Battlezone Universe

Battlezone Universe => Battlezone 2 => Topic started by: King Gladiator on May 12, 2009, 07:50:17 PM

Title: Update and idea pool
Post by: King Gladiator on May 12, 2009, 07:50:17 PM
Hey to everyone on the site. I just wanted to make a topic so people can post ideas they have for future updates. maybe in the future somone will add a couple ideas from here and put it in the next version.

to start-
Turret compasses on walkers-i know i posted this earlier

An easier way to change team colors such as an option in say the graphics tab where the color table is displayed and you can just point and choose what team colors you want. if you want to know what i mean load up ms paint or something and look and the color values you can pick, that sort of table.
Title: Re: Update and idea pool
Post by: AHadley on May 12, 2009, 08:14:48 PM
The latter can be done on the console at the moment, and via gameprefs.

Race mode needs fixing, and I think more maps for both this gamemode and loot are needed.

The bugs in SP need fixing.

Some new gamemodes would be nice, though this would be more mod than patch territory.
Title: Re: Update and idea pool
Post by: GSH on May 12, 2009, 08:22:20 PM
Someone else could write up a quick app that uses that windows colorpicker control (it's MUCH easier to not try and use that from a fullscreen DirectX app!) and writes out to localprefs.ini. Bonus points for preserving the rest of their localprefs.ini file.

-- GSH
Title: Re: Update and idea pool
Post by: TheJamsh on May 12, 2009, 09:21:45 PM
everyones... so... demanding...

Colourpicking could EASILY be done via the shell. (so long as buttons can write lines to the console, which i THINK they can).
Maps for race mod, MAKE THEM THEN!
Bugs in SP, nearly fixed all ODF-based ones i can find. some (regarding lights and in need of .dll changes) i cant fix.

TBH, im a bit of a bastard anyway when it comes to feature requests. I get a little... carried away. Poor GSH :P
Title: Re: Update and idea pool
Post by: Nielk1 on May 12, 2009, 11:19:11 PM
Quote from: TheJamsh on May 12, 2009, 09:21:45 PM
everyones... so... demanding...

Colourpicking could EASILY be done via the shell. (so long as buttons can write lines to the console, which i THINK they can).
Maps for race mod, MAKE THEM THEN!
Bugs in SP, nearly fixed all ODF-based ones i can find. some (regarding lights and in need of .dll changes) i cant fix.

TBH, im a bit of a bastard anyway when it comes to feature requests. I get a little... carried away. Poor GSH :P

Um, I looked and I don't see gameprefs RBGA exposed to the console so, no, it cannot be done in shell, ever.

Now, we can add buttons for those two dimwitted to type the /commands.
Title: Re: Update and idea pool
Post by: Clavin12 on May 12, 2009, 11:25:17 PM
What about caves? Could they be made so they weren't an object but mold-able using height.
Title: Re: Update and idea pool
Post by: Steeveeo on May 12, 2009, 11:45:22 PM
Quote from: Clavin12 on May 12, 2009, 11:25:17 PM
What about caves? Could they be made so they weren't an object but mold-able using height.

Not without a massive rewrite to, well, basically the entire terrain engine.
Title: Re: Update and idea pool
Post by: Clavin12 on May 12, 2009, 11:48:36 PM
I thought so.
Title: Re: Update and idea pool
Post by: Steeveeo on May 12, 2009, 11:53:47 PM
However, if tunnel type objects were recoded to allow building on top of/in THEM, I think it would work better than trying to recode the entirety of BZ2.
Title: Re: Update and idea pool
Post by: Red Spot on May 13, 2009, 05:14:56 PM
Quote from: AHadley on May 12, 2009, 08:14:48 PM
Race mode needs fixing

What is it that needs fixing? I just raced in 1.2 to know what it should do in 1.3 after going through the source-code.
So far all I noticed is that in 1.2 the spawnpoints werent set to team 0 and in 1.3 it does, so all I so far can see it that race actually works better ...

(http://members.ziggo.nl/red_spot/race.jpg)
Title: Re: Update and idea pool
Post by: TheJamsh on May 13, 2009, 05:23:24 PM
RS, have you tested with other playes in the game? and does it actually count laps and whatnot?
Title: Re: Update and idea pool
Post by: Red Spot on May 13, 2009, 05:34:36 PM
Quote from: TheJamsh on May 13, 2009, 05:23:24 PM
RS, have you tested with other playes in the game? and does it actually count laps and whatnot?

Nope, only have 1 pc at hand atm so I cant by myself ...
Start a match I'd say, I'll be online in 2 minutes :)

edit: just hosted a race and the checkpoints didnt show for me, the 2 others that joined seemed to be unable to answer if they did have checkpoints they where to busy do a DM .... (its sooo hard to read ...  :roll:)
Does make me think its probably a dll thingy .. See what comes up I compare the 1.2 and 1.3 source codes ..

edit2: can someone point me to the 1.2 source code ? I cant seem to find it atm. Thanks.
Title: Re: Update and idea pool
Post by: Nielk1 on May 13, 2009, 06:19:30 PM
I have reason to believe the race mode breaks because of some issue with the save/load function. THe best way to test this is to run it in single player then save. The Save/Load functions are used in MP when a player joins and in making reactor wars I found how a small issue with them can happen only when 1 or more other person is around.

Also:
I can't find the 1.2 source either.
Title: Re: Update and idea pool
Post by: TheJamsh on May 13, 2009, 07:40:26 PM
you CANT save in race mode... its MP?? (unless im not being told something)

Title: Re: Update and idea pool
Post by: Nielk1 on May 13, 2009, 08:20:18 PM
Quote from: TheJamsh on May 13, 2009, 07:40:26 PM
you CANT save in race mode... its MP?? (unless im not being told something)



You can save in anyone. Make a shortcut that launches the map directly.
Save.
Load.
Title: Re: Update and idea pool
Post by: Red Spot on May 13, 2009, 08:28:15 PM
Quote from: Nielk1 on May 13, 2009, 06:19:30 PM
I can't find the 1.2 source either.

Got it on disk .. somewhere .. just got to find it ...

About running race outside multiworld, it doesnt work from start. I tried that before I actually started trying in MW (at least for 1.2).

Will try a few more things tomorrow and see if there any changes between the ta5 and 1.2 sourcecodes.
Title: Re: Update and idea pool
Post by: OvermindDL1 on May 22, 2009, 09:13:23 AM
Quote from: GSH on May 12, 2009, 08:22:20 PM
Someone else could write up a quick app that uses that windows colorpicker control (it's MUCH easier to not try and use that from a fullscreen DirectX app!) and writes out to localprefs.ini. Bonus points for preserving the rest of their localprefs.ini file.

-- GSH

So, where are my points and what do I do with them. ;) (http://www.bzuniverse.com/forum/index.php/topic,9390.0.html)
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)

Title: Re: Update and idea pool
Post by: Dark Scion Soldier on May 22, 2009, 04:27:49 PM
Would be nice if it actually worked. It closes itself down when you run it.
Title: Re: Update and idea pool
Post by: Zero Angel on May 22, 2009, 04:48:37 PM
Worked for me.
Title: Re: Update and idea pool
Post by: AHadley on May 22, 2009, 08:36:11 PM
Won't download for me.
Title: Re: Update and idea pool
Post by: TheJamsh on May 22, 2009, 09:50:13 PM
the word 'User Error' springs to mind :P
Title: Re: Update and idea pool
Post by: CivBase on May 22, 2009, 09:54:00 PM
One bug I can think of is in the first level, when you find the first Scion guardian, Commander Shabayev and Lieutenant Simms automatically shoot at it... which they're not supposed to do.

I'd also really like to see a built-in team color chooser.
Title: Re: Update and idea pool
Post by: Warfreak on May 22, 2009, 09:59:19 PM
Next Best Thing. (http://www.overminddl1.com/forum/index.php/topic,875.msg5507.html)
Title: Re: Update and idea pool
Post by: AHadley on May 23, 2009, 09:10:23 AM
I beleibe Red Spot is still working on his, though whether it could be implemented into stock maps I don't know. It would need modification of the stock DLLs.
Title: Re: Update and idea pool
Post by: Clavin12 on May 23, 2009, 01:46:09 PM
Permanant mines that won't die unless shot. This was typed on an Ipod.

Title: Re: Update and idea pool
Post by: AHadley on May 23, 2009, 02:08:22 PM
That is a very bad idea. Imagine a map full of mines and you get the idea. It would have a disasterous effect on framerate.
Title: Re: Update and idea pool
Post by: TheJamsh on May 23, 2009, 08:00:48 PM
only if you have a ridiculous amount of mines :P
Title: Re: Update and idea pool
Post by: Clavin12 on May 23, 2009, 08:41:32 PM
but then again they could be shot or mortared.
Title: Re: Update and idea pool
Post by: bigbadbogie on May 23, 2009, 10:16:29 PM
Quote from: TheJamsh on May 23, 2009, 08:00:48 PM
only if you have a ridiculous amount of mines :P

QF1 Mission 10. About 1000 mines... no framerate drop.
Title: Re: Update and idea pool
Post by: Mr X on May 24, 2009, 07:05:00 AM
I always thought it would be quite cool to have the dropships as a usable unit that you can use to redeploy things with.
Title: Re: Update and idea pool
Post by: AHadley on May 24, 2009, 08:00:07 AM
The dropship is usable (but not pilotable, since it is APC class) in Perfidious. Drops three sabres wherever you tell it to go.

Quote from: bigbadbogie on May 23, 2009, 10:16:29 PM
QF1 Mission 10. About 1000 mines... no framerate drop.

For you maybe.
Title: Re: Update and idea pool
Post by: Steeveeo on May 25, 2009, 01:57:06 AM
Quote from: AHadley on May 24, 2009, 08:00:07 AM
For you maybe.
Not me either, but I also had to skip-cheat that mission because the guy leading me got to the crevice, said something, then turned tail and ran straight into the mines. NOT helpful!
Title: Re: Update and idea pool
Post by: CivBase on May 25, 2009, 02:12:38 AM
Guys, a mine layer wouldn't be a bad idea.

Make it so that you can only have one, and it can only lay a maximum of 20 or 30 permanent mines.  The vehicle itself would be weak, and you could make something resembling the thumper that would clear mine fields (but take away half your ammo).
Title: Re: Update and idea pool
Post by: bigbadbogie on May 25, 2009, 02:13:31 AM
Quote from: Steeveeo on May 25, 2009, 01:57:06 AM
Not me either, but I also had to skip-cheat that mission because the guy leading me got to the crevice, said something, then turned tail and ran straight into the mines. NOT helpful!

WHAT!!

I made perfectly sure that he would stop and wait!! I spent ages getting that right...

He is supposed to pull out his sniper and then he isn't able to move anyway. I guess you got a fluke screwup.
Title: Re: Update and idea pool
Post by: Steeveeo on May 25, 2009, 09:56:35 AM
Twice?
Title: Re: Update and idea pool
Post by: bigbadbogie on May 25, 2009, 10:22:15 AM
Apparently.
Title: Re: Update and idea pool
Post by: Nielk1 on May 25, 2009, 06:43:17 PM
Oh he never pulls out the sniper for me. If I don't run ahead and kill the enemy he just dies horribly.
Title: Re: Update and idea pool
Post by: Dark Scion Soldier on May 25, 2009, 08:52:02 PM
This a sort of would-be-nice thing but I think pilot warfare could be explored more. Ze mod was a great example, with highly detailed weapons and troop vehicles.And sure some of the other mods had some pilot only missions but they were too far and fleeting(the exception would be QF) but I digress..Maybe make an updated ISDF rifle?

EDIT: If I not making any sense please note... I was up till 5:00 a.m. doing VO's... Sorry all. :-) 
Title: Re: Update and idea pool
Post by: bigbadbogie on May 25, 2009, 09:23:57 PM
Quote from: Nielk1 on May 25, 2009, 06:43:17 PM
Oh he never pulls out the sniper for me. If I don't run ahead and kill the enemy he just dies horribly.

Oh god... It must be a bug introduced back in pb4a...

I made all the missions originally in pb3 and they were completely refined for it... but now I remember that he wouldn't change weapons when ordered to by the dll in pb4a. But he still should not be moving. Maybe he starts moving if the pilots on the other side of the lava-river shoot at him first.

It might be an idea to distract them yourself...
Title: Re: Update and idea pool
Post by: Zero Angel on May 25, 2009, 11:49:34 PM
Why would he run off and do his own thing in the first place? It's easy to make an AI that doesnt do anything. Simply give it an alternate AI like MorphTankFriend/Enemy and an engageRange of 0. It shouldnt move or attack unless ordered to. I'm not sure if IdleDispatcher is a problem in the latest BZ2 versions. I'm pretty sure even SoldierProcess is good at just sitting still as well.
Title: Re: Update and idea pool
Post by: bigbadbogie on May 26, 2009, 12:26:46 AM
He is supposed to deploy his sniper rifle and snipe out some other pilots, but due to some pb4a change the dll can no longer make him switch weapons but he is still given the attack order, so he then attacks with his primary weapon and ends up walking either into the minefield or into the lava.

It is a 1.3 bug.
Title: Re: Update and idea pool
Post by: AHadley on May 26, 2009, 09:20:22 AM
Could I just note that the mines in that mission are huge, white, translucent and spherical? I'm not sure they should be ;)
Title: Re: Update and idea pool
Post by: bigbadbogie on May 26, 2009, 09:34:44 AM
Um.. definitely not.

That is probably just your light settings, or try putting your screen resolution up to a 32 bit one.

They are actually seekers with massive (but usually invisible) spherical geometries. Regular mines do not kill pilots, but running into seekers still makes them detonate.
Title: Re: Update and idea pool
Post by: AHadley on May 26, 2009, 09:48:03 AM
All my graphics settings except shadows and EBM are on maximum.
Title: Re: Update and idea pool
Post by: bigbadbogie on May 26, 2009, 10:19:58 AM
You said that they are white. That means that your lights must be set to none.
Title: Re: Update and idea pool
Post by: AHadley on May 26, 2009, 01:40:33 PM
Ah, but they are certainly not. I shall screenshot it and show you in a bit.
Title: Re: Update and idea pool
Post by: King Gladiator on June 20, 2009, 09:36:02 PM
i got another idea. how about cruise control? sometimes im tired of holding down the throttle and wish i could just press a button and my tank will just fly straight and i can turn it but dont have to hold the forward button down. or maybe a auto pilot where you set a nav and then turn on auto pilot and the ai takes over your craft and tries its best to get you there and all you have to do is hit a button and it turns off and you have control again.
Title: Re: Update and idea pool
Post by: King Gladiator on June 21, 2009, 12:14:53 AM
or make the ai build more snipable vehicles in MPI. i like stealing  :evil: