STEAM GROUP
BattleZoneBros BaZoBro
STEAM GROUP
BattleZoneBros BaZoBro
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ABOUT BattleZoneBros

The REAL Cold War

Steam group for /v/'s battlezone players.

If you're looking for a match join chat!

Please read the faq, thanks!

Wiki and Info[www.thepeprository.org]
Standalone 1.5 Beta Client[www.battlezone1.net]
POPULAR DISCUSSIONS
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RECENT ANNOUNCEMENTS
BattleZone Patch (v1.5.2.25)
Originally posted by Ultraken:

What's New
Scripting
New script utility functions

GetAIP: get the name of the current AIP for a team (default team 2)
GetObjectiveName: get the player-visible name of a unit
GetIndependence: get the independence level of a unit (0=low, 1=high)
ObjectiveObjects: get iterator returning objects with objective markers
Added chat command script event handler
Shell and in-game chat system pass unknown commands to the script
Command function receives the command and parameters (if any)
The function should return true if it handled the command

Graphics

Extended gamma table to 11 entries
Brightness slider covers 11 values (0 to 10)
Fixes glitchy rainbow colors at maximum brightness
Gamma scale 1.0 is at slider setting 3 again
Reduced size of BSP_POLYGON struct from 68 to 48 bytes
Changed member values to BYTE where appropriate
Changed texture name to a pointer to the geometry texture name

Terrain

Zone manager handles missing HGT and MAT files
HGT: fill terrain with height value from TRN
MAT: fill terrain with unrotated solid material 0 variant A
Show a recoverable error dialog when not using /edit
Can now create a map with just a TRN file
/shellmap and /largemap work again
Initialization order again... :|
/shellmap takes optional parameters
/shellmap produces a standard 108 by 89 shell map
/shellmap: produces a custom by shell map
/shellmap:, produces a custom by shell map
/largemap takes optional parameters
/largemap produces a large map with 8 pixels per grid
/largemap: produce a large map with pixels per grid

Stability

Weapons set their owner's carrier in the constructor
Avoids a brief window where the carrier pointer is NULL
Fixed an invalid floating point exception in EvadeOrdnanceForce
Triggered by a projectile with zero damage and a unit with zero health
Most likely culprit was a TAG Cannon leader round
Added safety checks to TeamSwitcher (MAS Grenade)
Don't affect game objects with invalid team (-1)
Don't affect game objects marked as destroyed
May fix an occasional crash reported on the forums

Gameplay

Added a hack to make AI units avoid the TAG Cannon leader round
Treat it as a projectile that does a lot of damage
Snap scrap pieces to the ground
Also align scrap with the surface normal
Fixes floating scrap in Canyon Madness

Multiplayer

TOGGLEOBJECTIVESDISPLAY game key works in multiplayer
Since Lua mission scripts can add objectives...
Chat supports "to allies" destination
Sends whisper packet to all allied players

BattleZone Patch (v1.5.2.20)
Originally posted by Ultraken:
Stability

Fixed a crash in the debug message that reported faces missing textures
Prevent HoverCraft physics from probing off-map positions
This occasionally caused crashes in the terrain system
Fixed a potential divide-by-zero in Targeting
Multiplayer

FlagDisplay only draws flags for player-controlled teams
It no longer draws colored squares for AI-controlled teams
NetPlayer can recover from (temporary) team number collisions
Disabled "drawcoll" and "drawguns" cheats in non-Debug multiplayer
Revised how kill messages look up player names
Should fix kill messages showing "Team " instead of player name
Non-player teams will still appear as "Team ", of course
Host sends an "assign team" packet to joining players
Host has more complete information about player teams
Should help prevent players ending up on the same team
Allow much longer chat messages
Shell chat edit boxes allow up to 241 characters
In-game chat edit allows up to 240 characters
Fixed a (rare) crash when the firer died before the sniper shell hit
Rendering

Apply brightness gamma to 16-bit and 32-bit textures
Makes them consistent with 8-bit textures (finally!)
Upconvert 16-bit to 32-bit if Texture32=1 in render.cfg
Fixed crash when using 32-bit textures
Increased vertex limit per face to 32
Allows some of the more complex custom models to work
Gameplay

RemoteDetonator doesn't need permission to detonate :)
SeismicWave uses sequence numbers to vary up shake
Prevents units from all moving the same way
Updated AdjustedScrapCost and AdjustedPilotCost
Affect only the player's team in single-player
AdjustedScrapCost reduces scrap cost by 2 for Very Easy (versus 1 for Easy)
Updated AI utility functions finding enemies/threats
Exclude "not enemy" instead of "friend"
Restores pre-1.5 behavior of ignoring neutrals
Also exclude indestructible objects
FlareMine emits projectiles in a radially symmetric pattern
The original emitted projectiles in a distinct "fan" pattern
This is more noticeable with high shotVariance
Can reproduce the BZ2 "Death Fountain" (flare mine shooting poppers shooting blast)
Editor

Fixed editor data from going off screen [Dx]
Edit Task data is easier to read
Added UnitTask Follow Distance [Dx]
Added engage range for the Gun Towers [Dx]
Edit Task shows white circle around Gun Tower when selected
Only Gun Towers show the engage range
File System

Fixed file system sometimes returning the wrong version of an asset
It made LargeAssets=2 use the version of check.odf from bzone.zfs
How did this ever work?
Main loop saves and restores the current working directory
This is a bit of extra protection
LoadSaveGame functions handles file paths with '.' in them
Filename would be truncated at the first '.' after the first save
Shell

Mission Archives screen shows planet description
Modding

Path spawn checks that the requested ODF is a GameObject
Filters out non-GameObject ODFs (e.g. build.odf)
Eliminates some assertions in debug builds
Added [BounceBombClass] bounceRatio property
Defaults to 0.5 (like stock)
Added angular velocity accessors
SetOmega sets angular velocity in radians per second
GetOmega gets angular velocity in radians per second
These are the same units as turn rate values in ODFs
Fixed Lua GetPosition for path/point arguments
It was trying to read from the wrong argument "slots"
Added [AnimatedScrounge] Type4, Type5, Type6, and Type7
There's 8 slots so there might as well be a way to set them all
Single-Player

Fixed some issues with "The Race Is On" (misn10) [Dx]
SetObjectiveName on SAV at mission start (overrides "Data Disk")
Forced ccaturret2 to deploy before defending
Sound

Integrated AudioSys changes from BZ2
Shut down all sound channels before cleaning up OggManager
Integrated OggManager changes from BZ2
Each Ogg stream thread gets its own critical section
...not that this makes any difference for BZ1

3 Comments
Warpdrv 23 Dec, 2010 @ 11:37am 
/v/ ftw :3
TheInternetMan 23 Dec, 2010 @ 11:05am 
Going to be in another part of the Country for about a week, hoping I can get net there and play some games. If you're up for a game at a certain time , you might want to use the comments and chat to schedule a game.

Happy holidays everyone!
AAA 23 Dec, 2010 @ 10:46am 
So... Multiplayer anyone?
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Founded
22 December, 2010
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United States