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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 - mag

#16
Battlezone 2 Mods / Re: FE 1.3 not working
July 02, 2009, 09:59:52 PM
filesavr wants me to pay for an account when I click the link.
is there a alternate dl site for this file, I don't want to have to join a site just to download the one file.
#17
Battlezone 2 Mods / Re: FE 1.3 not working
June 30, 2009, 10:24:41 AM
is there a quick fix, so I don't have to download the large file again?
it was a pain to download because I have a problem with filefront and I can only download 200mb at a time.
was it just the dll's?
#18
Battlezone 2 Mods / FE 1.3 not working
June 29, 2009, 04:31:55 PM
I downloaded FE_FOR_PB3.zip last night and installed it today. instant action has no recycler spawned and single player doesn't work either.
could it be missing dll's?
hopefully there is a quick fix and I won't have to redownload it again.
#19
on that mission, what I do is send a tug over to the site asap. then after I set up some gun towers at my base, I head over to the site with some turrets.
with the tank and scout I head off the first attack, and use the tug to pick up the creature and take it northeast to the hill by the scion base. there is a cliff there that the tug can go up at the right place. once up on the plateau it is safe. even if the tug gets destroyed the scion tug can't get up there. you might need to give the tug a shove getting up the hill. once the creature is up there you can take care of your base and take out the enemy.


#20
News / Re: Fed Up
August 26, 2008, 11:41:17 AM
CmptrWz thanks for this site, It is the main hub for bz2 community. I know we all benefit from it being up.

I donated a little, hope it helps.
#21
Public 1.3 Beta 4 Archive / Team allies?
August 26, 2008, 11:24:30 AM
I was playing sub zero in instant action and noticed the statues killing the ai team. when I checked with the editor the statue was on team #6. when I tested with turrets on different team numbers, they all attack each other. wasn't both sides allied with other team numbers in earlier versions?
#22
Battlezone 2 Mods / Re: The Uler for PB4a
August 18, 2008, 11:40:33 AM
RD, I was unable to download the file from filefront because of it claiming I have multiple connections, which I don't. I don't have a download manager.

I have tried it a number of times. I can't dl FE either. Is it possible to put a copy on bzscrap. I don't have any problems dl from there.
#23
Public 1.3 Beta 4 Archive / Re: crazy healers
August 10, 2008, 09:58:09 PM
I don't play multiplayer, that probably why I havn't noticed it before.

I was using a rec, variant, that's why the walkers were stronger then usual.
#24
Public 1.3 Beta 4 Archive / Re: crazy healers
August 09, 2008, 03:54:03 PM
these are stock walkers, they are stromger then normal. or at least what I'm use to.

both sides are named harvester. I have not noticed that before.
#25
Public 1.3 Beta 4 Archive / Re: crazy healers
August 08, 2008, 08:13:12 AM
that was cool, but they don't get much work done.

I also noticed the scavs are named harvester and the units are highlighted with the players name. how can I change this to the default setting.

while playing the same game I had a walker take down my assault spire with only a couple of shots. it seems out of balance to me.
#26
Public 1.3 Beta 4 Archive / crazy healers
August 08, 2008, 12:07:39 AM
I was playing instant action map circle scion vs, isdf and the healers just started running all over the map for no reason, like they just went bonkers. I noticed if the gun spire next to them got hit instead of healing them they would take off. the first time I noticed a healer taking off on their own was when I ordered a archer to attack a statue.

I also noticed the scavs and healers still run into everything, hanging up sometimes in whatever they run into.
#27
Public 1.3 Beta 4 Archive / Re: PB4A AVs
August 07, 2008, 05:58:18 PM
I tried to play the single player mission transformation, the first couple of times it closed with no av. the last time I tried to play it, i got this av. it was right after the start and no action happened yet. I had a window pop up with a comment about the c++ library.
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4a Aug  4 2008 12:08:55
Windows version: Windows Version: 5.1.2600 'Service Pack 2' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|GLOBAL          |            runcodes:153  |16:22:21|45560  |[Main] Entering run code [MISSION]
DIAG|GLOBAL          |            runcodes:153  |16:22:21|45560  |[Mission] Entering run code [RUN]
DIAG|GLOBAL          |            runcodes:153  |16:22:21|45576  |[View] Entering run code [CINERACTIVE]
DIAG|GLOBAL          |            runcodes:153  |16:22:28|53248  |[View] Entering run code [COCKPIT]
(done)

Exception code: 40000015 {Fatal Application Exit}
%hs

Message :  Unhandled Exception
Error occurred at 8/7/2008 16:23:24.
C:\Program Files\Battlezone II 1.3 pb4\bzone.exe, run by Mag.
2 processor(s), type 586.
Process Memory :   1779 MB free out of   2048 MB total
Physical memory:    564 MB free out of   1023 MB total
Page(swap) file:   2082 MB free out of   2460 MB total
Fault address:  005783DF 01:001773DF C:\Program Files\Battlezone II 1.3 pb4\bzone.exe

Registers:
EAX:00000000
EBX:00390000
ECX:00000000
EDX:7C90EB94
ESI:00C9CB88
EDI:00000120
CS:EIP:FFFF001B:005783DF
SS:ESP:22E0023:022EFAE8  EBP:06D27BF0
DS:42A00023  ES:41880023  FS:FFFF003B  GS:0000
Flags:00200202

Call stack:
Address   Return    Function            SourceFile
005783DF  00000000  004018FC  dlfree+0x0000060F
004018FC  00000000  004675FA  AiMission::Update+0x00000226
004675FA  00000000  00468195  MoveOneTurn+0x0000011B
00468195  00000000  0057DDAF  MissionHandler::State::RunState::Process+0x000003B1
0057DDAF  00000000  00465C7A  RunCodes::Process+0x000001BF
00465C7A  00000000  0057DDAF  MissionHandler::Process+0x00000012
0057DDAF  00000000  0057D8B4  RunCodes::Process+0x000001BF
0057D8B4  00000000  0045B598  Main::MessagePump+0x00000064
0045B598  00000000  0045B28D  HandledMain+0x000003F6
0045B28D  00000000  00458BC8  HandledMain+0x000000EB
00458BC8  00000000  0056DBFD  WinMain+0x00000059
0056DBFD  00000000  7C816FD7  fabs+0x00000191
7C816FD7  00000000  00000000  RegisterWaitForInputIdle+0x00000049

#28
Public 1.3 Beta 4 Archive / Re: pb4 crash
July 27, 2008, 02:10:44 PM
almost run off, from the childish people on here.

that wasn"t my main topic. It was about bz closing with no reason why, no log file.

I should have left the secound part off, I didn't realize that the last number was all that mattered.

also I think it might have been mentioned, but I noticed that some of the maulers are partly below ground some of the time.

just putting this info out for those that need to know.
#29
Public 1.3 Beta 4 Archive / Re: pb4 crash
July 25, 2008, 01:59:56 PM
that's your point huh, maybe you should learn how to read before posting. the address and function have different numbers.
#30
Public 1.3 Beta 4 Archive / Re: pb4 crash
July 25, 2008, 10:36:00 AM
I've read it, what's your point?