Tick, Tick, Tick goes the clock

This is a total overhaul mod/patch that applies over BattleZone 1.4
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Tick, Tick, Tick goes the clock

Post by Ultraken »

I've set September 24th as an arbitrary deadline for finishing the unofficial 1.5 patch, as that was the date I first checked the Battlezone code into my Subversion repository back in 2007. That leaves about three and a half weeks to wrap everything up so I need to make each build count. That means it's especially important to get prompt feedback so I can fix anything that comes up.
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Re: Tick, Tick, Tick goes the clock

Post by FirBirGir »

Wow, has it really been 4 years already?
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Re: Tick, Tick, Tick goes the clock

Post by Ultraken »

I got BZ working in Visual Studio 2008 and incorporated a bunch of fixes from Dx and Tug in late 2007 but I didn't start active development on what would become 1.5 until late 2009.
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Re: Tick, Tick, Tick goes the clock

Post by hitchcockgreen »

It just sort of hit me that this 'deadline' is only a few days away.... :mrgreen:
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Re: Tick, Tick, Tick goes the clock

Post by FirBirGir »

4 days to be exact but that's like 4 months in UltraKen days :D Enough time for 3 more releases and a about 3 hours sleep...

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Re: Tick, Tick, Tick goes the clock

Post by Ultraken »

I may end up having to push back the deadline, but it's been very motivational.
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Re: Tick, Tick, Tick goes the clock

Post by Dx. »

What will your goals be for 1.5.1?
Will 1.5.1 stay on the same session as 1.5?
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Re: Tick, Tick, Tick goes the clock

Post by SnakeEye »

Dx. wrote:What will your goals be for 1.5.1?
Will 1.5.1 stay on the same session as 1.5?


I think we should have had the same system as in bz2. instead of different sessons you instead get a pop up saying which build he's runing. and maybe label games with another executable versions with a certan color.
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Re: Tick, Tick, Tick goes the clock

Post by Ultraken »

Color-coding sessions with the wrong version is a good idea, though the game has to grind through a lot of files to compute the CRC for a given mission.
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Re: Tick, Tick, Tick goes the clock

Post by Ranger »

you will add hi-Res textures support soon ken?

im still thinkin about bz with darkplace-ish style graphics
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Re: Tick, Tick, Tick goes the clock

Post by Ultraken »

It depends what you mean by "high resolution". The renderer seems to allow much-larger textures than currently in use, but the MAP format itself doesn't support higher color depths.
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Re: Tick, Tick, Tick goes the clock

Post by Dx. »

512x512 would be ok to add but larger textures need tobe png format.
The software renderer didn't look as easy to add larger textures.

Need to drop all the palette stuff.
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Re: Tick, Tick, Tick goes the clock

Post by hitchcockgreen »

That'd be a nice 1.5.1 or 1.6 feature - different image support for textures. Would be nice to have some relatively hi-res textures. :)
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Re: Tick, Tick, Tick goes the clock

Post by Ranger »

Image
Darkplaces has tga textures with this size

but for some monsters(Like the Shambler with High Poly's from Doom 3 Mod) he uses 900+ x 900+ textures
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Re: Tick, Tick, Tick goes the clock

Post by Ultraken »

Textures that large are fine these days, though it's still important to use power-of-two sizes.
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