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 Post subject: Chinese Mission 8 Crashing
PostPosted: April 13th, 2010, 9:52 am 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3680
Chinese Mission #8 "Light Up and Let Go"... When I build a Gun Tower, the game (usually) crashes to desktop, not so much as even a UE message. :( Am I the only one who has this problem? I don't think it matters where I build it, but I built it just outside the entrance to the CCA Fortress, and POOF! TRO just exits.


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: April 13th, 2010, 3:08 pm 
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Joined: March 6th, 2010, 6:46 pm
Posts: 51
Location: Minas Tirith Tower Guard
No you aren't the only one I have the same problem and I have the newer BZ 1.4 download now.

Edit: the same happens when I use a comm tower as well.


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: April 13th, 2010, 4:27 pm 
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Joined: November 4th, 2009, 8:37 am
Posts: 380
Location: North Carolina, USA
ive had this problem too...i think it goes away if you go inside the CCA base but its been so long since ive played idr.

i was able to build a com tower tho for sure

one idea i think is that the "TNT" filled apc that blows up all those GTs and walkers outside the CCA base creates some kind of error. idk though


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: April 13th, 2010, 9:56 pm 
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Joined: December 19th, 2008, 9:19 pm
Posts: 1156
Location: Mars
Hmm, never heard of a crash like this, then again I've never really focused on making GTs on this mission because I find them quite inadequate. I've never had an issue with using ComSat in mission, everytime I use it there everything is normal.


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: April 16th, 2010, 8:28 pm 
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Joined: March 6th, 2010, 6:46 pm
Posts: 51
Location: Minas Tirith Tower Guard
Bike Fanatic wrote:
Edit: the same happens when I use a comm tower as well.
I meant that it doesn't happen when I build a comm tower. :) I didn't try putting one in the CCA base though so I don't know if that would work.


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: April 22nd, 2010, 7:43 pm 

Joined: March 13th, 2010, 7:48 pm
Posts: 10
it IS annoying however. Part of the RTS genre insists on the user being able to play without (reasonable) limitations. You can't release a game to the public saying "Have fun people"! "P.S. don't build any gun-towers on mission 8, trust us"

Any chance there will be a fix for this?


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: April 22nd, 2010, 10:58 pm 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3680
There probably won't be a fix, unless we somehow got the RO code, and I've contacted 2 of the people that worked on RO, and they either don't have access to the code or didn't respond to my message. I don't actually expect to get the code that easily, but I figured it couldn't hurt to try. Besides, I didn't tell them to give it to me, I told them to give it to Ken Miller who is making BZ 1.5. Yeah, there's basically no chance of a fix. :(


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: April 23rd, 2010, 2:38 am 

Joined: March 13th, 2010, 7:48 pm
Posts: 10
:(


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: April 23rd, 2010, 2:39 am 

Joined: March 13th, 2010, 7:48 pm
Posts: 10
I appreciate the effort sir!


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: January 3rd, 2011, 2:36 am 

Joined: August 7th, 2009, 4:47 pm
Posts: 46
Sporkinator wrote:
There probably won't be a fix, unless we somehow got the RO code, and I've contacted 2 of the people that worked on RO, and they either don't have access to the code or didn't respond to my message. I don't actually expect to get the code that easily, but I figured it couldn't hurt to try. Besides, I didn't tell them to give it to me, I told them to give it to Ken Miller who is making BZ 1.5. Yeah, there's basically no chance of a fix. :(


Was wondering about this as I was reading on the team evolve site that they released the code for their Quake 3 expansion...but then I guess Quake 3's code was set free =/


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: October 17th, 2011, 12:53 am 

Joined: November 26th, 2010, 3:06 pm
Posts: 9
There is a fix for this out there. I found one years ago. I think on the Battlezone Club maybe even Federation forums. No, I don't have it anymore and I forgot what the fix was. =\

But it exists. I remember never being able to play through the whole mission until I got it.

It's been many years but it may have been editing something in chmisn08.aip - though I could be remembering wrong.


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 Post subject: Re: Chinese Mission 8 Crashing
PostPosted: October 17th, 2011, 1:08 am 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3680
Really? If it's an AIP crash, then we should be able to figure it out. I might take a look later. :)

EDIT: I don't think it's the AIP. When AIP crashes, that gives "Unhandled Exception" right? Well when mission 8 crashes, there's no error, the game just exits to desktop.

chmisn08.aip
Spoiler:
/*****************************************************************************

Default.AIP

*****************************************************************************/

#include "aipdef.h"

int VERBOSE_SCHEDULER = 0;

// How often do we recompute the strategy?
int recompute_strategy_period = 10;

// PRIORITIES
int escort_priority = 50;
int min_escort_force = 100;
int max_escort_force = 100;
int ground_unit_threat = 5; //50
int threat_priority = 1000;
int distance_priority = -1; // was -1
int defend_buildings_priority = 3000;
int attack_enemy_base_priority = 0; //50
int persistence_priority = 50;
int exploration_priority = 50; //50
int scripted_priority = 50;
int single_use_group_priority = 30;
int perimeter_priority = 500; //50

// TROOP COMMITMENT STUFF
double min_matching_force_ratio = 0.2;
double max_matching_force_ratio = 3.0;

// When generic troops are called for, what should be ratio of troops that can
// shoot ground targets to troops that can shoot air targets?
double generic_ground_ratio = 1.0;

int min_building_defense_force = 100;
int max_building_defense_force = 100;

int min_exploration_force = 5;
int max_exploration_force = 10;

int min_perimeter_force = 1;
int max_perimeter_force = 1;


// RELAXATION STUFF
int relaxation_cycles = 0;
float relaxation_coefficient = .5;

// Scheduler goals stuff
// -1 = unlimited
#define MAX_DEFEND_BASE_GOALS 5

#define MAX_ATTACK_TROOPS_GOALS 2

#define MAX_SEIGE_GOALS 1

#define MAX_EXPLORATION_GOALS 2

#define MAX_SCRIPTED_GOALS 8

#define MAX_PERIMETER_GOALS 2

// not implemented 12-10
#define MAX_RECON_GOAL_GOALS 1

#define MAX_RESOURCE_GOAL_GOALS 0

#define MAX_OTHER_GOAL_GOALS 0

#define MAX_ESCORT_GOAL_GOALS 0


///////////////////////////////////////////////////////////////////////////////
// New Construction Program stuff


///////////////////////////////////////////////////////////////////////////////
// The UCP Data
// --------------------
// This specifies what type of units to build.
UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];

#DATA

// Which Account BUDGET BUDGET CAP
//----------------------------------------------------
"Slush", UNLIMITED, 40;
"Defense", UNLIMITED, 100;
"Offense", UNLIMITED, 100;

#END_DATA



///////////////////////////////////////////////////////////////////////////////
// ACCOUNT NOTES.
// --------------
// For each line item in an account, you must specify a build type from one of
// the following... NUMBER_TO_HAVE, NUMBER_TO_BUILD, RATIO_TO_BUILD, or RATIO_TO_HAVE.
//
// The "RATIO" items can only occur in the lowest priority level of an account.
// Also, all line-items with the same priority must have the same build type


///////////////////////////////////////////////////////////////////////////////
// Slush
// --------------------
// This specifies the baseline super-critical account

ACCOUNT Slush[MAX_ACCOUNT_LENGTH];

#DATA

// Priority Item Name Build Type Build Amount
//--------------------------------------------------------------------
20, "svrecy", NUMBER_TO_HAVE, 1;
19, "svscav", NUMBER_TO_HAVE, 4;
18, "svmuf", NUMBER_TO_HAVE, 1;

#END_DATA



///////////////////////////////////////////////////////////////////////////////
// DEFENSE
// --------------------
// What sort of offensive units and support structures do we want

ACCOUNT Defense[MAX_ACCOUNT_LENGTH];

#DATA

// Priority Item Name Build Type Build Amount
//--------------------------------------------------------------------
12, "svltnk", NUMBER_TO_HAVE, 4;
11, "svtank", NUMBER_TO_HAVE, 4;
10, "svturr", NUMBER_TO_HAVE, 4;
9, "svwalk", NUMBER_TO_HAVE, 3;

#END_DATA

///////////////////////////////////////////////////////////////////////////////
// OFFENSE
// --------------------
// What sort of offensive units and support structures do we want

ACCOUNT Offense[MAX_ACCOUNT_LENGTH];

#DATA

// Priority Item Name Build Type Build Amount
//--------------------------------------------------------------------
16, "svtank", NUMBER_TO_HAVE, 1;
15, "svfigh", NUMBER_TO_HAVE, 2;
14, "svltnk", NUMBER_TO_HAVE, 2;

#END_DATA




///////////////////////////////////////////////////////////////////////////////
// FORCE MATCHING
// --------------
// Which units do we want to emphasize & target with this aip?
// Note that this can be used for BOTH the AI team's unit strengths and
// the opponents'
FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];

#DATA

// Unit Name Multiplier
//----------------------------------

"svfigh", 0.1;
"svturr", 0.1;
"svscav", 0.1;
"svtank", 0.1;
"cvfigh", 5.0;
"cvturr", 5.0;
"cvscav", 5.0;
"cvtnk", 5.0;

#END_DATA

BUILDING_MATCHING My_Building_Matchings[MAX_BUILDINGS];

#DATA

// Building Name Multiplier Where to Build
//------------------------------------------------------------------
"cvmuf", 2.00, CENTER_OF_BASE;
"cvrecy", 2.00, CENTER_OF_BASE;
"cvslf", 2.00, CENTRE_OF_BASE;

#END_DATA


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