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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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Topics - Ultraken

#1
Let's try this again...

Things to download:
Executable
Program Database (optional)

Changes:

  • Pilot hopping out of a Barracks no longer adds pilots (it deducts 1 for now, but that may change)
  • Fixed SITE camera rendering
  • Fixed external view camera controls at high frame rates
  • Fixed incorrect font in shell text areas (e.g. mission briefing screen)
  • Fixed an invalid floating-point operation in nacelle code when Hovercraft explodes
  • Fixed some asserts in Inst04Mission
  • Made AIP parsing more tolerant, treating integer and floating-point equally
  • Fixed invalid seeing range for non-Craft in AIP
  • Limited AIP update to 60Hz
  • Set unit hit points value correctly (used to determine strength)

I put the Anet links and usual reminders in another message since they will change only rarely.
#2
These won't change often.

Anet libraries (submitted by Dx):
Compatible (works with normal BZ executable)
Compiled with VC++ 2008 (includes new winets2.dll)

Usual reminders:
1. These builds require the Visual C++ 2008 SP1 Redstributable Package
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
#3
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

For those who want to help track down crashes with Visual C++ 2008 Express:
Battlezone D3D9 Program Database (unpack to the same place as the executable)

Anet libraries (submitted by Dx)
Compatible (works with normal BZ executable)
Compiled with VC++ 2008 (includes new winets2.dll)

Changes:

  • Increased maximum number of smoke sources to 256 (submitted by Dx)
  • Fix for getting 5 pilots when one jumps out out of Barracks (submitted by Dx)
  • Send out player pings (submitted by Dx)
  • Fix buffer overflow when joining a game (submitted by Dx)
  • Automatic configuration of Z buffer setting (off for software, on for hardware)
  • Switched all "shake" effects to Perlin noise and ensured "round down" float-to-integer conversion
  • Fixed occasional floating-point invalid operation in the clipper when submitting a zero-vertex polygon (probably harmless, but still...)
  • Linked with latest Anet headers and libraries (submitted by Dx)
  • Fixed uninitialized member variables in Weapon, which could crash AI
  • Possible fix for visual glitches in the shell
  • Prevent camera view change after player dies (untested)

Usual reminders:
1. This build requires the Visual C++ 2008 SP1 Redstributable Package
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
#4
Here we go again...

Battlezone D3D9

I put it on BetaDudes this time so downloads should be more reliable than hosting it on my NAS.

Changes:

  • Added support for 32-bit frame buffer, enabled by default.  Disable in render.cfg "[D3D]" section with "Buffer32=0"
  • Enabled dithering for 16-bit frame buffer
  • Fixed fog color not getting set properly (e.g. in first Soviet mission)
  • Turned off base address randomization so I can get meaningful results from crash reports :)
  • Removed unused library dependencies
  • Fixed calculation of v_mag_inv for small v_mag, which may fix some rare collision issues
  • Fixed invalid floating-point operations in AI lateral movement, which should increase mission stability
  • Added support for setting vsync, enabled by default.  Disable in render.cfg "[D3D]" section with "Vsync=0"
  • Re-added support for setting Z-buffer, since removing it broke software renderering.  Hardware rendering is much faster with it enabled, almost 2x on my desktop computer.
  • Switched seismic wave and explosion shake to Perlin noise.  The explosion shake is currently very weak, so it'll get tweaked later.

Usual reminders:
1. This build requires the Visual C++ 2008 SP1 Redstributable Package
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
#5
After a brief hiatus, it's time for another experimental build.  There aren't as many changes in this one.


  • fixed most of the application minimize/restore problems
  • eliminated the green tint on the target and sniper scopes
  • removed CPU speed check that used privileged instructions
The speed check might have been what was causing start-up problems for some people, but I don't know that for sure.  That's the big thing to check.  :)

Battlezone D3D9

Usual reminders:
1. This build requires the Visual C++ 2008 SP1 Redstributable Package
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
#6
Here's another build for everyone to try.  It has a bunch of changes:


  • Replaced MemDebug allocation with normal memory allocation
  • Removed the virtual memory exception handler to allow "normal" crash reports
  • Fixed faint alpha-blended sprites
  • Forced Z-buffering on and Z-split off to fix rendering problems
  • Added an emergency fix for bad geometry data
  • Fixed an AI invalid floating-point operation that crashed the second NSDF mission
  • Fixed slow mouse turning at high frame rates 8)
Battlezone D3D9

Usual reminders:
1. This build requires the Visual C++ 2008 SP1 Redstributable Package
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
#7
Once again, it's time for a new executable.  I fixed some performance problems with the renderer, and included some bonus gameplay fixes: seismic wave screwing up the terrain, and a divide-by-zero error in the AI that could make things go haywire.

As an experiment, I simplified virtual memory allocations used by the terrain and high-level rendering system, which may or may not help with the DEPs.  (It now commits the full amount instead of reacting to access violations and committing memory incrementally.)

By popular demand, I removed the CD check (for now) so everyone can test more easily.  I don't know if that's a good idea long-term, but I'll burn that bridge when I get to it.  :D

Battlezone D3D9

(As usual, it's hosted on my NAS)

Quick reminders:
1. this build requires the Visual C++ 2008 SP1 Redstributable Package
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 you have trouble starting it, try the DirectX End-User Runtime Web Installer
#8
I have a new executable for everyone to try, focused primarily on the new D3D9 renderer.  The software renderer still works for now, but forces the game into a window.  On the plus side, windowed mode supports the same resolutions as full-screen now.  :)

This build still performs a CD check like the previous experiemental build, unfortunately.  If that's a problem, I can post an updated version without it later.

Battlezone D3D9

(It's hosted on my NAS like the first one, so transfer rates can be a bit hit or miss.)
#9
Battlezone 1 Patch Board / Work In Progress
December 02, 2009, 01:27:29 AM
Here's the first meaningful image from the new D3D9 renderer, which still uses the original software transformation, projection, and clipping.  Textures are not implemented yet, since that system will require extensive re-engineering.

#10
Battlezone 1 / Battlezone1 kerfuffle
November 20, 2009, 01:01:05 PM
There seems to be a bit of consternation over at battlezone1.freeforums.org, and I'd like to clear things up a bit.  I'm not going to get involved in this whole community split over BZ1, BZE, BZ2.  Development of the unofficial BZ2 1.3 patch brought me here years ago, and I plan to stay here for the duration.  I don't mean that as some sort of personal rejection, just a simple fact.

There has been a recent push to warn or educate me about Dx/Reaper and BZE, with the implication that I've been on the wrong side of the issue.  Regardless of how much that community despises Dx/Reaper, he has shown both dedication and maturity over the years I've been in contact.  I ask everyone to just chill out.  I'm an adult and I can take care of myself.  This isn't about one side or the other.

My primary objective is to get BZ1 working with modern development tools on Windows 7 since that's what I have at home.  I may add some other modernizations while I'm in there, but can't make any promises since my time is very limited.  I can't afford to get into a bunch of gameplay changes or feature requests, since that exactly the kind of time-sink that led me to burn myself out on BZ2.  The product of my effort will remain the same game everyone knows, just preserved for the future.

Though I care deeply about BZ1--it was my first shipped title--I return with considerable reluctance because I knew I would get pulled in all sorts of directions.  The "experimental build" has sparked considerable excitement in the community, but I think releasing it publicly was a mistake.  What's done is done, though.
#11
Battlezone 1 Patch Board / Hardware Only?
November 20, 2009, 12:56:40 AM
I'm looking at several approaches to fixing the hardware rendering, and wanted to know if losing support for software rendering would be acceptable.  The answer to that question will decide how I go about this.
#12
Battlezone 1 Patch Board / Experimental Build
November 16, 2009, 12:44:40 AM
It's been a while since I last visited Battlezone Universe, and I mostly stayed in the BZ2 unofficial 1.3 patch forum when I was here.

Anyway, I have an experimental build of BZ1 with some bug fixes that I'd like people to test.  I switched over to Visual C++ 2008 and the latest DirectX SDK which required some major code changes, so I wouldn't be surprised if I broke something.  There were some truly scary things in there that VS 5.0 let slide...

Unfortunately, I haven't been able to fix the rendering problems in Vista and 7.  I suspect that I may have to rebuild the rendering system to fix those since D3D Execute Buffers don't seem well-supported these days.  I'm not exactly looking forwards to doing that...

I have no idea if it even works properly since it crashes on startup for me in Windows 7.

Grab it here if you're feeling brave.

Mirror

(Note: this is just a replacement bzone.exe, a sort of proto-patch I should have started years ago.)

Things to test: stability in the single-player campaign, visual quality, performance on older computers, compatibility with various operatings systems.

Update: I forgot to mention is that it needs the Visual C++ 2008 Redistributable Package if you don't have Visual C++ 2008 installed already.

Updated Update: The new executable is just a drop-in substitute and requires a fully-patched BZ install.  I probably should have mentioned that...