Author Topic: - Battlezone Classic Demo  (Read 56291 times)

Nielk1

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Re: - Battlezone Classic Demo
« Reply #15 on: May 06, 2008, 09:52:21 PM »
So everyone knows, the gauge type normally on the unit icons during production is broken in pb3 if you try to use a texture one it. Ken fixed it when I reported it after making these:



Oh, everyone should know, GBD works hard, he has two versions:

(Actually that is an early PB4 version, as you can tell from the font.)
« Last Edit: May 06, 2008, 09:56:25 PM by nielk1 »

Click on the image...
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

General BlackDragon

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Re: - Battlezone Classic Demo
« Reply #16 on: May 06, 2008, 10:01:42 PM »
that pic on the right matches the current...font was added long long ago...


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Re: - Battlezone Classic Demo
« Reply #17 on: May 06, 2008, 10:36:32 PM »
Just a couple of standing "problems" ("issues") i noticed when i wasnt enthralled in utter amazingness:
-I can mess up building's height really frikin bad with thumper
-I can bounce vehicles clear across the map with thumper
-What happened to the freedom of weapon linking? (i dont like default links in SP) point is: yea i could see how the BZ2 engine limits that kind of thing.
-Sometimes, when moving forward, the terrain "disappears" for a good distance ahead of my tank
-Tanks and other vehicles look really odd with the dust effect under them when they are just sitting on the ground unpiloted. (Otherwise great effect)
-Concerning physics, i personally think Avatars are better, but GBDs remind me more of BZ1.
-Vehicles fly way too high out of the recycler as they are built. Ideally, they would slide out like in the intro- i know thats probably very difficult however. just make em fly a regular height out, ya kno?

I already love the new fast paced nature, freedom to build all kinds of crap, and ai. Its a good thing.
Great lighting effects, i love how everything is smoother than in BZ1, and Awesome build animations for recy.

General BlackDragon

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Re: - Battlezone Classic Demo
« Reply #18 on: May 06, 2008, 10:50:52 PM »
Lets see...

# 1,2,3,5, an 7 are better in the full version

#4 - Reported by someone else...not sure what they're talking about. It could be something wonky with graphics card-- Make sure embm bump mapping is off???

#6 - Yup...that's what they're supposed to be. I would like to know any ways to make mine feel more like BZ1, if any.

Fast pased? Eeh, I tried to give enough time inbetween the attacks to let players breathe, but fast enough to keep them busy maintaining defences and building turrets.


I'm about to upload a new version, fixed Tusker in mp, and a couple of shell fixes. Also new installer, bit easier to install :)

=======================================LINK UPDATED=======================================

This will be the last time I patch the Demo, I promise.
« Last Edit: May 07, 2008, 10:50:45 AM by General BlackDragon »


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Re: - Battlezone Classic Demo
« Reply #19 on: May 06, 2008, 11:19:44 PM »
I figured most of them were already fixed. Well thats cool then.
By fast paced i really meant i like the Bz2 like direct nature of units. none of this left and right crap when i give them an order to move to a specific spot. Attacks are more direct you know?
Anyway good job.

bigbadbogie

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Re: - Battlezone Classic Demo
« Reply #20 on: May 06, 2008, 11:42:17 PM »
that terrain 'disappearing' problem happens when the sky.visibilityRange is above 800

KiNETiCA

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Re: - Battlezone Classic Demo
« Reply #21 on: May 07, 2008, 12:11:10 AM »
Whoa! alsmost like BZ1 :D Nice!while it's being just a demo this stuff is great ;) but either of ship sets doesnt feel right for me :( it might be my personal issue but if anyone's interested I can provide my set of NSDF odfs that make me feel almost bz1 :P
Anyway, Great stuff! keep it up :D

Nielk1

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Re: - Battlezone Classic Demo
« Reply #22 on: May 07, 2008, 12:20:58 AM »
#6 - Yup...that's what they're supposed to be. I would like to know any ways to make mine feel more like BZ1, if any.

I don't see how... Av tested his side by side on two computers, you just threw some values in from BZ1 and called it basicly done.

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Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

master arbter

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Re: - Battlezone Classic Demo
« Reply #23 on: May 07, 2008, 12:43:28 AM »
the download link says that there is not a valed url
The Arbiter Rock's

Nielk1

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Re: - Battlezone Classic Demo
« Reply #24 on: May 07, 2008, 01:00:03 AM »
I'm about to upload a new version, fixed Tusker in mp, and a couple of shell fixes. Also new installer, bit easier to install :)

=======================================
LINK UPDATED PENDING - Computer Imploded and it's bed time
=======================================

This will be the last time I change patch the Demo, I promise.

Click on the image...
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

General BlackDragon

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Re: - Battlezone Classic Demo
« Reply #25 on: May 07, 2008, 05:43:12 AM »
Whoa! alsmost like BZ1 :D Nice!while it's being just a demo this stuff is great ;) but either of ship sets doesnt feel right for me :( it might be my personal issue but if anyone's interested I can provide my set of NSDF odfs that make me feel almost bz1 :P
Anyway, Great stuff! keep it up :D

I'd be happy to see them. Any help in recreating near perfect BZ1 vehicle physics in BZ2 is welcomed

Link fixed now. Background image *should work....
« Last Edit: May 07, 2008, 06:31:13 AM by General BlackDragon »


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KiNETiCA

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Re: - Battlezone Classic Demo
« Reply #26 on: May 07, 2008, 07:09:36 AM »
ok here are my odfs :P they're actually bdog, but that's same stuff... just different hps in my case :P
http://www.savefiles.net/d/bn8xbgpbbd5rvd2.html
take a look and feel free to use them modify or whatever if u find them useful :P

General BlackDragon

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Re: - Battlezone Classic Demo
« Reply #27 on: May 07, 2008, 07:39:41 AM »
kool

EDIT: Wow...did you *really* feel a differeance between yours and mine?? -- See how little things can effect ships? :P

The differances are null and few... My BVTANK:

//parameters courtesy "dx", tweaked by "Avatar", tweaked by GBD - Pure BZ1 except that VelocForward and VeloReverse are X 1.5
velocForward = 30.0// [30.0] Your Value 35?
velocReverse = 22.5 // [] Your Value 25?
velocStrafe = 20.0 // [] Your Value 35?--determined inproper, too much, 25?
accelThrust = 20.0 //acceleration [] Your Value 35?--determined inporper. BZ1 didn't have "instant go" exactly
accelDragStop = 4.5 Your Value 4.0? //how fast it stops once hands are off controls []
//accelDragFull = 1.0 You had this value?
accelJump = 20.0 // []
accelBrake = 75.0

setAltitude = 1.0 // how high off the ground

alphaTrack = 20.0 //springs speed it rights itself []
alphaDamp = 5.0 //shocks [] You Value 8?

pitchPitch = 0.25 //nose up []
pitchThrust = 0.1 //nose down []

rollStrafe = 0.1 //rolls while strafing []
omegaSpin = 3.5 //spinning in place speed []
omegaTurn = 1.5 //turning while moving speed []
alphaSteer = 6.0 //how fast it responds to steering [] Your Value 5?
rollSteer = 0.1 //rolls while steering []



Most of the constants are the same... Here's Avatar's bvtank odf



//parameters courtesy "dx", tweaked by "Avatar"
velocForward = 30.0// [30.0]
velocReverse = 28.0 // []
velocStrafe = 35.0 // []
accelThrust = 35.0 //acceleration []
accelDragStop = 10.0 //6.75 //how fast it stops once hands are off controls [] - Should be BZ1 value 75.0
accelJump = 20.0 // []

setAltitude = 1.0 // how high off the ground

alphaTrack = 24.0 //springs speed it rights itself []
alphaDamp = 8.0 //shocks []

pitchPitch = 0.23 //nose up [] Should be BZ1 value, 0.25
pitchThrust = 0.05 //nose down [] Should be BZ1 value 0.1

rollStrafe = 0.1 //rolls while strafing []
omegaSpin = 7.0 //spinning in place speed [] Should be BZ1 value 3.5 - This is the biggest problem i see with his ships...they're all 7.0 turn rate...
omegaTurn = 2.9 //turning while moving speed [] Should be BZ1 value, 1.5
alphaSteer = 5.0 //how fast it responds to steering []
rollSteer = 0.1 //rolls while steering []
« Last Edit: May 07, 2008, 07:58:17 AM by General BlackDragon »


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KiNETiCA

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Re: - Battlezone Classic Demo
« Reply #28 on: May 07, 2008, 08:02:07 AM »
maybe those differences are small, but if u try strafing while going forward and turning into same direction u'r strafing in bz1 u'll meet some resistance turning, it's nearly same on my odfs...
...yet on my odfs ships accelerate a bit too fast, but that gives same manever response as in bz1, also the alpha damp thingy... bz1 ships weren't that much bouncy :P
« Last Edit: May 07, 2008, 08:06:42 AM by KiNETiCA »

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Re: - Battlezone Classic Demo
« Reply #29 on: May 07, 2008, 04:53:15 PM »
mmm bounce bounce :P

Okay, I updated the Installer only this time, final installer version. It now uses alternate CFG, adds shortcuts and start menu stuff... :)

Also improved functionality a bit.


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