BATTLEZONE
Version 1.5.2.19
Released 2013-11-26
It's been a while...
Downloads
Testing Executable and Symbols
Check the main 1.5.2 page for other downloads.
What's New
General
- Select bzone16q.zix with Texture16=1 and LargeAssets=2
- Eliminates the need to throw bzhw16q.zfs into addon
- Prevents the HQ texture pack from crashing software rendering
- Fixed file system sometimes returning the wrong version of an asset
- It made LargeAssets=2 use the version of check.odf from bzone.zfs
- How did this ever work?
Stability
- Use SetEvent to notify the device reset worker thread that the reset is done
- Should fix the worker thread sometimes never exiting (and hanging the game)
- Person handles negative time of intersection properly
- Fixes crash when two Person objects spawn on top of each other
- Notable example: cinematic near the end of NSDF mission 2
- Shell can tolerate maps with 10 character long filenames
- 10 is a hard limit imposed by the Anet session descriptor
- The map itself may act up but the shell won't crash or fail
- Remove seismic wave when it departs valid terrain
- Makes them work more like other ordnance types
- Fixes a crash in Goomba's "Mystery Tower" map
- Fixed AI controller handling of longer mission names
- Total filename can be up to 16 characters (with extension)
- The shorter limit for multiplayer maps still applies, though
- Show an error instead of crashing...
- When a DM or ST map has no spawn points
- When setting an AIP that doesn't exist
Editing
- Fixed crash when restarting after saving a mission file
- Restore the current working directory after saving
- Disable damage and lava heat in edit mode (Ctrl+A)
Scripting
- BuildObject function validates position
Multiplayer
- Fixed "zombie" powerups sometimes respawning every minute
- Fix closely related to Dx's Daywrecker respawn fix
- BounceBomb expires if its owner goes away
- Should eliminate most cases of "ghost" tanks
- This is "backup" when other mechanisms fail
- Net game clients load the mission in parallel with the host
- Greatly reduces startup delay for complex missions
- Reduces chance of the client timing out if loading takes too long
- Improved team assignment in multiplayer
- Value assigned in the pre-game lobby is only tentative
- Assign permanent team number from spawn point packet
- Made player names in score system more reliable
- Should fix spurious "Team <#>" in kill messages
- Fixed BounceBomb disappearing for the local player in multiplayer
- It was pointing straight down into the ground
Gameplay
- Producers only update nacelles/fins/whatever while undeployed
- Fixes CCA Recycler fins being in the wrong position
- ConstructionRig GetCommand uses SetConstructionMatrix
- Ensures that the matrix gets properly sanitized
- Reduces code redundancy
- Improved raw mouse input handling
- Should mouse acceleration be an option?
- Fixed SAVs not moving
- Walker AI "ShouldAttack" works more like other combat units
- Should make them better able to defend themselves
- Pilots launch from the Barracks properly
- Improved Scavenger handling of "pick up scrap" command
- Skips straight to starting a ScavGotoScrap task
- Lets the Scavenger pick up "locked" scrap pieces
- Added "god" cheat code for non-Internet games (submitted by Dx)
- Equivalent to bzfree + bztnt + bzbody + bzview + bzradar
Effects
- Construction blob draws properly with multiple camera views active
- Submit was clearing the draw list so it only showed up on the first camera
- Converted ColorFade and LensFlare to GameFeature
- They now show up in no-HUD (Shift-F5) view
- Tracer doesn't switch to colored line LOD in hardware rendering