BATTLEZONE
Version 1.5.2.11
Released 2013-05-03
Downloads
Testing Executable and Symbols
Updated Asset Pack (unpack into addon)
What's New
AI and Pathing
- Units don't evade (invisible) sniper shots
- Improved quality of ordnance evasion
- Units take their own velocity into account
- Units take ordnance radius into account (e.g. seismic wave)
- Units avoid ordnance during "goto"-based actions
- This was previously implemented but broken
- Pilots going to an empty vehicle don't get stuck when the vehicle dies
- Units ignore enemies being carried by a Tug
Stability
- Fixed the Font_Get_String_Dimensions crash seen in MPI
- Fixed potential floating-point exception in per-polygon collision
- Fixed uninitialized values in strategic AI building types
Collision and Physics
- Made deploying and undeploying units immovable
- Restores expected collision behavior
- This got messed up by the big collision system change
- PathSpawn "reconnects" with spawned items after load
- Prevents it from spawning multiple copies of the item
- It still loses track of spawn delays, though
Gameplay
- Turrets and Gun Towers update terrain ownership properly on team change
- MAS Grenade revealed a flaw in the previous implementation
- SAV weapons aim up and down properly
- This got broken earlier in the development of 1.5
Multiplayer
- Added shell support for Multiplayer Instant Action map types
- DM-based "Action" MPI with new [A] icon; use A in netmis.txt
- ST-based "Mission" MPI with new [M] icon; use M in netmis.txt
- New icons will need the new bzone152 asset pack
- Will fall back to [D] and [S] icons respectively if not found
- Organized map filters by base type
- DM-based: Death Match, KOTH, and Action
- ST-based: Strategy, 2 Player, 3 Player, 4 Player, and Mission
- Run simulation during a D3D device reset to prevent lag-out
- Disabled "death cam" view until I come up with something better
Editor
- Turn off player vehicle effects in ctrl-A edit mode
- Time-stopped dust and smoke would accumulate indefinitely
- Build menu can read the name of a weapon powerup from the weapon it gives
- This is how the weapon powerups themselves get their names
Debug
- Added debug display showing hardpoint types and locations
- Toggle with "showguns" cheat code
- Color indicates slot: 1=red, 2=yellow, 3=green, 4=cyan, 5=blue
- Letter indicates type: C=cannon, R=rocket, M=mortar, S=special
Assets
- Expanded build menu ODFs (based on work by Dx)
- Quick access to Repair and Ammo
- Weapon powerups
- Dispensed items
- Hadean buildings
- Olympian buildings
- Various unit sound fixes (submitted by Dx)
- Affects units imported from The Red Odyssey
- Improved Turrets (based on work by Sporkinator)
- Increased turret rotation speed while deployed
- American, Soviet, and Black Dog have dual weapons standard
- Chinese still have quad weapons like before
- Adjusted Turret hardpoints to match visible weapons
- Affects American, Soviet, and Black Dog versions
- Makes them work better with dual weapons