Build (2010-10-21) - Quick Fix

This is a total overhaul mod/patch that applies over BattleZone 1.4
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Build (2010-10-21) - Quick Fix

Post by Dx. »

From Ultraken:
I unbroke a few things.

Downloads:
Executable
Program Database (Optional)

Changes:
* Fixed problems with recycling units
* APC uses an ODF property (soldierDelay, default 0) instead of a hard-wired constant
- Fixed crash on completing the recycle process
- Fixed units parking at a distance instead of recycling
* Reverted changes to GotoTask since they caused problems
* Cleaned up window initialization a bit
* Fixed position adjustment when the width or height was larger than the screen
If you are on XP you will need to install the c++ runtime. (Link under common files)

Use the above with the Full Battlezone 1.4 installer:
BattleZone 1.4
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Re: New Build (2010-10-21) - Quick Fix

Post by hitchcockgreen »

Broke some new ones too. :mrgreen:
Units won't recycle. Just hang out around the recycler. Pilots from destroyed units do the same. Just stand around.
Scavs seem dumber than usual. Won't even go to nav beacons.
Chat text doesn't go away and gets really distracting.
No more target lead on enemy units.
vlcsnap-2010-10-21-22h07m49s147.png
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Last edited by hitchcockgreen on Thu Oct 21, 2010 10:08 pm, edited 1 time in total.
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Re: New Build (2010-10-21) - Quick Fix

Post by Dx. »

Pilots hang out next to the recycler.
scavys don't recycle
Menu is slow and makes me have to repeat commands
scavys dart around with 87 ping on remote player
target lead doesn't work right
text is bright and annoying and always on screen with no way to turn it off
sniping remote players tank and getting in gives me his weapons that's not stock and effecting the game play.
voice volume set to 1 doesn't give voices at all in strat
NORECYCLE.png
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All truth goes through three stages:

•First it is ridiculed
•Then it is violently opposed
•Finally it is widely accepted as self evident

-Arthur Schopenhauer
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Re: New Build (2010-10-21) - Quick Fix

Post by {911}scrapmkr »

Hmmm.... in our fun game I noticed these things...

1) scavs are dumber than ever the just kind of "hung" out along the walls on the entrance to the base.

2) my constructor would NOT recycle. I had to wait for my opponents to help with that.

3) they also seemed to move super slow. and I pay those little twerps well, so I expect more effort.

4) the messages stay on screen foreever. I had to keep killing hte other guy's ships to change the messages, very tedious

5) the message colors bright red, bright green and white. system messages white, provide a nice headache.
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Re: New Build (2010-10-21) - Quick Fix

Post by {911}scrapmkr »

Another feature.

I crashed and couldn't rejoin because I was still hosting the stupid game and it was full.

then it cleared my slot eventually and I still couldn't rejoin.

also, the menu system seems slower. typically I can type at normal speed and things are built.
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Re: New Build (2010-10-21) - Quick Fix

Post by hitchcockgreen »

Ah here's another one....
In strat with Eddy and he left the game, electing me host. Once I was host his recycler died VERY slowly. And while it was dying, it was somehow attributed to being MY recycler. Once it finally blew up, my scavengers reported that there was no scarp on radar...even though the trashing of all of Eddy's units made a TON of scrap, much of which they were very near, or standing right on top of.
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Re: New Build (2010-10-21) - Quick Fix

Post by FirBirGir »

Video looked good, sound was fine. Game crashed when I tried to return from the escape menu.

The recycling attempt is funny to watch, they circle and circle and circle ;)

http://www.sehost.com/NoRecycle1.5.wmv

Scavs are getting stuck easily - on small hills, buildings, other vehicles. They didn't seem to find a path and run straight into stuff.
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Re: New Build (2010-10-21) - Quick Fix

Post by Blunt Force Trauma »

I'm thankful there are people still out there willing to continue to test the functionality of TweakZone 1.5., even after a year, because I've lost all patience. :roll:

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Re: New Build (2010-10-21) - Quick Fix

Post by Xtreme »

^^ Literally LOL'd
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Re: New Build (2010-10-21) - Quick Fix

Post by hitchcockgreen »

hehe yeah i haven't played around with Ken's 1.5 in a while....a little surprised to see even a new release have more bugs than the last time I messed around with it.

There was also the effect that you would normally see with high pings and lag.... ships jumping around a lot, warping.... although all of our pings were below 150.
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Re: New Build (2010-10-21) - Quick Fix

Post by hitchcockgreen »

hitchcockgreen wrote:Ah here's another one....
In strat with Eddy and he left the game, electing me host. Once I was host his recycler died VERY slowly. And while it was dying, it was somehow attributed to being MY recycler. Once it finally blew up, my scavengers reported that there was no scarp on radar...even though the trashing of all of Eddy's units made a TON of scrap, much of which they were very near, or standing right on top of.
Wups...what i meant was when Eddy's (and somehow mine) recycler blew up, the scavs said "no scrap storage."

I also meant to properly spell scrap, not scarp. lol :mrgreen:
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Re: New Build (2010-10-21) - Quick Fix

Post by FirBirGir »

hitchcockgreen wrote:hehe yeah i haven't played around with Ken's 1.5 in a while....a little surprised to see even a new release have more bugs than the last time I messed around with it.

There was also the effect that you would normally see with high pings and lag.... ships jumping around a lot, warping.... although all of our pings were below 150.
Ken made a couple of big changes in this last patch. He redid the pathing system and changed the render engine. I didn't see much problems with the graphics themselves other than the crashing might be caused by that. The pathing needs work though and I think the inability to recycle may be related to that as that's a new issue.

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Re: New Build (2010-10-21) - Quick Fix

Post by Grinder »

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Re: New Build (2010-10-21) - Quick Fix

Post by Blunt Force Trauma »

Is Jim carrying one of those new-fangled electronic vaginas with the orgasmic trigger?
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Re: New Build (2010-10-21) - Quick Fix

Post by Ultraken »

Blunt Force Trauma wrote:I'm thankful there are people still out there willing to continue to test the functionality of TweakZone 1.5., even after a year, because I've lost all patience. :roll:
I screw up one thing and everyone's all up in my grill. :lol:

It wasn't the triumphant return that I had planned, but at least I'm back at it again.
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Re: New Build (2010-10-21) - Quick Fix

Post by Ultraken »

Just to ask, is everyone using the new executable with an otherwise-normal 1.4 install?
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Re: New Build (2010-10-21) - Quick Fix

Post by Dx. »

They should all be using 1.4 off the cd or the 1.4 installer i provided in the first post.

As far as i know we was all on the 10/21 build, wouldn't be able to join each others games otherwise, correct? (That build date thing in the code?)
All truth goes through three stages:

•First it is ridiculed
•Then it is violently opposed
•Finally it is widely accepted as self evident

-Arthur Schopenhauer
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Re: New Build (2010-10-21) - Quick Fix

Post by hitchcockgreen »

I only tried a single player game once and the only bug i noticed there was, again, the target leads being missing. All else seemed ok.
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Re: New Build (2010-10-21) - Quick Fix

Post by hitchcockgreen »

Ultraken wrote:Just to ask, is everyone using the new executable with an otherwise-normal 1.4 install?
Correct!
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Re: New Build (2010-10-21) - Quick Fix

Post by hitchcockgreen »

haha ok just retested....yeah no recycling in single player either. also audio seemed to get choppy and laggy at times and i had the game freeze up momentarily twice....didn't crash but froze up as though it had been paused. It would resume after a about 15 seconds or so.
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