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Topics - ScarleTomato

#1
I'm trying to make an orbital mortar, it starts with a beacon and the mortars come down after a few seconds. I don't want to use just mortar ordnance because it's so slow. I'm thinking of a spraymine way up and it shoots strait down, but shotpitch doesn't seem to do anything for the spraymine class.

any ideas?
#2
http://io9.com/5391989/a-black-hole-engine-that-could-power-spaceships

sounds like a pretty awesome RTS to me. One spaceship per star per year as long as you have enough RU's, or you can use 10 black holes to make a black hole generator so you can make 2 spaceships a year, etc...
#3
I see NVM it works. I was just looking in the wrong place.
tl;dr - in Vista and 7 BZ saves logs, screenies, etc.. in the userdocs folder.


Original Message:
i've read that taking screenshots is causing lag in multiplayer, so it was cut out. Is there a way to turn it back on in the editor though? I want to take a picture of a battle for a new map, but if i use print screen it just comes out black.

EDIT: tried it in XP. it still works. In windows 7 it doesn't though.
#4
At the moment im trying to modify the igbzka_c to make it an imagelauncher but when i change it, it loses the cockpit. no other changes just the classLabel, and the addition of [LauncherClass].

I can do it for igbzka_a since the geometries are already called in _c but i can't change _c. Are there any extra geometries i need to add for an imagelauncher or does it not support pilot geometries?
#5
Anyone know of some tweaks to help 5.1 run on slower connections?

I've been having trouble getting an old friend to join up on some of my games. He just got himself DSL but neither one of our connections are good enough to show up on the gamespy lists. I can usually have people connect through my external IP and it works fine. For him though, the game starts up and he can play for about a minute or so and gets lagged out. If he joins mid-game there's no hope. We used to be able to play together back when he had dialup though so my guess is that the new beta has a little less tolerance for slow connections? I've been perusing through the nettips.rtf and the gameprefs.ini to see if there are some tweaks i can play with and was wondering if anyone else might have some advice.

Were both running 5.1, and can both join up on games listed on the gamespy list without a problem. We live in the same city so the ping is usually down under 100 but it does get sporadic occasionally. I tried leaving the MWF at 10 and bumping the allowed ping to 3000 to no avail. His FPS is usually over 90 when he gets the boot. We've tried having him host as well with the same effect.
#6
Maps and Modding / any type of tutorial on glowskins?
October 25, 2009, 06:01:01 PM
preferably using gimp? I'm having the hardest time trying to make a teamcolor mask for the ground terrain of the recy.

I'm trying to add a glowskin for ibextf03  (AKA the ground with the big logo in front of the isdf recycler). If i save it as ibextfc3 it shows that the transparency does work with the sky showing through the unmasked parts while the recy is building. But if i save it as ibextfa3 it just goes solid white after it gets built.

I'm working in 1.3pb5.1 and converting to .dxtbz2 before i test
#7
Maps and Modding / Modding database
October 04, 2009, 10:31:26 PM
I've got to make an example database for a class and have wanted a good way to sort out some of the odf switches, classLabels, required frames, effects and other things related to modding. So i think i'm gonna make a modding info database for it.

This is what I've got so far
Datasets:
Frames: all the frames in an xsi such as HP_com, HP_gun_1, etc.. and a short description
ODFKeys: Every odf switch, the default value and a short description. e.g. ClassLabel, canCollide, heatSignature...
ClassLabels: every class of object and a short description.
ODFSections: the blocks in the ODF, stock example that uses it if available, short description. [GameObjectClass], [RecyclerClass], etc...
RenderBases: baseName charArray, desc charArray, stockExample charArray
BZNKeys: settings you run across in an ascii saved BZN file. setting charArray, desc charArray,
BZNSections: blocks in the ASCII BZN file, short description

TextureBlends: tbName charArray, desc charArray, stockExample charArray

Relations:
FramesByClass: all the XSI frames a ClassLabel requires or uses. Attributes include frameName charArray, ClassLabelName charArray, requiredFrame boolean,
KeybyODFSection: all the ODF switches a Class Section uses, Attributes are kayName charArray, CSName charArray,
KeybyBZNSection: all keys in the ASCII BZN file. keyName charArray, Sname charArray
ClassLabelSectionUsed: Sections BZ looks for for each ClassLabel. Attrib are ClassLabel charArray, Section charArray
ODFbyRenderBase: RenderBase charArray, ODFswitch charArray

Not sure if i wanna add these yet, they dont really have to do with modding in general but they would be nice for just basic info



you guys think yall would have a use for this? If so any ideas to add to it?
#8
I'm usually running around throughout the day on many different computers, and play around with BZ in my free time. To do this i usually install it on a USB2.0 drive instead of on an internal drive so that I can take it with me. Unfortunately, with the new TA5 patches it has the VSNET (or something, can't remember exactly) that installs with it. Is there any way to get this to install standalone so that I can still play on a computer that never had the proper install?
#9
It'd be cool to have the sky.fogrange and sky.visibilityrange options available for the server before the game starts.
Does this option exist or would it be a possible to implement?

I tend to make maps that look good with a 1500-4000 meter visibility, and absolutely love to play on them over a local network. Playing over the internet is a different issue though and I usually have to cut it down to something a little more manageable. My next option is to release two versions but that can get confusing.
#10
Maps and Modding / invisible terrain
August 06, 2009, 09:01:24 AM
anyone know how to make invisible terrain? I've done it accidentally before with corrupt downloads of maps, but i don't know how to do it on purpose, and i don't have the map anymore to figure out what it was doing.
#11
I've got a wireless laptop and I use it frequently between two separate networks. I'm trying to find a way to have static IP's on both networks, to where it will automatically switch the primary DNS, gateway and local IP address automatically depending on where it's at. (maybe depending on what the SSID of the wireless is)

Using XP SP3 and windows' network configuration applications

I can't figure out what to search for on google and i keep getting results for business class multiple external static IPs which isn't at all what I'm looking for.

Has anyone had a problem like this or might be able to point me in the right direction?
#12
Does anyone know of a good way to render a waterfall with the new dx9 engine? I hear the computer class doesn't animate anymore. Are there any particles that ta5 handles really well en masse?
#13
1.3 Public Beta 5: Tech Alpha 5 / Map AVs
June 20, 2009, 07:03:52 PM
I have a map that I spent a good bit of time on since the last save and went to load it up and got an AV.

Its saved as ascii right now so maybe i can get away with changing something in the bzn?

here's my logERR |           AiMission:212  |19:53:10|1649   |Could not load DLL 'missions\blankEditor.dll', err = 126 (0x0000007E)
ERR |           AiMission:215  |19:53:10|1649   | Error 126 translates to 'The specified module could not be found.
'
DIAG|        LoadSaveGame:346  |19:53:10|1661   |Loaded from file ST3s.bzn
DIAG|            runcodes:154  |19:53:10|1670   |[View] Entering run code [COCKPIT]
DIAG|            runcodes:154  |19:53:10|1671   |[Main] Entering run code [MISSION]
DIAG|              icroot:193  |19:53:10|1675   |Root window now 1024x768
DIAG|            runcodes:154  |19:53:10|1678   |[Mission] Entering run code [RUN]
ERR |    ExceptionHandler:243  |19:53:10|1681   |---- Battlezone II Log File ----
ERR |    ExceptionHandler:243  |19:53:10|1681   |//=====================================================
ERR |    ExceptionHandler:243  |19:53:10|1682   |App version: Patch 1.3TechAlpha5 EDITOR Apr 23 2009 13:39:30
ERR |    ExceptionHandler:243  |19:53:10|1682   |Windows version: Windows Version: 5.1.2600 'Service Pack 3' PlatformID=2

ERR |    ExceptionHandler:243  |19:53:10|1683   |Last few battlezone.log lines (may or may not be relevant):
ERR |    ExceptionHandler:243  |19:53:10|1683   |DIAG|            runcodes:154  |19:53:10|1670   |[View] Entering run code [COCKPIT]
ERR |    ExceptionHandler:243  |19:53:10|1684   |DIAG|            runcodes:154  |19:53:10|1671   |[Main] Entering run code [MISSION]
ERR |    ExceptionHandler:243  |19:53:10|1684   |DIAG|              icroot:193  |19:53:10|1675   |Root window now 1024x768
ERR |    ExceptionHandler:243  |19:53:10|1685   |DIAG|            runcodes:154  |19:53:10|1678   |[Mission] Entering run code [RUN]
ERR |    ExceptionHandler:243  |19:53:10|1685   |(done)

ERR |    ExceptionHandler:243  |19:53:10|1686   |Exception code: C0000005 (ACCESS VIOLATION) READING from 0000000Ch
ERR |    ExceptionHandler:243  |19:53:10|1687   |Message :  Exception
ERR |    ExceptionHandler:243  |19:53:10|1687   |Error occurred at 6/20/2009 19:53:12.
ERR |    ExceptionHandler:243  |19:53:10|1688   |C:\Program Files\Battlezone II\bzv13ta5\bz2edit.exe, run by Mike.
ERR |    ExceptionHandler:243  |19:53:10|1688   |C:\Program Files\Battlezone II\bzv13ta5\bz2edit.exe, run by Mike.
ERR |    ExceptionHandler:243  |19:53:10|1689   |CPU: 4 processor(s), Intel(R) Core(TM)2 Quad CPU    Q6700  @ 2.66GHz
ERR |    ExceptionHandler:243  |19:53:10|1689   |     x86 Family 6 Model 15 Stepping 11
ERR |    ExceptionHandler:243  |19:53:10|1690   |Process Memory :   1848 MB free out of   2048 MB total
ERR |    ExceptionHandler:243  |19:53:10|1690   |Physical memory:   2317 MB free out of   2815 MB total
ERR |    ExceptionHandler:243  |19:53:10|1691   |Page(swap) file:   4377 MB free out of   4704 MB total
ERR |    ExceptionHandler:243  |19:53:10|1692   |This exe is using 49 MB, peak use 49 MB

ERR |    ExceptionHandler:243  |19:53:10|1692   |Fault address:  00439F1B 01:00038F1B C:\Program Files\Battlezone II\bzv13ta5\bz2edit.exe
ERR |    ExceptionHandler:243  |19:53:10|1692   |
Registers:
ERR |    ExceptionHandler:243  |19:53:10|1692   |EAX:00000000
EBX:088B0B70
ECX:00000000
EDX:007140AC
ESI:0000000F
EDI:088B0F0C
ERR |    ExceptionHandler:243  |19:53:10|1692   |CS:EIP:001B:00439F1B
ERR |    ExceptionHandler:243  |19:53:10|1693   |SS:ESP:0023:0206FA30  EBP:0206FAAC
ERR |    ExceptionHandler:243  |19:53:10|1693   |DS:0023  ES:0023  FS:003B  GS:0000
ERR |    ExceptionHandler:243  |19:53:10|1694   |Flags:00010246
ERR |    ExceptionHandler:243  |19:53:10|1694   |
Call stack:
ERR |    ExceptionHandler:243  |19:53:10|1695   |Address   Return    Function            SourceFile
ERR |    ExceptionHandler:243  |19:53:10|1696   |00439F1B  00000000  00433119  UserProcess::DoWait+0x0000016C
ERR |    ExceptionHandler:243  |19:53:10|1697   |00433119  00000000  00432F00  UnitProcess::DoState+0x0000005C
ERR |    ExceptionHandler:243  |19:53:10|1697   |00432F00  00000000  00401889  UnitProcess::Execute+0x000000A2
ERR |    ExceptionHandler:243  |19:53:10|1698   |00401889  00000000  0046323E  AiMission::Update+0x000001F7
ERR |    ExceptionHandler:243  |19:53:10|1699   |0046323E  00000000  00463D55  MoveOneTurn+0x00000128
ERR |    ExceptionHandler:243  |19:53:10|1699   |00463D55  00000000  00576510  MissionHandler::State::RunState::Process+0x00000333
ERR |    ExceptionHandler:243  |19:53:10|1700   |00576510  00000000  004619BE  RunCodes::Process+0x0000019E
ERR |    ExceptionHandler:243  |19:53:10|1701   |004619BE  00000000  00576510  MissionHandler::Process+0x00000011
ERR |    ExceptionHandler:243  |19:53:10|1702   |00576510  00000000  00575F68  RunCodes::Process+0x0000019E
ERR |    ExceptionHandler:243  |19:53:10|1702   |00575F68  00000000  00449D60  Main::MessagePump+0x00000051
ERR |    ExceptionHandler:243  |19:53:10|1703   |00449D60  00000000  00449A4F  HandledMain+0x0000043B
ERR |    ExceptionHandler:243  |19:53:10|1703   |00449A4F  00000000  004470E2  HandledMain+0x0000012A
ERR |    ExceptionHandler:243  |19:53:10|1704   |004470E2  00000000  005BAED7  WinMain+0x00000059
ERR |    ExceptionHandler:243  |19:53:10|1705   |005BAED7  00000000  7C817067  memcmp+0x00000191
ERR |    ExceptionHandler:243  |19:53:10|1706   |7C817067  00000000  00000000  RegisterWaitForInputIdle+0x00000049
ERR |    ExceptionHandler:243  |19:53:10|1706   |


the only weird thing that happened with this save was that the save before I had changed the edge_path while i was outside and it flung me around for about 20 minutes.
#14
Maps and Modding / Water on the minimap
June 16, 2009, 10:48:06 PM
Is there a way to keep water from being drawn on the mini map?

and if not, what all goes in to drawing the water? I see that the transparency of the minimap color is somewhat dependant on the alpha of texture1 but it seems to become opaque much faster than the actual water and makes it look out of place.

here's an example with the texture1 alpha value set to 10
http://stu.cbu.edu/~myarbrou/Images/water.png
Its hard to see but im sitting kinda in the middle of the far right green pool facing south

Edit: on a side note it seems that the water.vel controls the speed of both the water and the bump textures and the bump.vel does nothing. Does this happen for anyone else?

#15
Maps and Modding / Warzone Hills for 1.3
June 11, 2009, 02:59:53 PM
http://stu.cbu.edu/~myarbrou/daywzhill.zip

made for 1.3ta5

mainly i just wanted to practice texturing. Turned out well enough i think. :-)
#16
1.3 Public Beta 5: Tech Alpha 5 / CanDemolish
June 04, 2009, 02:49:22 PM
has anyone gotten the [BuildingClass] version of CanDemolish to work for them? I can't for the life of me figure out how to make a building that I can't demolish.

NVM i got it
#17
Overdrive Terminal / Lizard's dark corner?
June 03, 2009, 06:07:35 PM
does anyone have a copy of the lizards map tutorials from that site? specifically the blank maps?
#18
Overdrive Terminal / Infinity?
January 17, 2009, 11:14:40 AM
#19
Overdrive Terminal / Nano war
January 14, 2009, 06:38:55 PM
Pretty cool short little game

http://nanowar.free.fr/
#20
I have a building right now that i want to have a tap and a looping animation. When it is a powerplant, powerlung, or extractor class it will run the loop animation but not create the tap specified in the poweredbuildingclass section. When it is a powered or recycler class it creates the lung fine but only runs the deploy animation and wont run the second animation, the loop one. If i make the loop animation the only one it looks like the beginning of that xsi but wont move.

Any class that can support both a tap and a loop animation?