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 Post subject: Experimental D3D9 Build (2010-03-27)
PostPosted: 28 Mar 2010, 07:14 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 705
I'm trying to shoot for a weekly schedule (posting on Friday evening), but slipped a bit this week because I ended up playing Transcendance all night Thursday after filing my taxes and Desktop Dungeons all night Friday. I got about an hour and a half of sleep over the course of two caffeine-fueled days, and slept until after 3PM on Saturday. It was like being in college again! :D

(For the record, I'm probably a bit too old to be doing that these days...)

Downloads:
Executable
Program Database (Optional)

Changes:
* Encrypted session passwords (submitted by Tug)
* More anti-cheating (submitted by Tug)
* HideBox Fix (submitted by Tug)
* Set Splinter Host Control to ON (submitted by Dx)
* Mission version bump (submitted by Tug)
* Safe spawn in DM (submitted by Tug)
* Lobby uses map list to determine DM/ST icon
* CraftClass uses selectReadyMsg if missing selectOtherMsg
* Experimental: rebuild D3D if device reset fails (e.g. while recording with Fraps)
* TurretTank weapons start disabled
* Camera field of view compensates for wide-screen


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 Post subject: Re: Experimental D3D9 Build (2010-03-27)
PostPosted: 28 Mar 2010, 09:31 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2025
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Ultraken wrote:
* Experimental: rebuild D3D if device reset fails (e.g. while recording with Fraps)
Works great! :D
Quote:
* TurretTank weapons start disabled
Fixed firing shot with undeployed turret.
Quote:
* Camera field of view compensates for wide-screen
Now the previous flaws of 16:9 resolutions (clipping off top and bottom) happen in 4:3 resolutions it seems. Definitely looks tacky when I bring up my sniper scope. I'd definitely say this change is bad, the gameplay feels very different with less field of view. Other than that, this build is AWESOME!


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 Post subject: Re: Experimental D3D9 Build (2010-03-27)
PostPosted: 28 Mar 2010, 10:41 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 705
Sporkinator wrote:
Now the previous flaws of 16:9 resolutions (clipping off top and bottom) happen in 4:3 resolutions it seems. Definitely looks tacky when I bring up my sniper scope. I'd definitely say this change is bad, the gameplay feels very different with less field of view.
I'll go check my math. With some of the other high-priority issues, I may roll out an interim build mid-week.


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 Post subject: Re: Experimental D3D9 Build (2010-03-27)
PostPosted: 28 Mar 2010, 11:44 
stratter :)

Joined: 26 Feb 2010, 12:34
Posts: 21
Attached are two screenshots to illustrate.

One at 1280x768 and one at 1024x768

HTH
J


Attachments:
File comment: 1280*768
BZ_WS.jpg
BZ_WS.jpg [ 106.18 KiB | Viewed 238 times ]
File comment: 1024*768
BZ_FS.jpg
BZ_FS.jpg [ 93.86 KiB | Viewed 236 times ]
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 Post subject: Re: Experimental D3D9 Build (2010-03-27)
PostPosted: 28 Mar 2010, 13:21 
stratter :)

Joined: 20 Aug 2007, 14:17
Posts: 2120
Location: Zagreb, Croatia
1.5beta installer has been updated with the new build. Finally, we got a MVM warning when using different builds.


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 Post subject: Re: Experimental D3D9 Build (2010-03-27)
PostPosted: 28 Mar 2010, 14:49 
stratter :)

Joined: 26 Feb 2010, 12:34
Posts: 21
Can someone confirm my crash please?

Load the attached saved game (game4). I immediately get a "bzone.exe has stopped responding" dialogue from Win7.

EDIT: tested with previous build, seems to crash also (even in windowed mode). Other saves load OK. Corrupted save file or code-related issue?

EDIT2: Think I've found the cause. Something goes wrong with the save file if you save after the CCA mission where you break the engineers from jail (the mission after "Clear the path"). Loading a save before this point (i.e. as you're about the launch that mission) is fine, saving after completing it corrupts the save. I've attached a "before" save - game6 for comparison.

PS: I've removed the original post text - as it isn't relevant any more.

Thanks
J


Attachments:
game6.rar [16.06 KiB]
Downloaded 2 times
game4.rar [18.86 KiB]
Downloaded 1 time
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 Post subject: Re: Experimental D3D9 Build (2010-03-27)
PostPosted: 28 Mar 2010, 18:00 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 705
Those screenshots really help. I did test things (honest!), but only at 640x480 (for normal), 720x480 (for widescreen), and 1920x1200


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 Post subject: Re: Experimental D3D9 Build (2010-03-27)
PostPosted: 28 Mar 2010, 21:56 
stratter :)

Joined: 20 Aug 2007, 14:17
Posts: 2120
Location: Zagreb, Croatia
Quote:
* Lobby uses map list to determine DM/ST icon

That doesn't work. It can be tested on a map Highland Siege. Netims line is: highland.bzn highland.des 4 4 highland.vxt S Highland Siege

As in previous build, losing last life in a sync off strat requires ctrl-alt-del.

Splinter toggle still doesn't exclude Bdog Grizzly (and AG Sasquatch) or their splinter.


Brammers, I crash too with that saved game (WinXP).


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 Post subject: Re: Experimental D3D9 Build (2010-03-27)
PostPosted: 29 Mar 2010, 11:15 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2025
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Can you filter out duplicate choices for resolutions? These are the choices I get with my old CRT monitor:
Code:
640x480
800x600
1024x768
1280x768
1280x1024
640x480
800x600
768x1024
1024x768
768x1024
1024x768
768x1280
1280x768
768x1280
1280x768
1024x768
1280x1024
1024x1280
Some of those are even weird resolutions where Battlezone gets rendered sideways. :shock:

Ultraken wrote:
Those screenshots really help. I did test things (honest!), but only at 640x480 (for normal), 720x480 (for widescreen), and 1920x1200
Here's a 640x480 screenshot for you:
Image


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 Post subject: Re: Experimental D3D9 Build: Common
PostPosted: 29 Mar 2010, 23:46 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2025
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Currently Zbuffer and SplitZBuffer setting in render.cfg have no effect because in 1.5 they're automatically configured. I think they might as well not be in the file since they have no effect, unless you plan to change that. Also, the HiRes setting has no effect anymore. Whether it's ON or OFF, I get resolutions above 640x480. :)


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 Post subject: Re: Experimental D3D9 Build (2010-03-27)
PostPosted: 30 Mar 2010, 03:55 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 705
Ah, good point.


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