Battlezone 98 Redux

Battlezone 98 Redux

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Update - Patch now available on beta! 10th February 2017
Hey All.

A few images to whet your appetite![imgur.com]

Highlights
  • Big performance increases on lower end systems.
  • Mods in multiplayer!
  • Custom campaigns.
  • Visible multiplayer locked, full and launched games within the server browser.

Performance
  • Massive code clean-up resulting in a performance increase.
  • Shader refactoring resulting in a performance increase.
  • Terrain shader and vertex format rewritten to dramatically lower the amount of VRAM used by the terrain.
  • Shadow system rewritten to use less VRAM while increasing the quality of the shadows. (Ultra setting shadows setting now use less VRAM then Medium shadows did while maintaining the higher fidelity)
  • Shadows can now be abled in all graphical settings including being turned off.
  • Effects system has been greatly optimised. Much higher framerate during large battles.
  • Added Emissive lighting to low quality graphic settings.
  • Added PSSM (Parallel Split Shadow Mapping) shadows at High, Very High, and Ultra shadow settings.
  • Increased HDR/Bloom effects.
  • Improved automatic LOD(Level of Detail) system for extra performance.
  • Fixed Jitter on low/medium shadow settings.
  • Improved vehicle collision.

Multiplayer
  • Ability to password protect your games.
  • Multiplayer now uses a custom server and custom low level netcode.
  • Locked, launched and full games are now visible within the server browser.
  • New icons added for locked and full games.
  • You can no longer kick yourself from the game.


Bug Fixes
  • Fixed various random crashes.
  • Fixed some network connection issues
  • Fixed grey lightning on Great Pyramid.
  • Fixed lightning colour.
  • Fixed AI wandering off map when interrupted by a sub-task while following a path.
  • Fixed Io emissive texture.
  • Fixed it so the APC cannot die during the cut scene.
  • Fixed being able to destroy the Launchpad.
  • Fixed a crash during cut scenes.
  • Fixed lighting changing during certain cut scenes.
  • Fixed Black Dog Scout and NSDF scout cockpit from sliding off screen.
  • Fixed units not decloaking when they lose a pilot.
  • Fixed objectives on first training mission.
  • Fixed cockpit for the Yeti.
  • Fixed collision with the rear of Hephestus.
  • Fixed Scale of Chinese Command unit.
  • Fixed Training Mission 4 now updates objectives as they are completed.
  • Fixed mission name not appearing on the mission briefing screen.

Modding
  • New mod type - Custom Campaigns. A workshop item can now include multiple missions with custom load screens, mission descriptions, loading audio and missions will progress and campaign progress will be saved.
  • Mods within multiplayer - Mods that conform to a whitelist of allowed files will now be active in multiplayer. Mod screen colours indicate multiplayer safety. Red for unsafe, green for safe.
  • Added Builder to uploader ODF header list
  • Addons folder restructured - It now functions like the workshop folder and can be used for testing workshop items. Items must be in folders with no subfolders like the workshop.
  • Addons folder will no longer read for any loose files.
  • (.stb files no longer exist. Replaced by .sta files which are text and only contain the new sprites not the whole sprite table like .stb's did.)
Last edited by Rebellion_Beldeth; Feb 10, 2017 @ 8:33am
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Showing 1-15 of 103 comments
Mojado Jan 18, 2017 @ 9:37am 
Thank you for the support. Cheers!
BuzzSaw Billy Jan 18, 2017 @ 9:48am 
3 things...
1. If Mike could change the b_chprod.odf from cvrecy to cvremp this would fix the walker problem, as of now default uses cvrecy and then makes a cvmuf that doesn't make a walker. The difference is the "cvrecy" makes tug and not a fighter because their "cvmuf" makes the fighter. In map making it would make more sence to me that the enemy can make a walker rather then a tug to attack players. Fixing the b_chprod.odf to contain "cvremp" inted of "cvrecy" would solve this.

2. When im playing a MPI map (don't know about Instant action maps) after I destroy enemy base and leave their field HQ buildings standing all I have to do is park next to one and jump out of ship and it starts filling my ships ammo up. Dont know why this exist but it does.

3. The ability to hack a game needs to be fixed all one has to do it join a strat or a death match game and in green room load a moded ODF file to their addon folder and they can join hacked. I dont know why this was left opened..maybe so u can operate the mod selection? Anyways it needs to be fixed.
Thanks for updating everything Mike...well appreciated. Thanks
Stinger Jan 18, 2017 @ 10:16am 
Originally posted by Rebellion:
Mods within multiplayer - Mods that conform to a whitelist of allowed files will now be active in multiplayer. Mod screen colours indicate multiplayer safety. Red for unsafe, green for safe.

So how does this whitelist work? Is it a specifically selected list of workshop files selected by you guys? Or does it simply detect what the mod does - IE tank reskins and HUD mods are allowed, tank restats and new tanks arent?
And if it works in the latter way, what sorts of mods are and aren't MP compatible?


Also, I mentioned this in the other thread, but have you fixed the Chinese pilot's 150 health vs. everyone else's 100? Or was it always meant to be that way?



Thanks for your reply.
76561198292631324 Jan 18, 2017 @ 11:42am 
Great, I was waiting to restart the campaign on a higher difficulty level with this patch already on to get the best of the game.
REVOEMAG Jan 18, 2017 @ 1:36pm 
The server has a list of filetypes that are whitelisted. So for example, all wav files are whitelisted so a mod that changes voices will be allowed. ODF's are not, so mods with odf changes aren't allowed in MP.





Originally posted by Stinger:
Originally posted by Rebellion:
Mods within multiplayer - Mods that conform to a whitelist of allowed files will now be active in multiplayer. Mod screen colours indicate multiplayer safety. Red for unsafe, green for safe.

So how does this whitelist work? Is it a specifically selected list of workshop files selected by you guys? Or does it simply detect what the mod does - IE tank reskins and HUD mods are allowed, tank restats and new tanks arent?
And if it works in the latter way, what sorts of mods are and aren't MP compatible?


Also, I mentioned this in the other thread, but have you fixed the Chinese pilot's 150 health vs. everyone else's 100? Or was it always meant to be that way?



Thanks for your reply.
GrizzlyOne95 Jan 18, 2017 @ 4:27pm 
"New mod type - Custom Campaigns. A workshop item can now include multiple missions with custom load screens, mission descriptions, loading audio and missions will progress and campaign progress will be saved."

Bruh, this is a dream come true!
ScrapPool Jan 18, 2017 @ 10:32pm 
Wow, all great news. I've been away for a few months, but http://www.youtube.com/watch?v=fwK7ggA3-bU&t=0m30s
GrizzlyOne95 Jan 19, 2017 @ 11:38am 
Has the patch rolled out yet?
Green Biker Dude Jan 19, 2017 @ 10:24pm 
Originally posted by GrizzlyOne:
Has the patch rolled out yet?
I don't think so, they'll post again when the patch is out.
johnfaber2 Jan 23, 2017 @ 6:55am 
While you're at it: Could you update the german localization? Because there's been a spelling reform since the original game was released. For instance, the letter ß (called s-sharp) has in almost all instances been replaced with ss. It's really kind of a small thing.
Sharkbait3469 Jan 23, 2017 @ 2:40pm 
Custom Campaigns is going to be great! Thanks for the continued support for this game! :nzdf_star: :D
76561198292631324 Jan 23, 2017 @ 10:22pm 
Originally posted by "Sharkbait3469":
Custom Campaigns is going to be great! Thanks for the continued support for this game!
They just released it, so I guess it is expected they would try to animate Battlezone society. You can thank them if two or three years ahead they still do something about it.
Ded10c Jan 24, 2017 @ 1:30am 
Originally posted by johnfaber2:
While you're at it: Could you update the german localization? Because there's been a spelling reform since the original game was released. For instance, the letter ß (called s-sharp) has in almost all instances been replaced with ss. It's really kind of a small thing.

I might not be correct here, but isn't ss still correct? I was under the impression that ss and the scharfes s essentially take the same meaning, like using oe instead of o-umlaut?

Semantics aside, this might be because of the character set used. Did the german version of the original use the scharfes s?
johnfaber2 Jan 24, 2017 @ 5:13am 
No, you misunderstand me. In this version, words are still spelled as they were before the spelling reform, s sharp and all. But words like "Schußbahn", which appears like this in game, are now spelled with ss.
There are words that change meaning depending on ß or ss. This can get confusing and hilarious because some people replace ß with ss when writing in all-caps (because there is no uppercase-ß, since it never appears at the beginning of words.) Like the sentence "IN MASSEN GENIESSEN", where you don't know if you're supposed to enjoy in moderation or in excess.
Last edited by johnfaber2; Jan 24, 2017 @ 5:14am
Ded10c Jan 24, 2017 @ 10:49am 
I don't quite follow, as my knowledge of German is a little limited. Do you mean the words no longer make sense in the context of the spelling reform, or that they don't make sense at all?
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Date Posted: Jan 18, 2017 @ 9:05am
Posts: 103