Battlezone Web-Log

A log of the creative process, failures, and triumphs of modders and players

Sour UEP Release

Posted on September 4th, 2011 by Nielk1

The UEP has been release with no regard to its current state. Content has been included that should have never seen the light of day in its current state.

Here are some Excerpts from a delete topic on the Battlezone Forums site:

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Tags: MRVP, Personal // Add Comment »

I fixed race! …and other things…

Posted on August 19th, 2010 by Nielk1

Last weekend, after a lot of bugging from General BlackDragon I finally got around to working on the broken race game mode for 1.3. First I figure I should explain what was wrong with it in the first place so you know why this fix was needed and why it was such a pain.

The race game mode was added around 1.2 to the best of my knowledge. It might have been in existence before that but 1.2 was where it got the most play. That said, the play was not much. The game mode suffered from the issues inherit in 1.2 unit physics. Players would often play as Mortar Bikes and nose down the entire race. This would cause them to warp around on the map and make race more like a single-player game against a ghost than a multi-player experience. Of course in race you can shoot at each other but for the most part race games either boiled down to racing laggy flashes or DMing. This game mode existed in 1.3 for a time, but it was not known when it broke. At some point, it was found that not many players even tried race, and while it worked with no other players, the moment another would join it would break down. GSH removed the only race map in 1.3 thus removing the issue, but the DLL code remained as part of the deathmatch multi-player script. And for the longest time, race took the sideline and was slated to never be fixed.
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Tags: BZ2 1.3 Patch, Battlezone Classic, Modding, Uncategorized // 2 Comments »

Cerberi Revenge 1.2 Patch in the Works…for Real

Posted on November 28th, 2009 by JonathanS

Development of the 1.2 patch for Cerberi Revenge has been in process for quite sometime now and I am pleased to announce that it is truly being worked on.

For the past few months I have been busy with military life and have not had the time to sit down and put some work in to it and now most of the major holes (with the exception of two exasperating bugs) has been completed.

I’m hopefully looking to a Late February release.

So, with out further adieu…back to work I go.

Tags: Cerberi Revenge // Add Comment »

Return from the Unknown

Posted on July 15th, 2009 by JonathanS

It’s been a long time and probably people have forgotten, but against all possible odds, I’ve returned! (Okay, melodramatic) It’s been a long time, almost half a year since I’ve been able to post any news about the Hidden Enemies or Cerberi Revenge mods that have been in the making, but that is all going to change.

As of today, I am officially back in action and though I may not post new stuff on the forums any time soon, today marks the day that I begin booting up BZ2 and actively start working on the mods.

So, the plan is as follows:

HIDDEN ENEMIES

Hidden Enemies is being re-structured, not in the storyline value or anything that has been created, but the way that the inside the pak file have been made are a little….confusing, not to mention that none of the races have been consolidated yet (I left the UEA in a nightmarish mess which Nielk1 has wisely not tried to attack.

I will fight that hidious monster myself and get back in to action. I don’t want this mod to be the mod that no one ever plays.

CERBERI REVENGE

I promised to release a 1.2 patch of this mod to fix the holes and I will carry that out. The reason it didn’t appear as soon as I wanted and said originally was because I began to add more in to it that I thought would make it better, some of the other modders jumped in to help and really made it look great…but that created more work and things to make it run.

So, that will probably be my first priority to release, to get that mod out and completed for everybody to enjoy.

In ending this letter to the public, I hope that this finds the BZ1 and BZ2 community healthy and growing with ideas and new mods for me to try while I’ve been gone! Hope to see you around the zone.

~Jonathan S. (Lucky Foot)

Tags: Cerberi Revenge, Hidden Enemies // Add Comment »

New Server

Posted on February 17th, 2009 by Nielk1

Battlezone Complex is now on a NEW SERVER! Not only that, but it is hosted under a new plan with Unlimited Storage and Bandwidth (within reason). As such, this site will begin storing files (for Battlezone that are actively downloaded) and should soon also support an SVN.

The old site, BZWasteland.com, has had its domain renewed, so, it will soon be converted from a stagnant site to a new place for clan forums and other resources. These will be placed as subdomains, a public blog or some other such system will be on the main site, entitled, “The Wasteland”.

If anyone has any other ideas for the site, or perhaps how the main site should look, let me know.

The forum and other systems may get updated this spring break, but maybe not (it is a pain in the ass for which automatic systems fail). Please report ANY AND ALL ISSUES with the site as something may have been lost in the transfer. I know the site hemorrhaged many important files in the move but I think I fixed it.

Tags: Uncategorized // Add Comment »

Evolution of aRc Mod and Other Mods as Ideas

Posted on February 9th, 2009 by Nielk1

aRc Mod
The aRc mod technically started when aRc Angel, leader of the Angels Reign Clear clan announced he wanted a clan mod. I joined as head modder and am in control of the direction and development. The clan had a flurry of activity, but it died down after a bit and only now am I getting back to the mod. In reality, the mod’s roots are actually in an overly ambitious idea for a whole game I had, called Amalgam. It had your standard BZ fanboy style story that took place specifically after the ISDF storyline of BZ2. It was designed in such a way that all ties to Battlezone could be removed. When Exodus, the name of the aRc Mod story, was devised, the pre-story was all cut scene or manual based text. This changed when it was decided Exodus would be very hard to get into without a long subtle shift. For this reason, Apostles, the pre-story of Exodus was devised. Many more changes were made to the story but it is now in a stable state and step by step modding can begin.

Factions
A simple DLL idea of mine that went WAY out of hand. Because of certain requests that were not fulfilled till post PB4a, I have decided to back burner this in the interest of future development on a fixed target, PB5 (if it ever occurs). At the moment PB5 development is slow and it might never come to fruition.

Foot Soldier
A distinctly Battlezone take of Battlefield, specifically 2142. Players would command squads of several AI soldiers and be able to pick soldier types and other information on the fly.

NRV
While MRVP is technically “Nielk1’s Mutator Recycler Variant Pack”, NRV would be a Recycler specific to my name. I was considering singularity power generators, but the only definite as of now is tuggable jammers and a bomber bay with a series of possible bombers (and bombers recycle for the same cost as their production, to make it more like simply changing the bomb load out).

Achievements
A great idea for Steam or XBL like achievements tied into BZComplex’s user database, though very difficult at my current programming level. This sadly will not happen anytime soon unless I get help, in which case it would be less my work, and more only the convince that it would use my website. I really wanted to do this and there was a lot of interest, but it is beyond my abilities as of yet.

King n’ Queen DM
A special KOTH that features moving hill points in the form of unit worn crowns. The closer a King and Queen are to each other, the faster their points increase. King and Queen are allied but all others are enemies of all others. Bots prioritize the King and Queen 50/50 and if possible will try to keep near their respective partners if King or Queen.

STB
Steal the Bacon, or more precisely, 1 flag CTF with the option of custom models like a piece of bacon!

Tags: Uncategorized // Add Comment »

Progress Continues

Posted on January 29th, 2009 by Nielk1

Update on MRVP progress:

Scrapper Recycler - Ready for Final Testing
Fat Boy Recycler - Ready for Final Testing
Merger Recycler - Ready for Final Testing
No Lung Recycler - Ready for Final Testing
No Power A/B Recycler - Ready for Final Testing
No Extract Recycler - Ready for Final Testing
No Resource A/B Recycler - Ready for Final Testing
P.Catcher Recycler - Ready for Final Testing
Deploys Recylcer - Ready for Final Testing
Deploys Recylcer B - Ready for Final Testing
Self Defending Extractors Recylcer - Ready for Final Testing
Silos Rec - Ready for Final Testing
Lung Only - Ready for Final Testing
Research Rec - Ready for Final Testing
Inverse Power - Ready for Final Testing
Deploys Recylcer C - Outsourced/Unfinished
GunsGunsGuns Rec - Unfinished
Mega Structures Rec - Unfinished
Adv. Research Rec - If Time Allows

EDIT:
Deploys Recylcer C - Canceled, relevant differences not worth it

Tags: MRVP // Add Comment »

Progress

Posted on January 25th, 2009 by Nielk1

MRVP has had some progress. We have gone though several alpha versions this weekend and have fixed many errors.

Scrapper Recycler - Ready for Final Testing
Fat Boy Recycler - Ready for Final Testing
Merger Recycler - Ready for Final Testing
No Lung Recycler - Ready for Final Testing
No Power A/B Recycler - Ready for Final Testing
No Extract Recycler - Ready for Final Testing
No Resource A/B Recycler - Ready for Final Testing
P.Catcher Recycler - Ready for Final Testing
Deploys Recylcer - Ready for Final Testing
Self Defending Extractors Recylcer - Ready for Final Testing
Silos Rec - Ready for Final Testing
Lung Only - Untested, non-operations before last untested work
Inverse Power - No Testing Needed
GunsGunsGuns Rec - Unfinished
Mega Structures Rec - Unfinished
Research Rec - Outsourced/Unfinished
Adv. Research Rec - If Time Allows

Tags: MRVP // 2 Comments »

So, I have a Blog, I should… Write something…

Posted on January 15th, 2009 by Nielk1

Well no one aside from JS has really used this, and now he is away, so I figured I would actually post something :-/.

College is starting up again this Friday, but this will be my easiest semester (at least I think) so I will still have modding time. Well, here is a list of my projects so you know what I am up to:

Bane Expansion
Something for map makers. GreenHeart will be the first to use it and it will likely be released with a map or map pack from him, though technically it is its own entity. Who knows, it could end up in 1.3pb5.

Recycler for New 1.3 Features
This rec will utilize new 1.3 features I cannot and will not discuss because they might end up being removed (as all features might), and such a thing is an information leak, which I do not do.

MRVP 2.0
My original plan was to have this out before SRV, or better, in combination with it, but that did not happen. SRV was pushed to its released and has some bugs, so I figure I will still get to do a combo release in the future as long as I finish this.

Hidden Enemies
Now that JS is away, I am temporary lead on this. Really, he is already waiting on the new UEA I have started to produce, so it was already waiting on me.

Cerberi Revenge
JS is away, and this is still not done. I am involved and will do what I can.

BZTron
Apparently this got passed to me since Sean has cooled off and decided he does not have the time. Ironically, it is still where it was when I last worked on converting it to PB4a from SpiritPlumber’s original standalone. This will be a good bit of work.

MRVP+
MRVP+ is a system of DLL based Recyclers. They are map specific, and the first release will only be one map. This map will be an underground cave setting with capture-able mine cart stations and large biometal veins that must be extracted by a new special unit before a scavenger can come to pick up the scrap.

Other DLL Based Things
King and Queen DM, a Battlefield like Conquest, A special defense game mode featuring a core super computer on each side, an Achievement System (think Steam or XBox Live) hooked directly into this site, and several others things.

Factions and aRc Mod
Two good ideas, two big stretches of my ability. I can only hope to get A LOT of help. Factions is a DLL heavy mod, luckily it is MP exclusive in phase one, and will get a LONG GAP before phase two if that ever happens, so it isn’t so bad. It is geared toward allowing others to submit assets and work, so when I get a team together, it should be a breeze. The aRc mod is another story, its scope is epic, its length is that of 3 mods split into 2, a pre-story, Apostles, and a main story, Exodus. The main story itself has two endings, and as such is not actuly the length of 2 mods, but more the length of three on its own. The mod is based on a post ISDF BZ2 storyline with strong Christian overtones and relations to the Bible and some made up religious doctrines. The aRc mod has a female lead, so finding a voice actress will be a lot of fun…

I can’t think of any more mods at the moment. I am helping with several but they are not directly on my shoulders or waiting on me as those above. I have two programming projects, one I can’t fathom how to start, and another I just get activated with. All in all I am quite busy, in case others did not know. If anyone wants to help with anything, it would be EXTREMELY, well, helpful!

Do I do enough?

Tags: BZTron, Cerberi Revenge, Hidden Enemies, MRVP, Uncategorized // 1 Comment »

1.0.2 — Aalllllmoooossssttttt Done.

Posted on July 1st, 2008 by JonathanS

It’s time for me to give you all great people an update on the 1.0.2 patch for the Cerberi Revenge. It’s almost done. I’ve finally stopped adding things to it and thanks to the Beta testing team we should get the patch out as soon as possible.

Sorry for all the delay, but I wanted to make sure that this absolutely solved the problem of 1.0.

Just a small post to let you know that I’m still around.

Tags: Cerberi Revenge // Add Comment »

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