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Author Topic: Battlezone II 1.3pb4a released  (Read 11737 times)
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Mopar
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« Reply #30 on: August 09, 2008, 01:43:32 AM »

Allready using /nodxt but whenever I enable sky detail to anything other than none the same graphics weirdness happens.....
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Centerline
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« Reply #31 on: August 09, 2008, 02:20:13 AM »

The sky issue is an Nvidia thing.  Anyone with an 8xxx + video card and any relatively recent driver has this problem.  Have to run with no sky.

Centerline...
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Nielk1
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« Reply #32 on: August 09, 2008, 04:18:06 AM »

I never updated my drivers, and although I have some anoying glitches in places, it works in BZ2.
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Commando
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« Reply #33 on: August 10, 2008, 10:16:30 PM »

Yeah Mopar.  Unfortunately Nvidia sucks.  I have a 9800 GTX and have the same issue.
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Killer AK
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« Reply #34 on: August 11, 2008, 01:14:09 AM »

Okay i did my indepth testing, lol and i've found that this has to be the fairest Public Beta released yet for a matching version of scions & isdf. I don't know if im allowed to compliment here Wink BUT PB4a ROCKS!!!

-The only thing i think a change would be in order is that lancers stinger missles seem weaker in pb4a from pb3. I don't know if that is my observation but if you guys did change it i think the stinger missle from pb3 should be the same in pb4. (You guys probably didn't change it though)

-Warriors and Sentries seem better than ever! I get annoyed when my scouts try using static or blink though in the middle of a fight. So i have to mod. Sad

Problems:

-->ACTUALLY THE SENTRIES (Ion gun:reluctance to fire) PROBLEMS SEEM TO BE FIXED!!! Which is a huge relief thanks guys! However when the sentries are trying to approach a target in a diaganal angle it seems they are sluggish and slow and doesn't fire well.

-->Noticed that im having issues with units suddenly driving away from the base and going hunting with out being commanded to do anything. Example is that i was in my scion scout when i got in a warrior. The pilot of my warrior got in the scout and started driving to the nearest isdf on his own will. However i had other units do this too.

-->Secondly sometimes my units won't follow me, won't go to a nav, won't move when a enemy unit is close. They are fixed on attacking even though they were not ordered and I can't break them of thier will. Ussually they end up getting destroyed

-->Sometimes well the wingmen i have just leave when ordered to follow me and attack or take the farthest route to get to me which ussually leads to thier suicide.

-->Had the same sound issues like feared 1 mentioned earlier where the ship sounds like it's falling and falling. Only way i can get that sound off my speakers is to eject or get the ship destroyed somehow.

-->Would recommend disableing resin on the scion's mortar cause well even on a network it's barely able to handle the lag resin causes in a bunch of archers.

-->I miss the Gorgon in MPI Sad Can he be a little faster cause i like to have him as a wingman but he's sooooo slow!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Anyways, thanks for this great patch! It's kicks butt!
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Red Devil
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« Reply #35 on: August 11, 2008, 11:10:07 AM »

I just checked the Stinger missiles and they have the same damage.  Just some waver added and the coneAngle increased a tad to compensate a bit for the waver.
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Killer AK
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« Reply #36 on: August 11, 2008, 11:33:59 AM »

Yeah i've been noticing that the lancers have been missing thier targets alot.
Probably due to the waiver cause sometimes the the stingers hit the ground early in morphed mode.
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Red Devil
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« Reply #37 on: August 11, 2008, 11:51:56 AM »

Ah, Swarm Launcher in morphed mode.  Those haven't been touched.  I just aim a little high with those when shooting at Extractors.  Seems they have a very low com point or something, which is very evident when ST's heal them.
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Commando
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« Reply #38 on: August 11, 2008, 12:15:52 PM »

RD, healers don't use the hp_Com point.  They use the center of the model I beleive.

If they used the hp_com point, the service trucks would heal the bomber bay, the cervice bay, and the training facility correctly, which they do not.
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Zero Angel
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« Reply #39 on: August 11, 2008, 07:02:06 PM »

What's up with the FAF missiles now? I noticed that they'll turn towards the biggest heat source now including those that are out of their range.

If for example, if i'm aiming at a turret and there just happens to be an extractor 200m away, my FAFs will now turn towards the extractor, completely wasting them. I'd suggest that if the old school FAF/thermalmissile behavior cannot be restored then they should have an ODF entry that changes their look ahead to 75m away from their current position.
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Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
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« Reply #40 on: August 11, 2008, 07:22:46 PM »

I had that suspicion too ZA.  It would be best if FAFs ignored all heat signatures that are out of their range.
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BZSubmaximal
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« Reply #41 on: August 16, 2008, 06:08:53 PM »

Err..only thing thus far..hitting F8 key minimizes the game(ala alt/tab)

Model animations is custom screens for both Rec and factory, the mpodels are barely visable..just broken lines with a barely discernable shape.
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Steeveeo
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« Reply #42 on: August 16, 2008, 06:44:31 PM »

What's up with the FAF missiles now? I noticed that they'll turn towards the biggest heat source now including those that are out of their range.

If for example, if i'm aiming at a turret and there just happens to be an extractor 200m away, my FAFs will now turn towards the extractor, completely wasting them. I'd suggest that if the old school FAF/thermalmissile behavior cannot be restored then they should have an ODF entry that changes their look ahead to 75m away from their current position.
Seconded...err...actually thirded because of Commando...

I was firing at the front extractor in Dunes (AI had captured it), and the FAF missiles, instead of going on target, made a complete 180 degree verticle turn and flew toward my base instead...
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Commando
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« Reply #43 on: August 18, 2008, 06:40:07 AM »

BZSubmaximal, are you using EMBM Bump Mapping?  If so, that is most likely your problem.  If you are not, you may need to disable dxt textures by using the /nodxt commandline parameter.
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Red Devil
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« Reply #44 on: August 18, 2008, 12:46:18 PM »

Which language version are you using, BZSub?  What are your computer specs?
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