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1.3 Public Beta 2 bugs

Started by Commando, March 01, 2006, 08:18:25 PM

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Angstromicus

#15
I believe the annoying physics bug where being instnatly damaged by kickvelocity still exists.

I have two units to example this:

Demon Scout:
2500 Health - Heavy Armor
Same Size as a regular scout.

Dragoon Cobra Tank:
35000 Health - Heavy Armor
15 Percent smaller than a regular scout.

Both vehicles when hit by a kick velocity of 70 (edit: radius is 35), and damaged by- direct hit: 120,  explosion- 72 (radius is 40).

Demon Scout Trials
28%
7%
8%
6%
26%

Dragoon Cobra Tank
21%
21%
21%
<1%
<1%.

Both vehicles when damaged by- direct hit: 120,  explosion- 72 (radius is 40).
Demon Scout Trials
8%
7%
8%
8%
7%

Dragoon Cobra Tank
<1%
<1%
<1%
<1%
<1%

This is a major physics bug that needs to be fixed.

Spawn

Um, care to post the actual files?

Angstromicus

#17
FINE!!

Weapon Files:
(the shell)

[OrdnanceClass]
classLabel = "bouncebomb"

shotGeometry = NULL
shotRadius = 10.0
xplGround = "xslavacar"
xplVehicle = "xslavacar"
xplBuilding = "xslavacar"
xplExpire = "xslavacar"

renderName = "Dslava3.render"

ammoCost = 20

lifeSpan = 180

shotSpeed = 50.0

damageValue(N) = 200
damageValue(L) = 140
damageValue(H) = 120
damageValue(S) = 140
damageValue(D) = 200
damageValue(A) = 120

[BounceBombClass]
bounceRatio = 1

[Render]
renderBase = "draw_multi"
renderCount = 2
renderName1 = "Dslava3.Slyco"
renderName2 = "Dslava3.light"

[Slyco]
renderBase = "draw_twirl"
textureName = "lighthalo.tga"
textureBlend = "one one modulate"
startColor = "255 160 140 255"
finishColor = "255 160 140 255"
startRadius = 6
finishRadius = 6
animateTime = 0
rotationRate = 0

[Light]
simulateBase = "sim_null"
lifeTime = 0.7
renderBase = "draw_light"
startColor = "255 160 140 255"
finishColor = "255 160 140 255"
startRadius = 25
finishRadius = 25
animateTime = 0
attenuateConstant = 0.0
attenuateLinear = 0.0
attenuateQuadratic = 0.0

(The explosion)
// ===============
// PLASMA VEHICLE HIT
// ===============

[ExplosionClass]
classLabel = "explosion"

explSound = "xfire1.wav"
damageRadius = 40.0

damageValue(N) = 120 // none
damageValue(L) = 96 // light
damageValue(H) = 72 // heavy

damageValue(S) = 96 // standard
damageValue(D) = 120 // deflection
damageValue(A) = 72 // absorbtion

kickRadius = 35.0
kickOmega = 0.0
kickVeloc = 70 //70.0

particleTypes = 4
particleClass1 = "xslavacar.core"
particleCount1 = 1
particleVeloc1 = "0.0 0.0 0.0"

//particleClass2 = "xslavacar.puff"
//particleCount2 = 4
//particleVeloc2 = "7.0 7.0 7.0"

particleClass2 = "xslavacar.light"
particleCount2 = 1
particleVeloc2 = "0.0 0.0 0.0"

particleClass3 = "xslavacar.shock"
particleCount3 = 1
particleVeloc3 = "0.0 0.0 0.0"

particleClass4 = "xslavacar.splat"
particleCount4 = 1
particleVeloc4 = "0.0 0.0 0.0"

[Core]
simulateBase = "sim_null"
lifeTime = 1.0
renderBase = "draw_twirl"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 3.0
finishRadius = 0.3
animateTime = 1.0

[Puff]
simulateBase = "sim_smoke"
lifeTime = 0.7
renderBase = "draw_twirl"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 1.5
finishRadius = 6.0
animateTime = 0.7
rotationRate = 0.3

[Light]
simulateBase = "sim_null"
lifeTime = 0.7
renderBase = "draw_light"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 35
finishRadius = 35
animateTime = 0.7
attenuateConstant = 0.0
attenuateLinear = 0.0
attenuateQuadratic = 0.0

[Shock]
simulateBase = "sim_null"
lifeTime = 0.2
renderBase = "draw_sphere"
textureName = "vsmoke.tga"
textureBlend = "one one modulate"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 1.5
finishRadius = 9
animateTime = 0.2
latitudeBands = 8
longitudeSegments = 16

[Splat]
simulateBase = "sim_null"
lifeTime = 0.4
renderBase = "draw_twirl"
textureName = "ring.tga"
textureBlend = "one one modulate"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 0.3
finishRadius = 3
animateTime = 0.4

Edit:

(Cobra)
///////
/////Made by AlphaDragon Of the Dragons of Abaddon Clan
///http://www.doaclan.cc.st
//
[GameObjectClass]
geometryName = "dvcobcom_skel.xsi"
cockpitName = "DVcobcom_cockpit.xsi"
geometryscale = .50
classLabel = "wingman"
scrapValue = 0
scrapCost = 55
customCost = 65
buildTime = 15.0
customTime = 15.0
maxHealth = 35000
maxAmmo = 5000
addAmmo = 1000
addHealth = 350
unitName = "Cobra"
aiName = "MorphTankFriend"
aiName2 = "MorphTankEnemy"
unitIcon = "icon_dvcob.tga"
UnitStatus = "wire_dvcob.tga"
explosionName = "xobliv"

heatSignature = 0.5
imageSignature = 1.5
radarSignature = 1.5

isAssault = 1

armorClass = H

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

weaponMask = 11111

weaponHard1 = "HP_CANNON_1"
weaponName1 = "gospark2"
weaponAssault1 = 0
weaponHard2 = "HP_CANNON_2"
weaponName2 = "gospark2"
weaponAssault2 = 0
weaponHard3 = "HP_GUN_1"
weaponName3 = "Dbiamt_a1"
weaponAssault3 = 0
weaponHard4 = "HP_GUN_2"
weaponName4 = "Dbiamt_a1"
weaponAssault4 = 0
weaponHard5 = "HP_SPECIAL_1"
weaponName5 = "Ddarkfl1"
weaponAssault5 = 0

[CraftClass]
rangeScan = 400.0f
periodScan = 1.0f
velocJam = 5.0f
engageRange = 2000

braccelFactor = 2.0
velFactor = 1.0
steerFactor = 2.0
omegaFactor = 1.0
strafeFactor = 2.0

avoidSpeed = 0
topSpeed = 150

selectWaitMsg = "Dvcob05.wav"
selectAttackMsg = "Dvcob02.wav"
selectFollowMsg = "Dvcob04.wav"
selectGoMsg = "Dvcob04.wav"
selectOtherMsg = "Dvcob32.wav"
holdMsg = "Dvcob12.wav"

goMsg = "Dvcob04.wav"
attackMsg = "Dvcob06.wav"
followMeMsg = "Dvcob08.wav"
followMsg = "Dvcob03.wav"
repairMsg = "Dvcob09.wav"
reloadMsg = "Dvcob09.wav"
rescueMsg = "Dvcob10.wav"
recycleMsg = "nulls.wav"
otherMsg = "Dvcob05.wav"
holdMsg = "Dvcob12.wav"
user1Msg = "" 
killedMsg = "Dvcob07.wav"
diedMsg = ""

attackTask = "ArtlAttack"
subAttackTask = "ArtlSubAttack"
subAttackClass = "ANN"

[HoverCraftClass]
velocForward = 80 //60.0 // []
velocReverse = 80.0 // []
velocStrafe = 80.0 //40 // []
accelThrust = 69.0 //35.0 //acceleration []
accelBrake = 50.0 //40 // braking
accelDragStop = 12.0 //6 //how fast it stops once hands are off controls []
accelJump = 20.0 //10 //5 []
w
setAltitude = .6 //.5 // how high off the ground

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

pitchPitch = 0.35 //nose up []
pitchThrust = 0.20 //nose down []

rollStrafe = 0.00 //rolls while strafing []
omegaSpin = 10.0 //10.0 //spinning in place speed []
omegaTurn = 3.0 //turning while moving speed []
alphaSteer = 7.5 //how fast it responds to steering []
rollSteer = 0.00 //rolls while steering []

soundThrust = "ssent01c.wav"

(Demon Scout)
[GameObjectClass]
baseName = "ivscout"
geometryName = "ivscout00.xsi"
cockpitName= "ivscout_cockpit.xsi"
animCount = 3
animName1 = "forward"
animFile1 = "ivscoutsf.xsi"
animName2 = "neutral"
animFile2 = "ivscoutsn.xsi"
animName3 = "reverse"
animFile3 = "ivscoutsr.xsi"
classLabel = "wingman"
scrapValue = 0
scrapCost = 50
customCost = 50
buildTime = 15.0
customTime = 15.0
maxHealth = 2500
addHealth = 10
maxAmmo = 2200
addAmmo = 22
unitName = "Demon Scout"
aiName = "ScoutFriend"
aiName2 = "ScoutEnemy"

heatSignature = 0.5
imageSignature = 3.0
radarSignature = 0.3

isAssault = 0

armorClass = H

effectHard1 = "hp_SPECIAL_1"
effectName1 = "ivdscout.shield"

requireCount = 0

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

weaponMask = 00001
weaponHard1 = "HP_GUN_1"
weaponName1 = "gminigun_c"
weaponAssault1 = 0
weaponHard2 = "HP_GUN_2"
weaponName2 = "gminigun_c"
weaponAssault2 = 0
weaponHard3 = "HP_ROCKET_1"
weaponName3 = "gfafmsl_c"
weaponAssault3 = 0
weaponHard4 = "HP_SPECIAL_1"
weaponName4 = "gdarkflr"
weaponAssault4 = 0

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

lightHard1 = "hp_light_1"
lightName1 = "spotblue2"
lightHard2 = "hp_light_2"
lightName2 =  "spotblue2"

[CraftClass]
rangeScan = 450.0f
periodScan = 5.0f
velocJam = 10.0f
engageRange = 1000

braccelFactor = 0.05
velFactor = 0.2
steerFactor = 1.0
omegaFactor = 0.5
strafeFactor = 0.2

topSpeed = 30

selectWaitMsg = "ivscout04.wav"
selectAttackMsg = "ivscout01.wav"
selectFollowMsg = "ivscout03.wav"
selectGoMsg = "ivscout02.wav"
selectOtherMsg = "ivscout04.wav"

goMsg = "ivscout05.wav"
attackMsg = "ivscout06.wav"
followMeMsg = "ivscout03.wav"
followMsg = "ivscout08.wav"
repairMsg = "ivscout09.wav"
reloadMsg = "ivscout09.wav"
rescueMsg = "ivscout10.wav"
recycleMsg = "ivscout11.wav"
otherMsg = "ivscout10.wav"
holdMsg = "ivscout12.wav"
user1Msg = "" 
killedMsg = "ivscout07.wav"
diedMsg = ""

[HoverCraftClass]
velocForward = 40.0 // [40]
velocReverse = 10.0 // [10]
velocStrafe = 20.0 // [20]
accelThrust = 25.0 // acceleration [25.]
accelDragStop = 5.0 // how fast it stops once hands are off controls [5.9]
accelJump = 18.0
aiAccelDrag = 10

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 = 0.05 // nose down [.1]

rollStrafe = 0.1 // rolls while strafing [1.7]
omegaSpin = 3.5 // spinning in place speed [3.5]
omegaTurn = 3.5 // turning while moving speed [3.45]
alphaSteer = 5.5 // how fast it responds to steering [3.]
rollSteer = 0.1 // rolls while steering [.35]

soundThrust = "ieng01b.wav"
soundTurbo = "avtanke3.wav"

animSteer = "steer"

[Lod1]
geometryName = "ivscoutL1.xsi" ;geometry for lod1
distance = 30

[Lod2]
geometryName = "ivscoutL2.xsi" ;geometry for lod2
distance = 60                 ;...distance over this many meters => switch to lod2

[Shield]
renderBase = "draw_geom"
textureName = NULL
textureBlend = "one one modulate"
startColor = "255 0 0 200"
finishColor = "255 0 0 200"
startRadius = 1.04
finishRadius = 1.04
animateTime = 1
geomName = "ivscout00.xsi"

Avatar

Unrelated to the original issue but you're using the full geometry of a scout for a 'ghost' shield effect?  That's a LOT of polys...

-Av-

Raven

Switching servers seemed to stop working in 1.2. It was fine in 1.1 using the /newserver [NAME] command, i always used to then...but now....

As for that shell merge thing, on mine ive only so far seen, well, heared the music merge, no images as of yet :s

As for those problems, you know what todo, dont use Scrap Valley :-)

I agree the first thing to sort is the visual lag (the lead target behind thingy in other words)

Scavs...just...dont go there :x


Wow, that was a pointless post...sorry, bored...

OH! For some reason my login screen decided to mute (music not SFX) dunno why...mayb gameprefs? Though i edited nothing todo with shells or anything...wierd how the button sounds work and the music stops...Its fine on all other screens.

GSH

If it's a "major" bug, then perhaps explaining it a bit better might help. All I see is a bunch of random numbers.

-- GSH

General BlackDragon

i like the kickvelocity doing damage, makes things more realistic!



*****General BlackDragon*****

ScarleTomato

#22
If your having trouble with missing sounds raven, chech how many channels are set in the sound options. For some reason my install set them both to 1.

What exactly does kickVelocity do?

Angstromicus

Awww man... I didn't explain it good...

Okay! Here we go again.

Kick velocity seems to do damage on its own, instead of the velocity at which you hit something doing damage.

The instant kick velocity is applied to a moveable object (it has to be relatively high), it takes damage. This should be a known bug from 1.3pb1.

If you didn't understand that, I'll be a bit more creative.

Imagine you are driving a car, (a heavily armored car), and a bomb explodes, hurling your car at 50 mph towards a wall of solid titanium (or diamond/kevlar/something really hard). The wall is 200 meters from the car. The instant your car moves towards that wall, it takes damage as if it hit the wall at 500 mph before it even touches it (meaning it takes MASSIVE damage). But, the car dosen't stop, it keeps flying towards the wall.

General BlackDragon

umm...it works good like it is, tone down the kick velocity lol.



*****General BlackDragon*****

Angstromicus


General BlackDragon

oh yah, and get on msn sometime! lol :P



*****General BlackDragon*****

Raven

I figured it out anyway Scarletomato, i made the version on "false" so it doesnt show, and the music then stopped wotking. It worked on original as i left it, but after changing that for my mod, it stopped. And i doubt moving the radar will do much to sound :p so thats it.

mase

AV while playing an MPI Game on MPIHilo.

I guess I'm the only one that got the AV, as the game's still going on.

Was us ISDF vs Scion was in a Chain Scout engaging them near their base.

[ E X C E P T I O N ]
Patch 1.3PublicBeta2 Feb 28 2006 09:00:21
Type: ACCESS VIOLATION
Info: READING from 1011B008h
CallStack:
0040BBCD +0099 bzone.exe EXE AttackTask.obj protected: void __thiscall AttackTaskP::WaitState(enum AttackTaskP::StateMode)
0040B941 +0537 bzone.exe EXE AttackTask.obj public: virtual void __thiscall AttackTaskP::DoState(void)
Registers:
EAX: 0B2739C0h   CS: 0000001Bh  DS: 00000023h
EBX: 0B3852C0h  EIP: 0040BBCDh  ES: 00000023h
ECX: 0B4B58A8h   SS: 00000023h  FS: 0000003Bh
EDX: 1011AEA8h  EBP: 021CFA9Ch  GS: 00000000h
ESI: 00000000h  ESP: 021CFA7Ch           
EDI: 0B3852C0h                       
CF: 00210202h PF:0 AF:0 ZF:0 SF:0 OF:0
Entering critical shutdown

If you need the full log, i can post it

Red Devil

I got that yesterday on Loot after I hopped in a Sentry.
What box???