapon hardpoints through the terrain and fire it at objects on the other side.
Title: Overhead commander changes
Post by: slavelayer on April 25, 2004, 02:33:23 AM
It would help a lot if when in the commander view from a relay station the quick tabs would reflect the units local to that of the unit selected instead of the units around you.
For example its a pain in the but when you are controlling a service truck on the otherside of the map and want to order it to repair something but the quick tabs only show you the units around you instead of the units around the service truck.

The same holds true when ordering units to attack.

It would also be helpful if you could group together non like units, that way you could control a squad insead of all units of one type.  Say in one squad you would have a walker, 2 Assult tanks, 4 Tanks, and a service truck and in the other squad you would have 3 walkers, 2 scouts, and two service trucks. That way you can have each attack the enemy base from different sides.

I also second the notion of having formations instead of a big mess of units getting their butts kicked while trying to find a clear shot.
Title: 1.3 Final: Wish list . . . add yours too
Post by: PhoeniX-FlamE on April 25, 2004, 06:28:22 AM
just pick ur service truck / units look at what you want to repair / attack and click space

no need to change it
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 25, 2004, 11:44:43 PM
I've got another wish.

I wish that there would be better terrain shadows, I.E. if there's a big explosion with a bunch of light, the terrain shadow would change accordingly, instead of just a barely noticable amount. It would also be neat if the terrain shadow would change to the direction of sunlight.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Zero Angel on April 26, 2004, 08:00:56 PM
I wish assault tanks werent so slidey, and I wish scout and sentryProcess didnt have the idiotic maneuver where they spin around in circles when being attacked. I also wish that morphtank, and rocketTankFriend/Enemy AIs didnt have the 'subattacking target B after an attack order is given on target A causes only first HP to function' bug, but you cant have everything.
Title: 1.3 Final: Wish list . . . add yours too
Post by: PhoeniX-FlamE on April 26, 2004, 08:26:45 PM
lol n1 za
Title: 1.3 Final: Wish list . . . add yours too
Post by: GSH on April 26, 2004, 08:28:30 PM
I wish you guys would stop thinking you could write blank checks on my time. They started bouncing a long time ago.

What's more amusing, in a sick way, are those that bash 1.3 and still request huge things. As if they think that bashing is a good way to be listened to. Fat chance.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on April 26, 2004, 08:37:35 PM
Positive critism and 'bashing' are two different things GSH. Esp. considering you are known to be someon who emphasises ' being blunt '...i dont really see why there would be a problem.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Black Hunter on April 26, 2004, 10:07:38 PM
Ok then, lemme try something a little different...

Although some may see wut I'm about to ask as irrelavent, I think I posed a question that needs asking. It was originally in the bottom of this (http://www.bzuniverse.com/forum/viewtopic.php?t=2132&start=20) page, but I think it may hav been drowned out, so I'll ask again here.

Tell us please, GSH, in the bigger picture, wut do you want to get out of Battlezone II 1.3 ultimately?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Zero Angel on April 26, 2004, 10:07:45 PM
Bashed what? I only bashed an AI process bug.

I thought this is a 'wishlist' topic, not a list of demands; thats why i posted. I put out a few things that affect many people (who wouldnt want scouts to stop spinning uselessly in battle?), and not just 'make my mod' requests. I'm VERY well aware that you dont owe me a thing, i've been in this situation myself; which is why I almost never ever asked you for anything big when I was in the private beta, despite the fact that yes I did have a few requests that didnt affect the quality of the stock game.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Tigger on April 26, 2004, 10:25:46 PM
I wish that loads more cool maps can be made, real fine mods and other exciting tidbits be added to the excellent 1.3 as time goes on.  In the meantime, I don't like being fried when I go above a certain height.  It's very UT2004ish to me; you know, you hit the force-field in your Raptor, and you start to lose health?
Title: 1.3 Final: Wish list . . . add yours too
Post by: Jwk the Hemp Monkey on April 26, 2004, 11:38:51 PM
I would not relate it to a good game really. It is simply a bad thing to have.
Title: 1.3 Final: Wish list . . . add yours too
Post by: Angstromicus on April 27, 2004, 12:22:57 AM
Considering the flight mechanics being applied,  that is unreal. Even tho bz2 isn't a realist game, that's rediculous. If you think we're bashing 1.3, the flight mechanics you will be implementing will really bash mods that have flying vehicles. It's just not right to be flying, push back, and lose health.
Title: 1.3 Final: Wish list . . . add yours too
Post by: APCs r evil on April 27, 2004, 02:39:03 AM
Quote from: AvatarIf I had one MAJOR wish fullfilled it would be for the current "Morph" to be more than just a different form of "Deploy", but rather tied in with whatever code handles "Upgrade".

That is, when you 'morph' a ship it would actually become something else.  This would allow multiple morph states (light/medium/heavy) or class changes (walker/hovertank).  It would be, in effect, the same thing that Scavs do when they deploy on a pool.

That way I could finally get my flying Maulers...   :)

(http://home.comcast.net/~bz-avatar/ohboy.jpg)

-Av-

(which is, of course, the final thing needed for world domination...)

I meant to say something on this a while ago but I guess it slipped my mind, now I just wanted you to know that I shed a tear when I saw the pic and IMO it should be in the Louvre(at least I think thats how it's spelled) as it is the most beautiful thing I have ever seen.
P.S. Why on earth isn't there a humbling beauty smiley?
Title: 1.3 Final: Wish list . . . add yours too
Post by: OvermindDL1 on April 27, 2004, 02:52:39 AM
Hmm, I have an experiment I would wish to perform, any chance I could borrow those models and odf's?
Title: 1.3 Final: Wish list . . . add yours too
Post by: deadscion on April 27, 2004, 09:12:37 AM
Quote from: GSHI wish you guys would stop thinking you could write blank checks on my time. They started bouncing a long time ago.

What's more amusing, in a sick way, are those that bash 1.3 and still request huge things. As if they think that bashing is a good way to be listened to. Fat chance.

I am sorry to see he is still full of himself. This tells me he still has some real life lessons to learn the hard way. Do not look to see this guy positive or logical about anything for a long time.