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Topics - Nielk1

#1
Sadly my attempts to rip the model failed, but I did get the textures and a good number of screen shots.








Texture Dump

New Images in Wire:


#2
Overdrive Terminal / Christmas avatars
December 17, 2009, 10:46:01 PM
OK everyone it's about time to dig out the Christmas avatars.

I found some of the older ones I did:


I need to find that Hat image again.
#3
I've started making planets now. First, one for the AP that will come with load screens and other goodies should people want to use it in a campaign.

Agnos
Named for the Hindu deity Agni, Agnos is a world in chaos. It's elliptical orbit brings it into the asteroid belt local to its solar system twice per cycle. During this time it collects a large number of asteroids that remain in orbit for a short period of time before falling to the planet. The atmosphere is a Pyroclastic cloud formed from numerous eruptions on the surface. Dotted with thousands of craters, volcanoes, and lava tubes, this world is a dangerous place to be at any time.

GBD is working on the disastrous meteors.




#4
The 1.3 Community Project / DISCUSSION of game Mechanics
November 11, 2009, 09:56:54 PM
Ah mechanics, the most simple structure of anything.

The mechanic of the ISDF has them building with adjacency requirements, a linear power system, and treaded units that collect scrap or deploy on pools to make resource generators.

So, what mechanics can we come up with that *MIGHT* be of interest to the CP? Some examples are below, I plan to edit this list with some more as we go:

(As a C++ DLL programmer with weird ideas I should be able to reliably tell you how much of a chance of working in code an idea has.)

Salvage/Wreckage
A salvage or wreckage system where biometal craft give carcasses. Collection method can be anything from an automated tug to having to kill the wreckage to make it into scrap. The tug method would allow for instant gain of biometal or adding to a pile on some refinery that would then process over time (like an extractor), but only if it has wreckage on the pile.

Portals
We all know them we all love them, there are tons of different possible implementations. Feel free to mention any design.
#5
The 1.3 Community Project / Nielk1's Models/Concepts
November 06, 2009, 06:17:09 PM
For my purposes I am calling these units "Aenean units".

Note this one is an animated png, use Firefox or some such:


Edit: 11/8/09


Edit: 11/10/09
I got this far a while ago but I sent it off to VSMIT, this is his render.


Edit: 11/10/09 4:40 PM EST
#6
http://www.gateworld.net/news/2009/10/watch-the-stargate-universe-premiere-right-now-for-free/

Only thing is I refuse to install I-Tunes. If anyone else gets this can someone somehow send me the file provided it doesn't have some weird I-tunes only DRM. HD version of course.
#7
Overdrive Terminal / HDD Death
October 02, 2009, 11:01:40 PM
My HDD died, my newer one, my 320GB and the one that held everything for modding.  EVERYTHING.

Reactor Wars is dead now. So are many other things. I am calling anyone I ever sent anything to so to please reply here and PM me information and a method to download it and have it again.

Jamsh, the SVN is dead, we can export our WCs to get a current look at it, the WC is on my main HDD and thus even if you fubarred I will have it.

The DF DLL can be reconstructed as I included the tack on source in with the beta of the pack. Same with the GH maps. It is simply a matter of loading a stock DLL project, throwing int he new code classes/templates, and running with it.

I will be recovering this data, but it will take a large amount of money and time and effort. I might make a PayPal donate thingy some time later to work on it too, and this will suck in what was going to be my new PC fund.

LMM1 source is safe, the useless mess it is, and thus that can be finalized if any more edits are needed.
MRVP 2.0 is all included in XSI and MSH form so even without the source MAX files for some stuff that will live on.

Aside from LMM1 and MRVP 2.0, I am done modding (for now). I will still be around but I will put my time and effort into other things or getting the money to recover the data. Once that data is recovered I will mod again. I doubt anyone realizes how much was lost here, although it was only a 320 GB HDD, it was compressed and was 90% BZ2 modding. aRc is effectively dead until it is recovered as well.

I will not be passing mods to anyone else if assets are retrieved. Only those already out there for others to work on will have this done (MRVP). I can still beta test Flesh Storm II, so don't worry about that BBB, but aside from testing and consultation I just quit. With how much I lost there is no point in continuing to work on such things. I am put back over 2 years, the 2 most fruitful years I have ever had.

EDIT:
And if anyone knows anything knows anyone who does data recovery plz tell me.

Thinking about these ppl: http://www.ontrackdatarecovery.com/hard-drive-recovery/ (edit: went with another company, will list later, they were great)


Quote from: Nielk1 on October 19, 2009, 02:28:05 PM
I said I was going to do this so: :-P

Took me a bit to break down the HTML to work for BBCode.
#8
Talking to GSH a while ago he told me fog should now not make buildings disappear when their center passes the fog barrier. This means the poly count raise could be used for nice HUGE objects without fear of oddities.
#9
Battlezone 2: 1.3 Public Beta 5.1 / Improved Team Fslots
September 06, 2009, 07:04:14 PM
This was never vetted for PB5.1 so it never made it in, but it is rather useful.



Simply save one of these files into your Battlezone II\addon\ folder as "bzgame_team.cfg" .
Default
Optional alternate for 1024x768
Optional alternate for 1280x1024

This adds the Ammo, Hull, and Name of the human player under their icon.

I hear some people have BZ2 automaticly load the alternate CFGs for larger screen sizes, my bz2 does not. In that case, be sure to pack up the stock extra size cfgs in addon/config/game since they will get duplicate assets if you add the alternate resolution ones.
#11
The 1.3 Community Project / Scion ship modeling
July 16, 2009, 04:21:02 PM
Quote from: bigbadbogie on July 16, 2009, 03:44:43 PM
Not for me they aren't.

Love to see one since your base modeling style does not fit the ISDF or Scions and you seem unable to divert from it from the FS2 screenshots I have seen.
#12
The 1.3 Community Project / Refinery System
July 02, 2009, 04:36:07 PM
This was just brought up as a random idea when the project was private. I have since modified it and here is MY version:
A refinery is made and refinery trucks are made.
Units leave some unrefined bits behind, basically scrap that normal scavs will ignore that doesn't last too long.
The truck grabs them and brings them to the refinery.
The refinery acts like and extractor as long as it has raw 'on its pad'.

I actually am designing the demo of this to infuse about 5 scrap at a time less often than an extractor and only when the scrap bar has 5 or more free space.

The demo should be able to lay over top of BZ2 as a simple mod run from a folder. I would love opinions on it when I get it done as a POSSIBILITY for the CP.

I just finished the ISDF refinery model, next the Scion, then the trucks, then the ODFs, then the DLL :D
#13
Maps and Modding / Nielk1's Idea Dumping Ground
May 13, 2009, 08:11:42 PM
I get lots of ideas, and I plan to make them all! Feel free to suggest insane ideas yourself, they might get done somehow.

The ideas so far, be sure to follow links!




The standard light tank of the Forces spatiale canadienne, it comes equip with two cannons. The large armored pontoons house heating coils to ensure 100% performance in moderate to freezing temperatures. This ensures this unit works in all Earth bound conditions.



A special utility device of the Forces spatiale canadienne, the Snow Machine is capable of dropping the local temperature giving a distinct advantage to units adapted or created for such conditions. It is also capable of directing cooling at enemy craft via the small turreted nozzle on top.


#15
Can you believe that?
I do not even have a functional beta and I am still modding it without having it!

Granted, I am starting with things like models and weapons but avoiding the actual balancing and integration with integral parts of BZC.

Either way, I give you:

The Pan Asian Space Coalition
Power Generator

Unlike the NSDF, CCA, and CRA, the PASC do not rely on solar, wind, or lightning. Instead, they deploy special power generators on geysers. In addition, the PASC production facilities do not directly use geysers.

Gun Tower

Built as a single barrel gun tower, little is known about this defensive structure. How the device is powered is currently unknown, though it has been observed that this structure will upgrade two a double barrel variant (though it looses its customization when this occurs).

Constructor

This functions like the NSDF, CCA, and CRA constructors. While it is shorter and does not use the familiar construction boom, it gets the job done.
#16


It will hold 2 combat hand weps and a pack, it will come with duel pulse cannons and a grenade pack.

[DOWNLOAD W/ XSIs!]
See if you can get it to work right and get back to me. Free use in any mods. Just credit somehow. Acceptable minimum credit: "//Model by Nielk1" in the odf. If you want to credit more (don't need the ODF line if you credit elsewhere) feel free of course.

Clarification: Model works 100%. ODF physics are at issue.
[DOWNLOAD: PSD textures, MAX 3d files, and a fixed version of the tread PIC]

RedDevil's ODF: http://www.bzuniverse.com/forum/index.php/topic,9050.msg142881.html#msg142881
#17
http://www.bzcomplex.com/gallery/displayimage.php?pos=-1214

That SHOULD link to "New EPF Car - Interactive Flash"
#18
Maps and Modding / Useful DLL Code (C++)
January 20, 2009, 05:59:55 PM
Code in posts will be linked, as will code off site.

LoopAnimatorPB4 or HigherType 3LINK

*Type 1 - Directly in Mission Class
*Type 2 - Second Class Integrated with Mission Class
*Type 3 - Template (Likely not what you think, best of ALL forms for complex additions, but hardest to make)


Post yours too! I will add it here.
#19
Maps and Modding / MRVP 2.0 is coming (2)
December 14, 2008, 08:30:13 PM
Hype Building Thread:

(0) - 0 Edits have occurred, no information added.


(1)


(2)
#20
As some of you may know from my topic "I want your crazy ideas for a DLL powered... thing..." I have chosen to make a mod called 'Factions' centering on the powers of DLL.

Story:
In an alternate reality, the meteor shower of the 1960s does not just fall on the bearing straights, but across the greater area of human population. A new material, Biometal spread to the world. Soon, the Biometal supplies began to wain, and a major (and very public) space race began. Utilizing the amazing new technology of the age, not only the major super powers, but many of the nations of the world were able to launch their space programs. These programs existed in relative cooperation (barring skirmishes between the Americans and Soviets, and numerous other factions). In response to the growing belligerence between the Americans and Soviets, The Alliance of Awakened Nations was formed as a sub party of the UN, and the International Space Defense Force became its arms and legs. As greed and malice took control, the ISDF lost much of its ranks still loyal to their home nations. Old friends became rivals and a third world war came to be stretched across the stars.

Sides with some sort of content so far:
ISDF

  • Request permission for Puma Light Tank from SF/G66
EDF

  • Squadron of the ISDF originally tasked with Earth wide defense from external threat. They have better technology then the ISDF.
  • Hammer Rocket Bomber.
  • Nadir remote unit controlled by remote control station. The NADIR is not susceptible to RADIATION.
  • Hacker Scout that can take control of one thing at a time, but only objects with the hackable=true flag.
Black Dogs (from FS)

  • Plasma Battery - This super weapon will fire long range artillery to an enemy base, rising as high as orbit before descent.
UEA

  • Can't say much, but they are in JS's mod HE
AAN

  • Collectiveish, more standard than other factions but more diverse than mere ISDF. They are the UN after all.
  • Originally not personally militarily powered, forced to take arms when the ISDF and supplementary EDF failed and became just two more factions.
Australian

  • Boomerang Rockets! Get your ammo back if you miss.
Forces spatiale canadienne (Canadian)

  • Their military is specialized, play to that.
  • Canadian units have two classes, arctic and pine.
  • The colder the temperature, the better arctic units perform.
  • Local area temperature regulators, nicknamed snow machines, can be utilized to artificily drop temperatures. (As a side effect, this can prevent overheating and heat based damage from occurring, but enhances the risk of thermal shock damage.)
Armée françaises de spatiale (French)

  • The super powerful Puppet Master Device that can control 1 enemy unit at a time.
  • The Stage Director structure that can utilize a Puppet Master Device for self defense. Virtually a Gun Tower equal in power to the imposing attack wave.
Greece

  • Use new unit the Gladius Tank, special purpose yet unknown.
Enhancements:
Map Temperature
Map Radiation - Units absorb radiation to the point of killing pilots.
Map Atmosphere (effecting weapons, for example sonics don't work w/o gas, but best with liquids)

Related Pages:
http://www.bzcomplex.com/wiki/index.php?title=Category:Factions

Your Part:

  • I would like ideas, models, designs, unique tech tree plans, and all manner of strange things.
  • I have many ideas not matched to specific Factions and others loosely attached that could easily change.
  • I need archetypes for the factions as to how their tech will look or what 'special powers' they will have.
Final brief:
Major work will start near Christmas. Any work can be done now, but I have several commitments like MRVP and HE that I would like to either finish or get into a well working order.