BATTLEZONE
Version 1.5.2.18
Released 2013-10-17
This build fixes the stuttering movement and frozen powerups in multiplayer that made it nearly unplayable. There's a few other things in there too.
Downloads
Unpack these into the root directory of your Battlezone 1.5 install.
Testing Executable and Symbols
All-In-One 1.5.2 Asset Pack (2013-10-17)
- IMPORTANT! Be sure to remove any previous copy of bzone152.zfs from addon
- You can safely remove bzone15.zfs and bzone151.zfs as bzone152.zfs includes everything from them
- Includes the original Large Assets pack (like prior all-in-one asset packs)
Optional 16-bit Enhanced Texture Pack (2013-10-19)
- Unpack into the root folder of a working 1.5.0, 1.5.1, or 1.5.2 install
- Requires 1.5.1.7 or later
- Now includes buildings, props, and Black Dog faction
- Includes contributions from General BlackDragon:
- 24-bit reconstruction of SSUser's Black Dog Construction Rig (bvcons)
- Olympian Hephaestus (obheph) and Omega Star Port (obstp)
- Other texture adjustments
- Ganymede Jupiter texture contributed by Dx
- Achilles sky color matches the original
- Upside-down mine texture fixed by General BlackDragon
- Fixed incorrect Soviet Pilot texture size (!)
- Textures are somehwat darker than their 8-bit equivalents
- Breaks content that relies on palette swapping BZ environment textures
- Screenshots
Anet Classic
- Includes Anet and transport libraries that work well with Battlezone
- Fixes a number of network problems introduced by later versions
- Only use with 1.5.2.15 or later since its encryption/compression triggers data execution prevention
- PROTIP: Keep an install of 1.5.2.x separate from 1.5.1.17 (which also prevents mission version mismatch due to asset changes)
What's New
Stability
- Fixed NetGameDlgProc invalidating the rect of a nonexistent mapLabel
- Why wasn't this crashing all the time? :P
- Wait for the device reset thread to exit before continuing
- Prevents its simulation from clashing with the main thread
- Thread skips simulation if done waiting for reset
- Should fix random crashes when switching between game and shell
- Mission load errors out if the mission class can't be found
- It previously crashed with no explanation.
Network
- Non-airborne PowerUps send state while moving
- Covers sliding downhill and moving with a seismic wave
- Keeps remote copies in sync
- Rolled back the Simulate/PostSimulate physics split
- It caused too many problems with network code
- Collision response doesn't seem particularly different
- Fixed remote objects sometimes exploding when they shouldn't
- Particularly affected pilots and powerups
- Send and receive code didn't match up
Scripting
- Imported AiMission DeleteObject from BZ2
- Called whenever a game object gets removed
- NOTE: it isn't quite symmetrical with AddObject
- Added more Lua script utility functions
- GetLabel: returns the label of the object (e.g. avtank0_wingman)
- GetClassSig: returns class signature string (e.g. "WING")
- GetClassLabel: returns class label (e.g. "wingman")
- GetClassId: returns class id
- IsPerson: returns true if the object is a person
- ObjectsInRange: iterator returning objects in range of a location
- AllObjects: iterator returning all game objects
- AllCraft: iterator returning all craft (and pilots)