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Messages - Nick53

#31
Battlezone 2 / Re: VERY Slow and Jerky BZII
July 18, 2008, 08:04:39 PM
The ZE website's down at the mo  :-(

Done a reinstall, got 1.3pb4 and waiting on ZE as per above, still cant find full ZE install.

I've reduced the screen size, it runs really well but.... well, the screen's small :-D.
#32
Battlezone 2 / Re: VERY Slow and Jerky BZII
July 18, 2008, 05:22:21 PM
What drivers are ideal? (I think I've got the very latest one for Geforce 7 series)
#33
Maps and Modding / Re: Help with mini-mod units?
July 18, 2008, 04:27:15 PM
I put it between these:

cockpitName = "ivmisl_cockpit.xsi"
classLabel = "wingman"
#34
Battlezone 2 / Re: VERY Slow and Jerky BZII
July 18, 2008, 04:18:18 PM
OK, Ive reinstalled BZII, no patches, just out of the box. Graphics are on highest setting and screen 1280 x 1024 60hz. The framerate is still quite appaling (for a game from 1990 and frozen stiff) surely ive got enuf hardware 256Graphics 2GBRAM. Will pbIII fix this?


Where can I find a FE full install????
#35
Maps and Modding / Re: Help with mini-mod units?
July 17, 2008, 10:40:14 PM
Those lines dont' work (for me). (as can be seen in the .odf file in my first post) It's a standard Msl Scout altered to cost 50S and have my new weapon FoldingFinRocket (which works perfectly btw).
#36
Battlezone 2 / Re: VERY Slow and Jerky BZII
July 17, 2008, 10:36:15 PM
No, I've got that under a seperate install. You can't get FE and ZE with pbIII?
#37
Battlezone 2 / VERY Slow and Jerky BZII
July 17, 2008, 09:42:00 PM
Ive got full FE, ZE, outback, rainforest, Dune Command and running standard BZII on my HP Comp:

2GB RAM
256MB Nvidea Graphics
WIN XP

Is very slow and jerky. No spyware, viruses, disks defraged, current drivers, tried everything. Funny thing is that it was much better that this and only got worse very slowly or I only noticed it now. Any help/advice would be very greatly appreciated.

PS Any ideas except reinstall, It'l take me AGES to find the ZE and Full FE installs :) .
#38
Maps and Modding / Help with mini-mod units?
July 17, 2008, 09:36:40 PM
Hi guys, long time (8 months?) since I posted here but have been rather tied up with study!

I'm in the middle of making a mini-mod, and I've completed the first step of making custom weapons. These were tested by launching them from the Armo, and all work fine. Then I started customising units, just some simple stuff, changing weapons, armour, cost etc using .pak explorer:


[GameObjectClass]
baseName = "nvmisl"
geometryName = "ivmisl00.xsi"
cockpitName = "ivmisl_cockpit.xsi"
classLabel = "wingman"
animCount = 3
animName1 = "forward"
animFile1 = "ivmislsf.xsi"
animName2 = "neutral"
animFile2 = "ivmislsn.xsi"
animName3 = "reverse"
animFile3 = "ivmislsr.xsi"
scrapValue = 10
scrapCost = 50
customCost = 55
buildTime = 15.0
customTime = 15.0
maxHealth = 2000
maxAmmo = 2500
addAmmo = 1
unitName = "Msl Scout"
aiName = "RocketTankFriend"
aiName2 = "RocketTankEnemy"

heatSignature = 1.0
imageSignature = 2.5
radarSignature = 0.5

isAssault = 0

armorClass = L

requireCount = 1
requireName1 = "ibfact"
requireText1 = "Build Factory"

/////// weapons ///////////////////

weaponMask = 00011
weaponHard1 = "HP_ROCKET_1"
weaponName1 = "gffr_c"
weaponAssault1 = 0
weaponHard2 = "HP_ROCKET_2"
weaponName2 = "gffr_c"
weaponAssault2 = 0
weaponHard3 = "HP_SPECIAL_1"
weaponName3 = "gfmine"
weaponAssault3 = 0

//////////////////////////////////

lightHard1 = "hp_light_1"
lightName1 = "spotblue2"
lightHard2 = "hp_light_2"
lightName2 =  
   
[CraftClass]
rangeScan = 300.0f
periodScan = 5.0f
velocJam = 5.0f
engageRange = 130

braccelFactor = 0.05f;
strafeFactor = 0.1f;
steerFactor = 1.0f;
omegaFactor = 0.4f;
velFactor = 0.2f;

avoidSpeed = 20;
topSpeed = 30;

selectWaitMsg = "ivmisl04.wav"
selectAttackMsg = "ivmisl01.wav"
selectFollowMsg = "ivmisl03.wav"
selectGoMsg = "ivmisl02.wav"
selectOtherMsg = "ivmisl04.wav"

goMsg = "ivmisl05.wav"
attackMsg = "ivmisl06.wav"
followMeMsg = "ivmisl08.wav"
followMsg = "ivmisl03.wav"
repairMsg = "ivmisl09.wav"
reloadMsg = "ivmisl09.wav"
rescueMsg = "ivmisl10.wav"
recycleMsg = "ivmisl11.wav"
otherMsg = "ivmisl11.wav"
holdMsg = "ivmisl12.wav"
user1Msg = ""  
killedMsg = "ivmisl07.wav"
diedMsg = ""

[HoverCraftClass]
velocForward = 36.5 // [35]
velocReverse = 12.0 // [10]
velocStrafe = 18.5 // [20.5]
accelThrust = 19.0 // acceleration [20.]
accelBrake = 75.0 // braking
accelDragStop = 6.0 // how fast it stops once hands are off controls [5.9]
accelJump = 15.0

setAltitude = 1.0 // how high off the ground

alphaTrack = 21.0 //springs speed it rights itself [5.]
alphaDamp = 8.0 //shocks [5.]

pitchPitch = 0.25 // nose up [.1]
pitchThrust = 0.1 // nose down [.14]

rollStrafe = 0.09 // rolls while strafing [2.]
omegaSpin = 3.0 // spinning in place speed [2.2]
omegaTurn = 3.0 // turning while moving speed [3.0]
alphaSteer = 5.5 // how fast it responds to steering [4.9]
rollSteer = 0.12 // rolls while steering [2.0]

soundThrust = "itank01h.wav"
soundTurbo = "avrckte1.wav"

[Lod1]
geometryName = "ivmislL1.xsi" ;geometry for lod1
distance = 50

[Lod2]
geometryName = "ivmislL2.xsi" ;geometry for lod2
distance = 100                ;...distance over this many meters => switch to lod2

***************

Then I made a custom factory:

**************

[GameObjectClass]
geometryName = "ibfact00.xsi"
classLabel = "factory"
scrapCost = 55
scrapValue = 10
maxHealth = 6000
maxAmmo = 0
unitName = "Factory"
aiName = "BuildingProcess"
aiName2 = "BuildingProcess"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1

armorClass = H

requireCount = 1
requireName1 = "ibpgen"
requireText1 = "Build Power"

provideCount = 1
provideName1 = "ibfact"

collisionRadius = 4.0


lightHard1 = "hp_light_1"
lightName1 = "o_white_nf"

[PoweredBuildingClass]
detectRange = 100

[BuildingClass]
tunnelCount = 1

tunnel01X0 = 3
tunnel01Z0 = 3
tunnel01DX = 2
tunnel01DZ = 4
tunnel01Edge = "wwtw"

soundAmbient = "ibfact00.wav"



[FactoryClass]
soundBuild = "ibrecy02.wav"
soundFinish = "iapc04.wav"
reloadMsg = "ivrecy12.wav"
rescueMsg = "ivrecy13.wav"

buildItem1 = "ivmbike"
buildItem2 = "nvmisl"
buildItem3 = "nvtank"
buildItem4 = "nvrckt"
buildItem5 = "nvatank"
buildItem6 = "nvwalk"
buildItem7 = "ivapc"
buildItem8 = "ivbomb"


[Lod1]
geometryName = "ibfactL1.xsi" ;geometry for lod1
distance = 80
dontShiftLOD = 1

And built my custom units. They're under my control but I cant get into them or snipe them, what's wrong?


Help greatly Appreciated!!!!!!!!