Hi all,
I have a map that I would like ya all to test for me.
What I am mainly looking for is, can this map run on your computer for say a few hours. Or can your computer cope with the amount of units put into it.
This map is kind of a city and land map, and there will be units that are supposed to be hover cars travailing all over the map.
What happens is the cars are driven by crazy pilots that like to smash into each other and things with the end result of blowing up, the problem is that sooner or later there will be no cars on the map, I have told the dll to add more cars at a given time, All I need to do is measure the correct amount of cars to be added to the map and not overload the game.
I would like you help to tell me if this will be fine on your system, I have also included the Dll Script file in Assets folder for anyone that might want to alter the figures to something suitable. (Please post this file so I can look at.)
If you are unable to post, Please E-mail me the script file or message to (Kggf@hotmail.com)
Please note that the buildings are untextured and this map is not finished yet.
There are units and building to destroy so feel free to go crazy and kill everything in sight... Watch out for what car you shoot at.
Also I lost this map once and had to recreate it, sorry if the colour is a little off!!!!!
Download below, and post Ideas and comments on the unit dilemma.
File Updated with new DLL and BZS file.
http://82.9.70.47:8192/Mytmp/PROJ.zip
Installing should be simple. Extract into your battlezone 2 addon folder and move the dll to the missions folder and start the game with "bzone.exe -map furymap7.bzn" Something like that.
Shane
:-) look forward to trying it...
1.2 or 1.3?
hoo, sorry forgot to say, it is made with battlezone 2 v1.3 PB3
I doubt it will work with pb4 due to the strict odf checks.
Have Fun ;)
OH GOD!
1: laggy like hell
2: nothing has textures? white = ugly :P
but really....damn dude...i couldn't even fight it was so laggy... Wish I could explore the map...:(
PS: I was using the pb4 editor.
not even slightly laggy - needs texturing
Like I said the white buildings have no texture as I did not include them, As for the lagg, that might be the number of units on the map (Cars) if you know how, you can edit the dll script file (Located in the Assets Folder "furydll07.bzs") and change the number of cars on the map. Please send me the compleated script so know what you have done ;)
It seems to be playable on my system, but I need to find the correct number ;)
Trial and error as they say.
Quote from: bigbadbogie on May 21, 2008, 12:30:40 AM
not even slightly laggy - needs texturing
You might not have the dll in it's place, if it is and you can see cars on the road then you are OK, But keep playing the level, more units are added and I want to see if the balance is good, not to cause bad lagging.
Thanks for trying...
Shane
Does anyone know how I can make the DLL scriptor count the number or specific units on the map?
Like the cars are all listed as: -
Fcar00a - d
Fcar01a - d
Fcar02a - d
I want the dll scriptor to count all these cars up and give me the total.
If it below a set number I can then instruct the dll to add more cars.
Many thanks in advance
Shane
I know in my dealing with C++ I would have the add object routine count them up and if there is a remove routine count them down there, or keep the handles and do iseAlive2() checks in the execute() function.
I suggest some sort of car manager routine and have every new car added stored in a handle array. Does any of that make any sense for the scriptor which I never learned to use?
sinch - just make the script add a number to a variable every time a car is made - and remove one every time a car is destroyed
OK, I managed to add a function in the dll that will add up to 180 cars, and when the cars drop below 170 it will automaticly add upto 180.
Please download the Dll And the script and test to see if they will run on your system. If you are having lagging problems you can change the dll code in this area or increase it to have more cars. Please tell me what your custom numbers are ;)
[routine,Manage,1,true]
loop:
Clear
display,exitb,white,carcount
add,carcount,0,carcount
ifgt,180,toomany //Max Cars
add,carcount,0,carcount
iflt,170,makemore //Min Cars before more is added to reach Max Cars
jumpto,loop
Links below.
DLL : - http://82.9.70.47:8192/Mytmp/furydll07.dll
DLL SOURCE: - http://82.9.70.47:8192/Mytmp/furydll07.bzs <Right Click and "Save As" otherwise you'll open it.
That's alot of cars.
links dont work :(
Quote from: General BlackDragon on May 21, 2008, 01:19:15 PM
links dont work :(
Oops sorry, I forgot to turn the internet sharing program on. Me Bad :-o
Should work OK now. :roll:
Getting it now. Also saved info from post as a text files for reference on my PC...BNG.
Nielk, instead of doing IsAlive checks, stick them all in a map with the index being the handle, and in the deleteobject function test of the handle is in your map, if so then delete it, a whole lot less costly, *especially* for doing IsAlive2 checks on ~180 handles...
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Testing....
Give ya a report tommorow morning.
Quote from: OvermindDL1 on May 21, 2008, 05:51:21 PM
Nielk, instead of doing IsAlive checks, stick them all in a map with the index being the handle, and in the deleteobject function test of the handle is in your map, if so then delete it, a whole lot less costly, *especially* for doing IsAlive2 checks on ~180 handles...
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I mentioned the isalive2() after I said I wasn't sure if there was a deleteObject function, which I new see that there is now that I am on my PC. Yes, go the efficient way.
Nice map SW, but I didn't notice much in the way of hover cars at all. Did have some fun with your Bions though, and I did love using your heat seeking missiles over the default missiles of the unit I started out with in the game. The default cannon is pretty intense in the non assault mode; needs a greater ammo count though. You might also consider placing a few ammo and repair pods radomly as I ran out of ammo fairly fast and the Bion units took their toll on my ship. Did some of your units have textures on them as some like the gun and other similar units had red, yellow, blue coloring on them. Also I noticed a few of them were buried below the surface terrain and impossible to kill. You might also consider reducing the ammount of water surface as the ships fighting performance really slows down dramatically. Nice map though...BNG.
Quote from: BNG Da BZ Fool on May 22, 2008, 06:10:06 PM
Nice map SW, but I didn't notice much in the way of hover cars at all. Did have some fun with your Bions though, and I did love using your heat seeking missiles over the default missiles of the unit I started out with in the game. The default cannon is pretty intense in the non assault mode; needs a greater ammo count though. You might also consider placing a few ammo and repair pods radomly as I ran out of ammo fairly fast and the Bion units took their toll on my ship. Did some of your units have textures on them as some like the gun and other similar units had red, yellow, blue coloring on them. Also I noticed a few of them were buried below the surface terrain and impossible to kill. You might also consider reducing the ammount of water surface as the ships fighting performance really slows down dramatically. Nice map though...BNG.
I don't think you had the dll (furydll07.dll) installed in the right place, you need to move the dll into the missions folder and you will notice the cars travailing on the road, also using the bz radar cheat and you will see all the white blobs moving, They are the cars.
The ship you are flying in is very new. If you use the deploy key you will be able to drop down to the ground and clicking the deploy key will rise you back to the top. Also deploying will change your weapons abilities and give you ammo. The cannon will use ammo but the gun will have unlimited ammo while hovering and when on the ground it will use ammo but the fire rate is much higher. Also when the level is fully working, you will have bion units chasing you and destroying certain types on bions will drop ammo and health for you to pick up. Also the Pod buildings on the ground will hide ammo, weapons and health. But your version on the map is just testing the cars.
This level is not intended to be played but just a test for the cars. And the units are not textured too.
I have found the hidden units under the ground and this was due to when I lost the terrain map. I have been slowly fixing it.
If you can get the dll working I am sure you will see all the cars....
Anyone else has this map working OK.
I put that dll in my 1.3 missons folder along with the other mission dlls and everything else went into the 1.3 addon folder as a folder. Do the contents of it need to be copied individually rather then in the folder?
No it sounds correct, I am a little puzzled at why you did not see any cars.
If you can check, When you are in the game, Just type "game.cheat bzradar" that you have lots of white moving dots on your radar. If you do then the cars are working, If you do not, then there is a error somewhere.
Thanks
Shane
I just thought of another reason why the Dll will not work...
If you are using the editor to play around with the map the dll will probibly not work. You will need to run the game without the editor "bzone.exe" or rename the dll to "furydll07Editor.dll". Hopefully the filename is not too long and it should work.
Hope this works for some of you not seeing the cars.
Shane
"Installing should be simple. Extract into your battlezone 2 addon folder and move the dll to the missions folder and start the game with "bzone.exe -map furymap7.bzn" Something like that."
I added the above when I tried the map. However, when I ran out of ammo I did evoke the map editor to place some ammo pods; guess that must be where I muffed it and didn't see any hovercars. There wasn't many up to that point either, but I don't have a clue why SW.
Yes, You where using the "bz2edit.exe" program. Try agin but this time only use the game without the editor, "bzone.exe". You won't get any pods or ammo and as far as I know the editor will not be avalable too, but I want to know if you system have handle the cars.
Hope this helps.
Shane
Or copy the dll and add "Editor" to the end of the name, before the .dll extention
You can't just copy & rename the dll. When it's built, the release config of the DLL needs to link to bzone.lib. When the ReleaseEditor config is built, it needs to link to bz2edit.lib, and be named *editor.dll. [The 1.3pb* DLL snapshots have always done this. Use them as a model.]
bz2edit.exe automatically looks for "*editor.dll". The DLL specified in the ingame editor should be the filename generated by the release config.
-- GSH
um.. what??
i always copy and rename dlls and it works fine for me.....
I would think they would work as the ordinal's for the function links would be the same, unless the order is actually different between the two BZ2 executables (always possible), although my method of dynamically linking always works regardless, without ever needing the library linker files. :)
Do you want my header for that, you can distribute it in your mission source packs if you want, it should basically be a drop-in for scriptutils.h I think...
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Quote from: General BlackDragon on May 21, 2008, 12:21:41 AM
OH GOD!
1: laggy like hell
2: nothing has textures? white = ugly :P
but really....damn dude...i couldn't even fight it was so laggy... Wish I could explore the map...:(
PS: I was using the pb4 editor.
Did you manage to get the game running and working smoothly?
Shane
Well, I guess the defult level of cars I have selected is OK, I have had no input about this so I have finished the level with this value.
Thanks for help.
Shane
The editor must become available by default as it wasn't added by me when I pasted the info you listed in the original header post into the 1.3 game shortcut. I just happened to hit ctrl-e after starting the game, and wala the map editor loaded afterwards.
I'll have to remember this useful thingy when trying other maps in 1.3 as prevoiusly when I loaded other 1.3 maps using MM5 with the map editor enabled no assets or scripts were played. Cool maybe now I can play around with adding some of my own stuff to customize the IA maps.
So, is the current number of cars for this map OK?