Battlezone Universe

Battlezone Universe => Battlezone 1 Patch Board => Topic started by: Ultraken on December 13, 2009, 12:26:12 AM

Title: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 13, 2009, 12:26:12 AM
Update: I fixed the disappearing smoke and Z-buffer problems (I think) and replaced the original build since it's still December 13th here.   :-D

New build:
Battlezone D3D9 Executable (http://www.bzuniverse.com/~betadudes/unprotected/bzone_d3d9_2009-12-13.7z)

For those who want to help track down crashes with Visual C++ 2008 Express:
Battlezone D3D9 Program Database (http://www.bzuniverse.com/~betadudes/unprotected/bzone_d3d9_2009-12-13.pdb.7z) (unpack to the same place as the executable)

Anet libraries (submitted by Dx)
Compatible (http://theoutcasts.us/dx/terrazone/ANET2.zip) (works with normal BZ executable)
Compiled with VC++ 2008 (http://www.bzuniverse.com/~betadudes/unprotected/anet2_vc2008.7z) (includes new winets2.dll)

Changes:

Usual reminders:
1. This build requires the Visual C++ 2008 SP1 Redstributable Package (http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en)
2. If using a retail install, rename the "splash" folder to "splash_" to disable Windows 7's compatibility layer
3. If running on Windows Vista or 7, make the install folder writable
4. If having trouble, try the DirectX End-User Runtime Web Installer (http://www.microsoft.com/downloads/details.aspx?FamilyID=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en)
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: bb1 on December 13, 2009, 12:42:13 AM
•Switched all "shake" effects to Perlin noise and ensured "round down" float-to-integer conversion


What should I look for here?
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Ultraken on December 13, 2009, 12:52:46 AM
Quote from: bb1 on December 13, 2009, 12:42:13 AM
What should I look for here?
For that particular change, just make sure the earthquake effect (last American mission), explosion shake, and seismic wave (Thumper shot) feel right.  The big thing is that their strength should no longer depend on frame rate.
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Commando on December 13, 2009, 10:06:29 AM
The shell comes up black for me.  I literally have to alt-tab then restore to see anything.  This will force it in windowed mode until I click on a button forcing the shell screen to change.  Once this happens, it goes black again, forcing me to alt tab then restore again.
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Commando on December 13, 2009, 10:16:25 AM
After going through the alt-tab on shell screen procedure, I loaded my savegame which didn't crash.  I did notice two issues ingame.

1.  The Construction Rig's large build square did not render.  The one that turns red when you can't build, turns yellow when there is no power, and is green when you can build.  Instead I got the small go to square.  Basically there is no indication whether you can build somewhere or not.

2.  The scavenger's texture is buggy at times.  It turned green with what appeared to be smears until I got close to the unit then it looked fine.

3.  The NSDF supply depot had some large holes in the model which I didn't notice in the last build.

These issues appear to be new to this build.

It's a shame you don't have the TRO soucecode.  I had a 100% reproduceable crash that would occur if I tried to build gun towers at a specific spot.

I'm glad I could get one reproduceable bug to occur yesterday.  I was able to get something accomplished.  I guess testing 1.3 for 5 years put me in more of a testing mindset when it comes to games than a playing mindset.
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Ultraken on December 13, 2009, 11:29:01 AM
This build turned out pretty sketchy, so I'll try to get it straightened out by tonight.
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Commando on December 13, 2009, 11:31:56 AM
Yeah, even the Recycler Build effect and geyser steam effects fail to play.
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Ultraken on December 13, 2009, 11:50:10 AM
They might be getting sorted behind other things, but I'll take a look.
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: sabrebattletank on December 13, 2009, 11:58:52 AM
I should probably wait until I finish this paper before doing any more testing :p
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Ultraken on December 13, 2009, 12:58:21 PM
I found out what was going wrong with the smoke, and it was something that made me wonder how the renderer ever worked.  I had bypassed some code in the rendering system that set some important control flags based on the Z-buffer state, so rendering ended up in a messed-up state.
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Commando on December 13, 2009, 01:05:07 PM
That's good to hear that it was easy to track down.  I'm surprised there isn't a changelog for the latest patch included.  Has that weapon error been in bz1 since release, if so, I can't believe it hadn't been caught sooner.
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Ultraken on December 13, 2009, 01:15:44 PM
The Weapon hardpoint matrix was only invalid for the brief interval between mission load and the first Control phase.  AI is almost never in an active combat state the first frame after loading, so it almost never mattered.  This was one of the few cases where it did.  :)
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Commando on December 13, 2009, 01:17:53 PM
I remember one of my savegames when I first purchased bz1 going bad because I made an ingame save.  I bet it was due to the same issue.  After that point, I learned to never save ingame, only trying ingame saves within the last year.
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Red Devil on December 13, 2009, 01:29:50 PM
Sometimes I wonder if the code has developed a mind of its own after dealing with Fury biometal.   :lol:
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Ultraken on December 13, 2009, 02:53:23 PM
That would explain a lot...  :-D
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Commando on December 13, 2009, 03:07:02 PM
Out of curiosity, does bz1 and bz2 share very much code?
Title: Re: Experimental D3D9 Build (2009-12-13)
Post by: Ultraken on December 13, 2009, 03:42:16 PM
Battlezone 2 started with the game logic from Battlezone 1 transplanted from the Interstate 76 engine to the Dark Reign 2 engine, but changed drastically over the next year and a half.  Little, if anything, carried forward unchanged.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 13, 2009, 10:35:51 PM
I just updated the build to fix the smoke and z-buffer problems, so give it a try.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 13, 2009, 10:44:14 PM
I will when I get home.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 14, 2009, 12:13:00 AM
I couldn't go beyond the second screen.  I clicked on SIngle, the screen went into windowed mode, and none of the buttons would respond from there.  I'll try running in Windowed only mode.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 14, 2009, 12:15:43 AM
Everything appeared to work just fine in Windowed mode.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: sabrebattletank on December 14, 2009, 01:36:36 AM
Quote from: Ultraken on December 13, 2009, 12:26:12 AM
For those who want to help track down crashes with Visual C++ 2008 Express:
Battlezone D3D9 Program Database (http://www.bzuniverse.com/~betadudes/unprotected/bzone_d3d9_2009-12-13.pdb.7z) (unpack to the same place as the executable)

All right! Just to be anally clear, it's the same place as the bzone.exe, not the Visual C++ Express executable, right?
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 14, 2009, 08:02:29 AM
Correct.  The bzone.exe.pdb goes with bzone.exe.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Red Devil on December 14, 2009, 12:14:10 PM
I notice that the text in the briefing screens is larger now.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 14, 2009, 01:40:54 PM
Not deliberately :)

I screwed that up while trying to streamline the shell a bit, since it previously enumerated fonts every time it printed text.  That's extraordinarily wasteful, so I pushed the enumeration to the initial set-up code where it only gets done once.  The folks at battlezone1.net spotted that one too, among other things.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Red Devil on December 14, 2009, 02:14:36 PM
It's kinda nice when using higher res.  :-)
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 14, 2009, 03:02:45 PM
It's nice and readable, but the text gets cut off in the lower left planet info.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: eddywright on December 14, 2009, 09:05:53 PM
I ran through the first couple of SP missions with the new build and everything looked good, no obvious problems, no crashes so far.

It's lookin' good!

Eddy
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 14, 2009, 10:41:46 PM
Thanks!  This build was pretty wonky, but the problems have been straightened out for the most part.  I have a few things to finish up before posting another build.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 14, 2009, 10:43:18 PM
How hard would it be to add a building preview wireframe like bz2 has?
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: bb1 on December 14, 2009, 10:50:42 PM
Quote from: Commando on December 14, 2009, 10:43:18 PM
How hard would it be to add a building preview wireframe like bz2 has?

Way too difficult (read as the bz1er inside me saying don't touch  :mrgreen: )
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Nielk1 on December 14, 2009, 10:54:08 PM
Quote from: bb1 on December 14, 2009, 10:50:42 PM
Way too difficult (read as the bz1er inside me saying don't touch  :mrgreen: )

Definitely your opinion since its just loading the building mesh and displaying it as a wire frame based on where the ground rectangle already is. (Though depending on how the square gets how big it has to be he might have to make it receive both the dimensions AND the model instead of just the dimensions depending on its set up.)

CLEARLY if he did that it would be some sort of option.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 15, 2009, 09:25:40 AM
It's not impossible, but it would take a significant amount of work.  Would it need to work in software mode too?
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: bb1 on December 15, 2009, 09:39:42 AM
So I was half right.

I thought you were ditching software?
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 15, 2009, 09:47:47 AM
K, was just curious since bz2 had it to allow easy positioning of buildings.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 15, 2009, 11:40:50 AM
Quote from: bb1 on December 15, 2009, 09:39:42 AMI thought you were ditching software?
Eventually.  :)
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: sabrebattletank on December 15, 2009, 05:01:42 PM
I mean, that'd clearly be nice -- but it's not something to worry about now I'd say. That's one for the other patches, if the rumors have a hint of truth ;)
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 15, 2009, 06:43:39 PM
 8-)
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Firestorm29 on December 15, 2009, 07:25:55 PM
Hello, I'm ready to try and help out with the experimental patches now.

I'm running Windows Vista 64-bit (and XP visualized)
Intel Centrino 2 2.4 GHz
6.00 GB RAM
nVidia 9600M GT

So far I've had no problems with Vista save for one crash I haven't been able to replicate yet, which is a marked improvement over choppy software mode and not being able to run hardware whatsoever.

I did notice it looks like the Grizzly is missing a polygram behind it's longer cannon, but I think that's about all I've noticed for right now.

Is there anything else I need to look for other than that shaking effect?
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 15, 2009, 09:40:37 PM
I noticed the missing geometry as well, and it's been bugging me. :)
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 15, 2009, 09:43:13 PM
It's an issue with the 1.4 patch Grizzly model as far as I know.  I think the NSDF APC model has issues too.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 15, 2009, 10:11:15 PM
Looking at renders of the Grizzly, the barrel is misplaced in the 1.4 model.  It should be directly below the smaller barrel.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 15, 2009, 10:15:20 PM
Yeah, supposedly the fins were misplaced too.  I liked the overall slimmed down look of the model, due to the removal of the fines, but from what I was told, that was an unintentional change like the barrel bug.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 15, 2009, 10:45:26 PM
That model seems to be all kinds of screwed up.  :|

(While the visibility isn't as good, I actually prefer the pre-1.4 cockpit geometry.)
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 15, 2009, 10:52:21 PM
The 1.3 model is probably more accurate than the 1.4 one.  Not sure why they made the geometry change.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 15, 2009, 10:53:42 PM
If it were up to me, I'd dump the 1.4 Grizzly model entirely.  :)
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 15, 2009, 11:40:38 PM
Understandable due to its bugs.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 15, 2009, 11:56:39 PM
It's pretty much wall-to-wall Fail...  :-D

What I think happened is that its VDF didn't get included.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: sabrebattletank on December 16, 2009, 12:10:20 AM
Some funky image stuffs.
(http://www.freeimagehosting.net/uploads/803fb22433.png) (http://www.freeimagehosting.net/)

(http://www.freeimagehosting.net/uploads/b6cbcefcbc.png) (http://www.freeimagehosting.net/)

(http://www.freeimagehosting.net/uploads/5b1722a537.png) (http://www.freeimagehosting.net/)

(http://www.freeimagehosting.net/uploads/297ba4af34.png) (http://www.freeimagehosting.net/)
(http://www.freeimagehosting.net/uploads/659309e465.png) (http://www.freeimagehosting.net/)

(http://www.freeimagehosting.net/uploads/70166a8624.png) (http://www.freeimagehosting.net/)

edit: yay, fix'd render.cfg. solved.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Red Spot on December 16, 2009, 05:04:56 AM
Just to be very clear ..
This is a patch for BZ1 and does not install BZ1 itself, or does it ?

(I lost my BZ1 disk years ago and as I couldnt get BZ1 to run on XP when borrowing an other disk I never bothered trying to get an other copy .. this might just change that .. ;))

Kudos to you Ken ;)
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 16, 2009, 08:14:48 AM
It's a patch.  You'll need a full install to use it.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Josiah on December 16, 2009, 09:57:55 AM
the messed up grizzly 'bug' can be quickly and easily fixed: simply delete all .geo files in the addon folder starting with agr, e.g. agr11bda.geo.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 16, 2009, 11:04:38 AM
That's what I did locally.   :-D

I'd like to find its vehicle definition file to see what it was supposed to look like.  The version with all the thrust jets on the back might have been it.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Josiah on December 16, 2009, 11:31:54 AM
Quote from: Ultraken on December 16, 2009, 11:04:38 AM
That's what I did locally.   :-D

I'd like to find its vehicle definition file to see what it was supposed to look like.  The version with all the thrust jets on the back might have been it.

Easy. Go to your unzfs folder for bzone.zfs(you do have one, right?) and copy the avtank.vdf over to your addon. I had problems with it on one of the exe's, don't know if it was yours, or the old one.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 16, 2009, 12:24:33 PM
I'll try breaking open the ZFS to look, but I'm pretty sure the avtank.vdf in there is what's currently in use.  There isn't anything in addon to override it, at least.

Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Josiah on December 16, 2009, 12:32:59 PM
Quote from: Ultraken
...I'm pretty sure the avtank.vdf in there is what's currently in use...

um, no it is not. I tested it, and it definitely is not the one being used. if it is, then it is not using the engines. look at the vdf, and see how many engines it has, and then go into bz and look how many are being used... if I knew how to post pics, I'd show you, but I don't.  :-(
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 16, 2009, 12:33:41 PM
See, I learned something.   :-D
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Dx on December 16, 2009, 01:38:37 PM
The agr*.geo files don't belong in the addon, they was processed without the link file (I know this because the AGR1_COL.GEO is present). Someone probably tried to removed the engine flame emitters. The original grizzly has all engine flames working well.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Nielk1 on December 16, 2009, 02:22:12 PM
I am curious about other things like the cockpit having a round barrel or a square one depending on some setting or version (it has been a long time since I have played BZ1).
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Dx on December 16, 2009, 02:32:01 PM
The Czar?
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: VSMIT on December 16, 2009, 02:34:40 PM
My BZ1 install came with round barrels on the cockpits of both the Grizzly and the Czar.  Note that this install is from my original CD.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Dx on December 16, 2009, 02:43:39 PM
That is what should be on them, the Czar had a problem with textures changing depending on your render.cfg settings IIRC.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: General BlackDragon on December 16, 2009, 04:41:54 PM
No.

1.0 Grizzly looks like this:

(http://i101.photobucket.com/albums/m61/Myrodin/bz1crown2.png)

Then 1.4 looks like this:

(http://i101.photobucket.com/albums/m61/Myrodin/bz1crown.png)

Now, based on the outside of the tank, the ORIGINAL is supposed to be there.

(http://i101.photobucket.com/albums/m61/Myrodin/bz1grizzlyminigunspot.jpg)

1.3/1.4 patch for BZ1 did some really goofy things with the grizzly.

In fact, when I first got it, I immediately uninstalled the 1.4 patch because it did those 2 things.

Also, my zcar cockpit never changed, but aparently the same model as the grizzly's round one was used for it on some people's pcs. Mine's always looked like this:

(http://i101.photobucket.com/albums/m61/Myrodin/bz1marssun.png)

Which again, matches the exterior model.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Commando on December 16, 2009, 04:56:43 PM
Yeah, the original 1.0 cockpit was more accurate when you look at the grizzly model.  I think some later editions of bz1 came with 1.4 preinstalled.  Especially if you purchased it with the Explosive label.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Dx on December 16, 2009, 06:07:15 PM
Your 1.0 pic looks like it's rendering lod3 instead of lod2 for the cocpit.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: General BlackDragon on December 17, 2009, 10:02:40 AM
*shrugs*

It's my BZ1 straight off CD. What I grew up with.

Now, in that particular pic, I don't know if zbuffer is on or off, but that only affects the texture.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Josiah on December 17, 2009, 10:52:44 AM
GBD, you are usually so thorough, but you missed one little thing: If you have LA on, the tip cannon on the czar cockpit dissapears.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: General BlackDragon on December 17, 2009, 11:39:30 AM
Not for me, I have LA on in that czar cockpit pic there.
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Josiah on December 17, 2009, 04:03:57 PM
Quote from: General BlackDragon on December 17, 2009, 11:39:30 AM
Not for me, I have LA on in that czar cockpit pic there.

:[ O ] Dude! no kidding, eh? <slips hand under table for gbd's disc...> Gotta check this out and make sure it's with LA on, and not off.

EDIT: had to 'fix' ascii 'face'
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Josiah on December 17, 2009, 04:51:26 PM
this is what I found:

1.0 czar has rounded barrel tip
1.4 czar has square barrel tip

1.0 grizzly has square barrel
1.4 grizzly has rounded barrel

can't find how to make the tip on the czar dissapear though, anybody know how to do this?
Title: Re: Experimental D3D9 Build (2009-12-13) Updated!
Post by: Ultraken on December 17, 2009, 05:15:52 PM
It looks like the 1.4 Grizzly cockpit geometry is using a cannon meant for the Czar.  :)