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Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

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Messages - Ultraken

#151
Battlezone 1 Patch Board / Re: Flash Cannons
December 01, 2009, 10:38:23 AM
Rebalancing things is outside the scope of my initial efforts, but getting the Flash Cannon working reasonably well in single player would be a good starting point for a later followup.
#152
Battlezone 1 / Re: Battlezone1 kerfuffle
December 01, 2009, 10:36:19 AM
Also, quoting a forum post is not a link.   :-D
#153
Battlezone 1 Patch Board / Re: Hardware Only?
December 01, 2009, 02:13:08 AM
I may end up keeping the software renderer intact for the first implementation, since replacing Execute Buffer instructions with the equivalent D3D9 operations wasn't particularly hard.  It's interesting how much simpler D3D9 makes setting things up.  :)
#154
Battlezone 1 / Re: BZ1 and Anet
November 30, 2009, 11:59:23 PM
I'll plead ignorance to all this...   :-D
#155
Battlezone 1 Patch Board / Re: Flash Cannons
November 30, 2009, 01:21:13 PM
I guess "major" is relative.  ;D
#156
Battlezone 1 Patch Board / Re: Flash Cannons
November 30, 2009, 10:42:19 AM
The fundamental problem with the Flash Cannon is that I didn't take network play into consideration when implementing it.  It casts a beam every frame, flooding the network layer with so many ordnance creation events that most of them get dropped, crippling the weapon on the remote side.  Fixing it would take some major engineering.
#157
Battlezone 1 Patch Board / Re: Hardware Only?
November 30, 2009, 01:02:36 AM
Ooh, that's a good point.  Intel IGPs are the bane of game developers everywhere...

(Of course, it's not like I'd be having D3D do much heavy lifting.)
#158
Battlezone 1 / Re: Windows 7
November 30, 2009, 12:59:27 AM
Anything Windows has a codec for should work.
#159
Battlezone 1 / Re: BZ1 and Anet
November 30, 2009, 12:55:40 AM
Regardless of the merits or flaws of Gamespy, it'd be a lot of work since I've never worked with a networking SDK like that before.  I also don't know if BZ1 would qualify for an Indie license since it was a commercially-released game at one point.  It's interesting speculation but it'd be a long shot at best.  (RakNet would have similar issues there as well.)
#160
Battlezone 1 Patch Board / Re: Flash Cannons
November 30, 2009, 12:43:45 AM
"Run away!  Run awaaaaaayy!"  :-D

Making the Flash Cannon less useless might be okay, but extensive, game-changing re-balance would need to wait for a subsequent update.

On the other hand, it's all just ODF files.  If people are willing to come up with values that the community can agree on, I could include it in the package.  Getting the community to agree is the hard part.  :)
#161
Battlezone 1 / Re: Battlezone1 kerfuffle
November 29, 2009, 10:06:45 AM
Drama is one of the constants of the universe.   :-D

Also...
Gozer: "ARE YOU A GOD?"
Ray: "No"
Gozer: "THEN DIE!" <zzzt!>
Winston: "Ray, when someone asks you if you're a god, you say YES!"
#162
Battlezone 1 Patch Board / Re: Hardware Only?
November 29, 2009, 09:55:42 AM
I'll keep the original renderer in a separate branch just in case.
#163
Battlezone 1 / Re: Windows 7
November 28, 2009, 02:23:12 AM
Unlike previous versions, Windows 7 doesn't come with the Intel Indeo codec that most of the shell AVIs use.  I just decompressed the videos in VirtualDub on my Windows XP laptop before upgrading to 7.  The main downside is the files are now huge.  :-D
#164
Battlezone 1 Patch Board / Re: Hardware Only?
November 27, 2009, 11:51:36 PM
#165
Battlezone 1 / Re: Battlezone1 kerfuffle
November 27, 2009, 09:11:59 PM
The two big differences with my custom build are Visual C++ 2008 Express and the August 2009 DirectX SDK.  The latter might have a lot to do with it, but it's hard to tell.  I'd have to dig up and install an older version of the SDK to know for sure.