Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: TheJamsh on October 30, 2008, 01:34:20 AM

Title: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: TheJamsh on October 30, 2008, 01:34:20 AM
At Last! This beautiful map from the BZ2CP is now converted into a PB4a Instant Action Map for all to enjoy. MPI and Strat Versions are now included in the download. unzip to root BZ2. please report any problems here.

(http://i239.photobucket.com/albums/ff29/thejamsh/Tranquility.png)

I hope you all enjoy playing this map. It has been converted from the forgotten enemies campaign and has had a few terrain changes and additions. I have also NOT put stage points on the map (map makers will know what these refer to), this is mainly due to the shape of the map.

Download Tranquility for IA, ST & MPI from MediaFire (http://www.mediafire.com/?utcx40l0zt5)
Mirror 2 - Filefront (http://postdownload.filefront.com/12963317//ab6d9f52a2b1bc472e8c99f89f1c48c47628bdaaaee63294a8956cb6eac014e100c5def53c0ad0d2)


Update1: Fixed pool render issues

Update2: fixed issues noticed by GreenHeart, replaced bridges with indestructible hadean models, fixed missing palm canopies, made bio-metal pool on central island more accessible to AI scavs

Update3: Fixed turret provisions, added ST and MPI maps

Update4: Fixed dumb mistake with MP & ST maps...
Title: Re: NEW MAP FOR ALL: TRANQUILITY
Post by: Nielk1 on October 30, 2008, 03:42:30 AM
[url=http://www.google.com]Name[/url]

I suggest mentioning in the thread title that map is a convert so you don't get grief from ppl who don't read post contents.
Title: Re: NEW MAP FOR ALL: TRANQUILITY
Post by: cheesepuffly on October 30, 2008, 04:26:05 AM
GREAT MAP!

Heres a screenie i got

(http://i34.tinypic.com/nnqgeh.jpg)


(hint hint)
Title: Re: NEW MAP FOR ALL: TRANQUILITY
Post by: GreenHeart on October 30, 2008, 05:54:49 AM
First of all the two pools used on this map are listing effect errors in the battlezone.log
trpool01 & trpool02 should point to either their own odf or to tepool01.odf which actually has effects in the odf.  None of the other pools in the patch13.pak have effects in their odf except for the tepool01.odf due to inheritance.

Also the ai can't seem to navigate successfully to my base if the player destroys afew bridge segments & i did CRASH after 2-3 assault tanks drove into the water.   why exactly i crashed i dunno,bz2 froze up hard...
Title: Re: NEW MAP FOR ALL: TRANQUILITY
Post by: TheJamsh on October 30, 2008, 12:14:24 PM
see update two GH, should be fixed.

@ cheese you probably didnt install properly, unzip to root BZ2.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: General BlackDragon on October 30, 2008, 02:23:49 PM
dear god use www.filefront.com
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: cheesepuffly on October 30, 2008, 03:14:54 PM
By the way, i did install it properly, im not stupid.


It is working, i just had bz2 running when i put it in there and did not restart.

WHY DID YOU GIVE THE COMPUTER ASSUALT TOWERS?!
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: Avatar on October 30, 2008, 04:40:23 PM
Lol...

Hey, you got to start in a TANK...  count your blessings.  :evil:

When we used to play MPI and I hosted I'd make 'em start on foot and get their OWN darn tanks.

So there...   :-P

-Av-
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: GreenHeart on October 30, 2008, 07:42:03 PM
Quote from: cheesepuffly on October 30, 2008, 03:14:54 PM
WHY DID YOU GIVE THE COMPUTER ASSUALT TOWERS?!

Assault Towers are easy to dodge & take out with a simple tank. 
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: cheesepuffly on October 30, 2008, 09:20:01 PM
Woops, i mean i played as isdf and i got Assualt spires, THOSE are very hard, atleast for me.


Yes assualt towers are very easy to dodge, simple left and right movements with fairly good timing does the trick.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: TheJamsh on October 30, 2008, 11:10:14 PM
Assault towers and spires because it makes it harder. the AI is very stumpy at first because of the map shape and it would be easy to get in there, so i made it harder, like a GH map.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: Dataanti on October 30, 2008, 11:25:06 PM
I LUV THIS MAP :-D ALL THE TEXTURES AND THE SKY AND THE BRIDGES! but there r some things like the amount of turrets at the start theres so much of them that the AI hav no more slots to build i had to kill the turrets to make them start making units and i got the same freeze in the l8st version, it happend on the first bridge i had 2 titans and i sent the 1 in the back to att 1 of thoes turrets at the end and it started pushing the other titan to get acroos and it frooze and i hav the log if it helps but it looks fine to me

DIAG|Main            |            maininit:475  |16:42:47|23     |Version Information Section
DIAG|Main            |            maininit:486  |16:42:47|23     |Session started Thu Oct 30 16:42:47 2008
DIAG|Main            |            maininit:489  |16:42:47|34     |CPU:               Intel(R) Pentium(R) D CPU 2.80GHz/108MHz T:0 F:15 M:4 S:4 (SSE,MMX,TSC,FPU)
DIAG|Main            |            maininit:492  |16:42:47|35     |Executed by ****\Guest on Windows NT v5.1 Service Pack 3 Build 2600
DIAG|Main            |            maininit:495  |16:42:47|35     |Compiled by Ikkoku\GSH on Win2000+SP2
DIAG|GLOBAL          |               setup:73   |16:42:47|75     |Drive type : Fixed
DIAG|GLOBAL          |               setup:143  |16:42:47|75     |Startup directory : C:\program files\Battlezone II 1.3pb4a
DIAG|GLOBAL          |                 vid:1028 |16:42:48|1820   |
DIAG|GLOBAL          |                 vid:1029 |16:42:48|1820   |dd: Primary Display Driver
DIAG|GLOBAL          |                 vid:1059 |16:42:48|1909   |mem dx:
DIAG|GLOBAL          |                 vid:3584 |16:42:48|1909   |tex mem:   total 526352320, free 526352320
DIAG|GLOBAL          |                 vid:3601 |16:42:48|1909   |frame mem: total 134217728, free 134217728
DIAG|GLOBAL          |                 vid:1208 |16:42:48|1909   |Autodetermine DXT Textures heisenburg on deviceID(0x5B62)
DIAG|GLOBAL          |                 vid:1213 |16:42:48|1909   |mem actual:
DIAG|GLOBAL          |                 vid:1215 |16:42:48|1909   |frame mem: total 137363456, free 137363456
DIAG|GLOBAL          |                 vid:1679 |16:42:48|1909   |Top of EnumVidModes
DIAG|GLOBAL          |                 vid:1866 |16:42:48|1912   |EnumDevicesCallback : result #1, descStr = Microsoft Direct3D RGB Software Emulation
DIAG|GLOBAL          |                 vid:1885 |16:42:48|1912   | .. desc = NULL. Skipping the rest of checks
DIAG|GLOBAL          |                 vid:1866 |16:42:48|1912   |EnumDevicesCallback : result #2, descStr = Microsoft Direct3D Hardware acceleration through Direct3D HAL
DIAG|GLOBAL          |                 vid:1874 |16:42:48|1912   | .. has dcmColorModel (i.e. hardware device)
DIAG|GLOBAL          |                 vid:1890 |16:42:48|1912   | .. desc->dwDevCaps = 0x071BBEF1, want 0x00000209
DIAG|GLOBAL          |                 vid:1892 |16:42:48|1912   | .. desc->dpcTriCaps.dwTextureFilterCaps = 0x0703073F, want 0000003C
DIAG|GLOBAL          |                 vid:1893 |16:42:48|1912   | .. desc->dpcTriCaps.dwShadeCaps = 0x000C528A, want
DIAG|GLOBAL          |                 vid:1911 |16:42:48|1912   | .. in path1, matched a bunch of caps; considering it
DIAG|GLOBAL          |                 vid:1917 |16:42:48|1912   |d3d: * Direct3D HAL
DIAG|GLOBAL          |                 vid:1685 |16:42:48|1913   |EnumVidModes: has d3d devices


/// a buch of stuff here just deleted it to leave more important stuff


DIAG|GLOBAL          |         UPNPManager:86   |18:56:26|8019603|UPNP stop redirect requested, but can't due to gotEverything = 0, firstSocket = 0
DIAG|GLOBAL          |         UPNPManager:86   |18:56:26|8019654|UPNP stop redirect requested, but can't due to gotEverything = 0, firstSocket = 0
DIAG|GLOBAL          |         UPNPManager:86   |18:56:36|8029903|UPNP stop redirect requested, but can't due to gotEverything = 0, firstSocket = 0
DIAG|GLOBAL          |            runcodes:153  |18:57:05|8058081|[Main] Entering run code [INIT]
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058106|Expanded game UI file of 'bzgame_init_1280x1024.cfg' not found. Using default of 'bzgame_init.cfg'
DIAG|GLOBAL          |               ifvar:41   |18:57:05|8058134|Var[script.record.name] Ctrl[NewMove] needs to be resolved
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058135|Expanded game UI file of 'bzescape_1280x1024.cfg' not found. Using default of 'bzescape.cfg'
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058165|Expanded game UI file of 'bznopause_1280x1024.cfg' not found. Using default of 'bznopause.cfg'
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058233|Expanded game UI file of 'bzgame_base_1280x1024.cfg' not found. Using default of 'bzgame_base.cfg'
ERR |GLOBAL          |              bitmap:3123 |18:57:05|8058240|Can't load texture icon_base_misl.tga.
DIAG|GLOBAL          |         ParameterDB:208  |18:57:05|8058240|Last few opened ODFs:
ERR |GLOBAL          |              bitmap:3123 |18:57:05|8058240|Can't load texture icon_base_artil.tga.
DIAG|GLOBAL          |         ParameterDB:208  |18:57:05|8058240|Last few opened ODFs:
DIAG|GLOBAL          |      MissionHandler:1437 |18:57:05|8058244|Using expanded game UI file of 'bzgame_command_1280x1024.cfg'
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058250|Expanded game UI file of 'bzgame_factory_1280x1024.cfg' not found. Using default of 'bzgame_factory.cfg'
DIAG|GLOBAL          |      MissionHandler:1437 |18:57:05|8058251|Using expanded game UI file of 'bzgame_group_1280x1024.cfg'
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058254|Expanded game UI file of 'bzgame_info_1280x1024.cfg' not found. Using default of 'bzgame_info.cfg'
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058254|Expanded game UI file of 'bzgame_satellite_1280x1024.cfg' not found. Using default of 'bzgame_satellite.cfg'
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058255|Expanded game UI file of 'bzgame_scrap_1280x1024.cfg' not found. Using default of 'bzgame_scrap.cfg'
DIAG|GLOBAL          |               ifvar:41   |18:57:05|8058256|Var[scrap.supply] Ctrl[Gauge] needs to be resolved
DIAG|GLOBAL          |               ifvar:41   |18:57:05|8058256|Var[scrap.supply] Ctrl[Count] needs to be resolved
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058257|Expanded game UI file of 'bzgame_weapon_1280x1024.cfg' not found. Using default of 'bzgame_weapon.cfg'
DIAG|GLOBAL          |      MissionHandler:1437 |18:57:05|8058258|Using expanded game UI file of 'bzgame_team_1280x1024.cfg'
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058260|Expanded game UI file of 'bzgame_stats_1280x1024.cfg' not found. Using default of 'bzgame_stats.cfg'
DIAG|GLOBAL          |      MissionHandler:1432 |18:57:05|8058262|Expanded game UI file of 'bzgame_keys_1280x1024.cfg' not found. Using default of 'bzgame_keys.cfg'
DIAG|GLOBAL          |            meshread:2114 |18:57:09|8062162|Missing binary mesh hbbsegTRA.xsi, use XSI
DIAG|GLOBAL          |            meshread:2125 |18:57:09|8062162|Building hbbsegTRA .msh
DIAG|GLOBAL          |            meshread:2131 |18:57:09|8062162|Missing file hbbsegTRA.msh (Ignore if creating assets, but end users should NOT see this)
DIAG|GLOBAL          |            meshread:2114 |18:57:09|8062391|Missing binary mesh hbbstrTRA.xsi, use XSI
DIAG|GLOBAL          |            meshread:2125 |18:57:09|8062391|Building hbbstrTRA .msh
DIAG|GLOBAL          |            meshread:2131 |18:57:09|8062391|Missing file hbbstrTRA.msh (Ignore if creating assets, but end users should NOT see this)
DIAG|GLOBAL          |        LoadSaveGame:323  |18:57:12|8065529|Loaded from file TranquilityI.bzn

DIAG|GLOBAL          |            runcodes:153  |18:57:12|8065543|[View] Entering run code [COCKPIT]
DIAG|GLOBAL          |                 vid:3204 |18:57:12|8065688|zbuff release refcount = 0
DIAG|GLOBAL          |                 vid:2379 |18:57:13|8066857|InitD3DDevice for driver 0
DIAG|GLOBAL          |                 vid:2212 |18:57:13|8066868|D3D: VendorID = 4098, DeviceID = 23394
DIAG|GLOBAL          |                 vid:2320 |18:57:13|8066868|caps:Gamma TripleBuffer Filter
DIAG|GLOBAL          |                 vid:2041 |18:57:14|8067328|zbuffer depth: 16
DIAG|GLOBAL          |                 vid:2041 |18:57:14|8067328|zbuffer depth: 16
DIAG|GLOBAL          |                 vid:2041 |18:57:14|8067329|zbuffer depth: 32
DIAG|GLOBAL          |                 vid:2037 |18:57:14|8067329|zbuffer depth: 24 with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:2556 |18:57:14|8067339|d3d: can render after a page flip
DIAG|GLOBAL          |                 vid:2558 |18:57:14|8067339|d3d: supports 8 texture stages
DIAG|GLOBAL          |                 vid:2562 |18:57:14|8067339|d3d: anisotropy supported
DIAG|GLOBAL          |                 vid:2579 |18:57:14|8067339|d3d: supports z biasing
DIAG|GLOBAL          |                 vid:2585 |18:57:14|8067339|d3d: supports agp texturing
DIAG|GLOBAL          |                 vid:2650 |18:57:14|8067339|d3d: max texture size 2048x2048
DIAG|GLOBAL          |                 vid:2655 |18:57:14|8067339|d3d: texture sizes must be powers of 2
DIAG|GLOBAL          |                 vid:2682 |18:57:14|8067339|d3d: fog caps: vertex = 1, pixel = 1
DIAG|GLOBAL          |                 vid:2016 |18:57:14|8067339|pix format: * 5 5 5 0
DIAG|GLOBAL          |                 vid:2016 |18:57:14|8067339|pix format: * 5 5 5 1
DIAG|GLOBAL          |                 vid:2016 |18:57:14|8067339|pix format: * 4 4 4 4
DIAG|GLOBAL          |                 vid:2016 |18:57:14|8067340|pix format: * 5 6 5 0
DIAG|GLOBAL          |                 vid:2016 |18:57:14|8067340|pix format: * 5 5 6 0
DIAG|GLOBAL          |                 vid:2016 |18:57:14|8067340|pix format: * 8 8 8 0
DIAG|GLOBAL          |                 vid:2016 |18:57:14|8067340|pix format: * 8 8 8 8
DIAG|IControl        |              icroot:192  |18:57:14|8067915|Root window now 1280x1024
DIAG|GLOBAL          |                 vid:331  |18:57:14|8067922|ddx: does not support gamma settings
DIAG|GLOBAL          |                 vid:760  |18:57:14|8067924|
DIAG|GLOBAL          |                 vid:761  |18:57:14|8067924|1280x1024 32 : Direct3D HAL : Primary Display Driver
DIAG|GLOBAL          |                 vid:764  |18:57:14|8067924|using a flipable surface triplet
DIAG|GLOBAL          |                 vid:781  |18:57:14|8067924|using 32 bit Z buffer with 8 bit stencil buffer
DIAG|GLOBAL          |                 vid:792  |18:57:14|8067925|opaque pix      8 8 8
DIAG|GLOBAL          |                 vid:795  |18:57:14|8067925|translucent pix 8 8 8 8
DIAG|GLOBAL          |                 vid:797  |18:57:14|8067925|
DIAG|GLOBAL          |                 vid:3584 |18:57:14|8067925|tex mem:   total 526352320, free 505249728
DIAG|GLOBAL          |                 vid:3601 |18:57:14|8067925|frame mem: total 134217728, free 113115136
DIAG|GLOBAL          |                 vid:801  |18:57:14|8067925|
DIAG|GLOBAL          |            runcodes:153  |18:57:14|8067927|[Main] Entering run code [MISSION]
DIAG|GLOBAL          |            runcodes:153  |18:57:14|8067927|[Mission] Entering run code [RUN]
DIAG|GLOBAL          |            Planners:9959 |18:57:15|8068132|SetAIP - cfg(Insaneif0.aip) team(5)

DIAG|GLOBAL          |            Planners:9959 |18:58:00|8113365|SetAIP - cfg(Insaneif1.aip) team(5)

DIAG|GLOBAL          |            runcodes:153  |19:02:17|8370959|[View] Entering run code [SATELLITE]
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: TheJamsh on October 30, 2008, 11:30:36 PM
i didnt think that slots mattered to the AI building units? although that may be why progress was so slow...

i think what im going to have to do is either remove the turrets entirely, or make them fit onto team 15 or something so that they attack anything... both the isdf and scions are fighting for control of the map, but one of them (the enemy :) is better established than you. but Hadean guards lie in wait... could work...

i got a freeze as well. but ive driven over and over the map many times and cant find any problems :S. i see in the log file the computer had to build MSH's, should have included those.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: Dataanti on October 31, 2008, 12:12:56 AM
r the turrets put in there using path or editor cause if its editor all u hav to do is change the group to 10 for all the turrets

also i had the same freezing problem on 1 of my maps and i think it went away after i re did the path i think i had a path missing or a duplicate or something wasnt named correct
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: cheesepuffly on October 31, 2008, 12:47:18 AM
Ok, i do agree, this is a very unique map. All those turrents makes it fun, and since you have 2 pools right by your base, fighting is not really hard. If you do make a strat version, make sure to have two pools by the other base as well.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: GreenHeart on October 31, 2008, 12:55:49 AM
I like the map except for the fact the turrets not being able to move may possible cause some aip plans to hang up when trying to order the turrets to move to the holdpoint.  I'd suggest removing the second provide name "ivturr" & "fvturr" so the aip plans won't care about the spawned turrets entirely.


fvturrTRA.odf
provideCount = 2   <- Change to 1
provideName1 = "fvturrTRA"
provideName2 = "fvturr"  <-  Remove entire line

ivturrTRA.odf
provideCount = 2   <- Change to 1
provideName1 = "ivturrTRA"
provideName2 = "ivturr"   <-  Remove entire line
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: TheJamsh on November 01, 2008, 12:49:51 AM
okay everyone. the Strat Version and MPI Version is up, all in the same .zip

GH, ive taken that into consideration and its been done, i thought it was needed for inheritance. the CPU will have to build its own turrets now.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: bigbadbogie on November 01, 2008, 12:53:37 AM
Still says file is missing.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: TheJamsh on November 01, 2008, 01:03:51 AM
should be fine now.

i just tried to play a strat and MPi to find that i made a stupid error. im not doing well so far am i, but hey, i wanted to push it out. MPI works but you wont get youre starting vehicle... nor any starting forces.

Strat just shuts up on me, its only because the maps are missing pathpoints. will soon be fixed. sorry for this everyone.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: TheJamsh on November 01, 2008, 01:05:42 AM
are pathpoints needed in strat maps? i just tried to play one only to find that the recycler did not spawn, just the players pilot... (i did not have any other players at the time but that shouldnt matter)

yes, i do have two pspwn_1.odf's on the map in correct places. i tried changing them to be on the related teams to no avail. any ideas?
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: bigbadbogie on November 01, 2008, 01:07:19 AM
Dll?
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: shane ward on November 01, 2008, 02:56:27 PM
Is the planet  called TRANQUILITY or is it just a map name, also where is this planet located.... and is there this planet model in the fe game...
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: bigbadbogie on November 01, 2008, 09:26:39 PM
Please tell me that you have played FE...
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: TheJamsh on November 01, 2008, 10:35:34 PM
if you read the full description... you can see that it has been CONVERTED and MODIFIED from FE. i believe the whole planet is called tranquility but dont know.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: bigbadbogie on November 01, 2008, 10:37:33 PM
Yes it is called Tranquility.

A resource poor planet in the Labyrinth system.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: TheJamsh on November 01, 2008, 10:40:54 PM
okay about to update the download. should be bug free now :)
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: Void on November 04, 2008, 09:06:31 AM
Yay tranquility and sparta were the best worlds I have ever played
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: bigbadbogie on November 04, 2008, 09:14:55 AM
My fav is Miasma.
Title: Re: NEW COMPLETE MAP FOR ALL: TRANQUILITY
Post by: shane ward on November 12, 2008, 10:31:40 PM
Quote from: bigbadbogie on November 01, 2008, 09:26:39 PM
Please tell me that you have played FE...

Yes, I played it when it was first developed, it was in two parts, I had to wait a long time to play the second part.. Such a tease.