Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: CmptrWz on April 25, 2008, 08:55:35 PM

Title: MM5 Issues and Ideas
Post by: CmptrWz on April 25, 2008, 08:55:35 PM
I am being nice.

When PB4 comes out (or when I feel like it, whichever comes first) I will begin working on what will likely be one of the LAST versions of MM5.

I have my own ideas as to what should be done. If you have any issues or ideas yourself, feel free to post them here (AND ONLY HERE, thank you very much, unless you are on the Private Beta team and it is only an issue with the private beta. Then post a thread there.)

I will evaluate each issue, even consider issues with it running in WINE if you tell me what happens, and decide what to focus on.

Current features list is "who knows" as I haven't figured out what I DID finish writing before I gave up on the moving target that is 1.3.
Title: Re: MM5 Issues and Ideas
Post by: Commando on April 25, 2008, 09:08:06 PM
Do you plan on adding support for tieing specific .cfgs to mods?

Basically if I select mod FE, it automatically launches the febzone.cfg which is specified in the mod's mm5 file.

The lack of mod specific .cfg files is the only major 1.3 feature missing from MM5.  It would help eliminate the dependency of the rename folder and rename file functions used to launch FE.
Title: Re: MM5 Issues and Ideas
Post by: CmptrWz on April 25, 2008, 09:14:41 PM
I have comments to that end in place, but no actual implementation written. I was obviously planning to before, though.
Title: Re: MM5 Issues and Ideas
Post by: General BlackDragon on April 25, 2008, 09:17:44 PM
Kindof a request/questoin, the splash command works nicely, but image command, either A: i did it wrong, or B: it doesnt work. I tried bmp, jpg, png, tga, pic file formats, none would show. MM5 creates a box for the image to go in under description, but its blank? I used recommended size setting.


When a mod is selected, where you check "/edit" and type in a bzn name, when you exit game, the last map name typed in does not stay once you leave game, it resets to blank. When testing, I usually have to re type the entire bzn name in the blank again before hitting launch.

The map name stays if <NO MOD> is selected, but if any mod is selected, it doesnt :( This occurs with stock maps or otherwise. Also, if MM5 doesnt search through all the directories specified in the mod's CFG file for maps, it should do so. :)


And,..for addition,.. i'll go post that else where for you ;)
Title: Re: MM5 Issues and Ideas
Post by: Commando on April 25, 2008, 09:28:27 PM
The one thing I didn't ever care for is how long it takes MM5 to search my bz2 directory for maps.  It does this each time MM5 is closed then reopened.  It has to generate a new list which takes a while instead of generating the list and storing the list with the ability to refreash when needed.

I doubt this is changeable though.
Title: Re: MM5 Issues and Ideas
Post by: CmptrWz on April 25, 2008, 09:57:56 PM
I don't know about the version you have, but the version I found does that for when mods are not loaded, at least. Although it needs some work.

Just added MM5 to the local mantis install: http://13bugs.bzuniverse.com/

NOTE: Anything that is PRIVATE BETA related should be flagged as PRIVATE. Only myself and the person who reported it will be able to see it then.
Title: Re: MM5 Issues and Ideas
Post by: OvermindDL1 on April 26, 2008, 03:56:42 AM
Just search in a different thread and populate the gui as new maps are found, easy to do. :)
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Title: Re: MM5 Issues and Ideas
Post by: Commando on April 27, 2008, 08:38:31 AM
I have a suggestion.

In the commandlist, populated with <Blank>, Include, SetDirectory, DName, Description, etc.  Basically adding SearchDir and allowing multiple instances that are executed in the order that they are listed.  Basically adding SearchDirectory so it can search for maps in alternate locations.

Since pb4 will have maps in @rootdir\maps13\missions\ instead of the old location of @rootdir\addon\missions\ I don't believe MM5 will find many of the maps.  This might explain why the beta I have runs a lot faster than it did in the past.  The version on my other Harddrive took forever to scan the maps after each launch of MM5.  It might take 15 seconds on this comp, probably due to addon\missions not existing and MM5 not searching the new maps location.
Title: Re: MM5 Issues and Ideas
Post by: CmptrWz on April 27, 2008, 09:55:58 AM
Perhaps you should post that to mantis, then, so I don't forget. Although I think I have something like that in the works anyway.
Title: Re: MM5 Issues and Ideas
Post by: CmptrWz on April 27, 2008, 11:30:21 AM
Want some input on this.

I am thinking about stripping out all of the pre-1.3 code from this new version of MM5. In particular, gearing it specifically for PB4+. New place for registry settings would be included, so as to not step on the previous 1.2 and earlier compatible versions.

Anyone have any feelings for/against this?
Title: Re: MM5 Issues and Ideas
Post by: General BlackDragon on April 27, 2008, 12:13:38 PM
I would think MM5 could auto detect the version, and should be compatible with all BZ2 versions. Only uses the new 1.3 things if it detects version 1.3?
Title: Re: MM5 Issues and Ideas
Post by: CmptrWz on April 27, 2008, 02:45:55 PM
1.3 changes enough to create a lot of additional checks or duplicated code as well.
Title: Re: MM5 Issues and Ideas
Post by: BNG Da BZ Fool on April 27, 2008, 05:47:23 PM
MM5, does not list some maps, so you could improve it in that way. Also, is there a way to get it to always open the latest map editor version? It seems depending on the mod you select determines which map editor it open by default. I apparently have several different versions on my system: The original version, TV's version, the 1.3 version and Lizards variant. If possible could you move the edit option into the command line listing? I now it's a lot of work, but if this probably the last version then it would be nice to tweak as many things as possible based on player input. Tanks, BNG.
Title: Re: MM5 Issues and Ideas
Post by: CmptrWz on April 27, 2008, 05:52:50 PM
I know it doesn't list all maps, because the code currently doesn't support finding all of them.

As for your map editor issues, there is no way to select WHICH editor is loaded, because there is only ONE editor per version. I can either pass /edit on the command line, or call the editor executable. Everything else is assets, so the "editor" you get WOULD be determined by the mod. MM5 can't control that unless I make editor "sub-mods" that get jammed in on top of what is specified when you are in edit mode, which would only be possible with certain types of mods anyway.
Title: Re: MM5 Issues and Ideas
Post by: BNG Da BZ Fool on May 13, 2008, 01:17:02 PM
This is more of a comment then a suggestion about improving MM5's usefulness. Some times when I select a map to play using MM5 it'll crash not long after the map loads when I jump out of my ship, but when I start BZII and load the same map to play everything works just fine and I can actually finish the game. This seems like a definite bug in MM5 that ought to be looked at to try and  make it more stable. Also, as I've mentioned before MM5 still has quite a problem finding and listing maps when I use it to search my system for maps. Mostly, I just use it to edit maps and stuff though.
Title: Re: MM5 Issues and Ideas
Post by: lucky_foot on May 13, 2008, 02:14:59 PM
Just a thought too. I noticed this when I was developing for Cerberi Revenge using MM5 to launch the map editor.

For 1.3 versions, maybe put some type of check so the program will launch bz2edit.exe instead of bzone.exe?
Title: Re: MM5 Issues and Ideas
Post by: CmptrWz on May 13, 2008, 02:41:06 PM
lucky_foot: That is already implemented. Whether or not the version you have does it is a different question.

BNG: Once MM5 starts BZ2 it drops back and just waits for BZ2 to finish. It doesn't attempt to do anything to BZ2, doesn't attempt to grab keyboard inputs, it just sits there and waits. I never had issues with BZ2 crashing because MM5 started it, either.

As for the maps thing, I already SAID it doesn't find all the maps. Sheesh.
Title: Re: MM5 Issues and Ideas
Post by: Commando on May 13, 2008, 04:12:51 PM
The only issue I occasionally see is the tray icon becoming disabled.  I have the setting enabled so the icon will be visbie, but every once in a while, MM5 automatically disables it when I start up my computer.
Title: Re: MM5 Issues and Ideas
Post by: bigbadbogie on May 13, 2008, 05:26:40 PM
another thing - with screen resoloutions in-game, without mm5 i can go all the way up to 1680x1050 -- but with mm5 it only goes up to 1280x1024
Title: Re: MM5 Issues and Ideas
Post by: CmptrWz on May 14, 2008, 07:57:39 AM
By that do you mean "when selecting with MM5" or is it just because you launched from MM5?
Title: Re: MM5 Issues and Ideas
Post by: lucky_foot on May 14, 2008, 12:36:15 PM
Quote from: CmptrWz on May 13, 2008, 02:41:06 PM
lucky_foot: That is already implemented. Whether or not the version you have does it is a different question.


Oooh. That explains it. I haven't updated my MM5 launcher since I first started playing mods five years ago. :| Sorry, to bug ya.
Title: Re: MM5 Issues and Ideas
Post by: bigbadbogie on May 14, 2008, 04:59:45 PM
Quote from: CmptrWz on May 14, 2008, 07:57:39 AM
By that do you mean "when selecting with MM5" or is it just because you launched from MM5?

launched from mm5
Title: Re: MM5 Issues and Ideas
Post by: TheJamsh on June 01, 2008, 07:44:10 AM
where is the LATEST version of MM5? im assuming bzscrap?

and wether ive missed it being said or not, i think it would be useful for it to launch mods using there named CFG files, so launch the bzone.exe with a different CFG, is that actually possible?

trouble is i always have to rename my CFG files before playing a mod, which makes me think... what is the point of MM5 if i can just rename my CFG files and play it that way? if MM5 launched bzone with different CFG's it would save me the hassle of renaming the things over and over again.
Title: Re: MM5 Issues and Ideas
Post by: CmptrWz on June 01, 2008, 01:08:48 PM
Two things:

1 - MM5 is capable of re-naming the config files for you for older versions of BZ2.
2 - MM5 for 1.3 will support alternate config files, but only for 1.3.
Title: Re: MM5 Issues and Ideas
Post by: bigbadbogie on June 01, 2008, 03:41:28 PM
jamsh - that is exactly what mm5 is meant to do - look at... say fleshstorm.bzm and see that it contains a line: RenameEX("bzone.cfg","fleshstorm.cfg","fleshstorm.bak");

this makes mm5 use fleshstorm's cfg instead of the stock bz2 one when you launch it from mm5
Title: Re: MM5 Issues and Ideas
Post by: TheJamsh on June 02, 2008, 06:19:21 AM
strange... mine NEVER did that :S

wheres the latest version for 1.3?