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If anyone is curious, I am slowly porting FE (CP1) assets to 1.3 for use in this. It has been done before but not very well, so it had to be done again from scratch.
The differences in how fog is handled in the engine are giving us a few problems getting the atmosphere right.
Late reply much:
Nope, still in progress. Everyone has gotten really busy. Expect this mod to have updates come in spurts rather than a constant flow. There are a lot of things that are a bear to get working, though are indeed possible (tested) and that is slowing us down a lot too (to get the new race's command functionality working correctly in MP requires us to write a custom conversation channel into the mission script, which means another place MP sync can be lost if we do it wrong).
Our main concentration at this moment, when we are able to get work done on this project, is to get the races fully functional, but it's slow and the BZ2 community is so small it's hard to get extra people involved for when the main devs have other concerns.
If it shows up in the Desura system and not on the Groupees page, would the fact I didn't redeem my key from the Build a greenlight Bundle untill just now effect it? (I've been really busy so I just got some keys typed in here.)
I would think modders would have the knowledge on the subject to not flip out. It is clearly a bug, report it on the Steam forums. Considering Linux, they probably broke something in porting so much stuff over to it.
Also, the new content system is quite a blessing. The old one is pretty nasty and dated. The new system is far more efficient.
It is clear this is a bug and yet you lot are acting like it was either intentional or that Valve is too incompetent to fix the issue. Tell them about it though their given communication channel and it should get fixed. Valve doesn't like having any lame ducks around.
I just stumbled on this news article but as a private programmer and developer I always find the reactions of the public at large to small bugs to be way overblown and downright annoying, so, there you go. (Hence my first comment, I thought modders understood these things as many would be programmers.)
Uploaded some pictures to show we aren't doing nothing.
Modding is pretty easy now with 1.3 but only in certain areas. There is still great difficulty in others. In a few cases we are programming new tools to assist us. Mission scripts are compiled C++ code which gives us a lot of ways to get around the limits of the engine. We are working on producing build trees and play styles never before seen and certainly not possible in the game with basic modding. Extending the game is being done with intelligent mission scripts that can read custom values from assets to determine the specifics of how to operate. I am looking at opening an additional channel of information in the multiplayer mission script to allow more complex options, such as intractive interfaces, to work in multiplayer rather than just singleplayer.
Basically, yes, BZ2 is easy to mod, no, what we are doing isn't just the easy stuff. :P
For those so concerned, note the banned status of this user.
It is illegal to distribute any Battlezone game as none are free, even BZ1. Also, funneling people to a version that only uses a personal game matching server that bans anyone not liked by the owner is pretty lame.
As a note to the comment I have removed. It is illegal to distribute any Battlezone game as none are free, even BZ1. Also, funneling people to a version that only uses a personal game matching server that bans anyone not liked by the owner is pretty lame. Such posts are not welcome.
I have a job now. Hopefully I can now get some structured work done on this on the weekend. Biggest failing ATM is the lack of a proper central design doc, which will be resolved. This will help us work better without constantly needing to check in with other team members, causing stalls when no one else is around.
With critical team members being Australian, British, and American, coordination can be hard. Back on track soon :)
Sorry about the lack of updates, been busy. Jayden has the school crunch and I the job search, but rest assured work is being done. There is more than just us two after all.
So like a BZ1 style APC with mixed troops? I worked on SRV and we managed to put "Travel Pack" (jetpack with small forward and up thrust) troops in the APCs; it was ungodly hard to fight against.
I like the idea, at the very least I can see it being used in a mission. If it is, then the support code that would make it work would be in the MP mission scripts as well (because of the modular way in which we are coding missions) so there would be a chance for it to make it into MP proper, even if not initially.
I will look into integrating the idea into the missions as we flesh them out.
Hmmm, we should probably post something we have been working on. I have permission from the lead artist to show off his tank but I sort of want to wait till more of the tech tree it belongs to is ready.
The AED are a bit more blue now. I think it is a change for the better. You will all see soon enough.
Do note, the latest weaponry is not always the best! Lets hope the guns don't jam.
Currently I find it unlikely that infantry would play a major roll in the tech trees. EPIC was designed around a slightly different paradigm, that being a new world grid size and different combat dynamics with aircraft playing a heavy roll.
However, this is subject to change. I have some ideas I want to try about a better APC system supported by some generic mission scripting but that will have to wait till later in the development cycle.
And remember folks, anything you see, unless labeled as such, is a working asset and subject to improve or possibly change entirely in the future. Feel free to give your input.
I have mixed feelingly, mostly telling me we need a public bug-tracker because it is going to EXPLODE.
Well, I can say things are moving again, slowly. I am looking at adding some new blood to the testers but they need to know how to use SVN.
I have finished auditing phase 1 on about 118 BZNs, for those non modders those would be Map Files. They still need their TER sizes vs TRN indicated sizes checked to be sure they match.
I have begun to overhaul the core module now. This contains all the shell enhancements that better facilitate the usage of UEP modules.
I do not think the UDK will *not* work, but...
I personally have tons of issue with the project. I do not think the UDK will work, but it will require a lot of extra work.
He had a security scare. All members, please do not leave your computers unattended when under Remote Assistance if the Working Copy of the UEP is present.
Hey! There is a name I haven't seen for a while. We are still working on this. I started a bit of an audit on the maps to assure no asset conflicts would be waiting to bite us in the future.
We've lost our Lead Tester TwinShadow it seems. No, he isn't dead or anything, but he is trying to better some things in his life and has taken a possibly indefinite break from Battlezone.
We should all wish him the best of luck and thank him for his continued support with the SVN server and all his testing and contributions thus far.
Thank you TwinShadow! Good luck on your future endeavors.
We did release some maps at least :-P
Working on it, a bit at a time. Everyone who was a major asset maker ended up employed and a good bit shy on time. Plus I have a ton of other mods, so, we work as we can.
I am looking at inducting a few more modders, what few are left >_<, to help get it moving again.
The memory leaks are actuly because of your graphics card. New drivers cause the sky code to leak like crazy and crash. Patch version 1.3 Public Beta 5.1 solves this issue by moving from DX7 (really dx6) to DX9, thus bringing BZ2 up to date with modern operating systems.
Players of 1.3 are a lot more level headed but many are new and need some help. They can't get into games with the self proclaimed vets because of eleitism so they tend to leave in a huff when they start to loose as they known no better. Help a new player out some time. :-P
Not at the moment. Been doing some work on the hopeful 'Community Project 2' for BZ2. That and work.
State of the Mod #3 is written. It is short and simple.
Honestly, almost nothing. We are all very busy it seems... :(
BUT, we are not dead.