Battlezone 98 Redux

Battlezone 98 Redux

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REVOEMAG  [developer] Dec 24, 2016 @ 7:18pm
Big patch is here!
Thank you for being patient with this patch. Please leave any feedback in this thread.

Here is the final fix list:

Performance and features
• A general code cleanup was performed resulting in a small framerate improvement.
• A refactoring of all the shaders resulting in a large framerate improvement.
• The GL shaders were rewritten for a large performance increase.
• A DX11 renderer was added. On some higher-end systems this will increase framerate 50%-75%.
• To swap renderers, add the following to the launch options: -renderer=dx9, -renderer=dx11, -renderer=gl
• The terrain shader and vertex format were rewritten to dramatically lower the amount of VRAM used by the terrain.
• The shadow system was rewritten to use less VRAM while increasing the quality of the shadows. Ultra shadows now use less VRAM than Med shadows did and look much better.
• Shadow maps are now 16-bit, cutting their VRAM usage by 50%.
• Shadows now can be enabled in all graphics settings and there is now a no-shadow option.
• The effects system has had an optimization pass. Large battles no longer reduce the framerate drastically.
• Added the emissive texture pass to Low-quality graphics.
• Added PSSM shadows at High, Very High, and Ultra shadow settings.
• The mission name was added to the mission briefing screen.
• Effects now properly glow if glow is turned on.
• Made the glow nonlinear so that it acts more like an HDR bloom effect.
• Adjusted the terrain and object shaders LOD for extra performance.
• Shadows adjusted to remove jitter seen at Low and Medium resolutions.
• Rejiggered PCF sample points for more performance.
• Added password protected games.
• MP now uses a custom server and custom low level net code.
• Locked, Launched and Full games are now visible in the MP lobby.
• An icon was added for locked games.
• Asset preloading is vastly improved, dramatically reducing load times.
• Reticles have been redone in high resolution glory!
• Changing your Steam name now changes your BZ name.
• Fixed the pilot hammering the animation system every frame while standing.
• Add new "Very Low" detail setting that uses per-vertex lighting. This will be very fast on low-end hardware.
• Updated Low/Med/High graphics:
- Low: 1 light + specular map + emissive map
- Medium: 8 lights + specular map + emissive map
- High: 8 lights + normal map + specular map + emissive map
• Added support for Razer Chroma Keyboard and mouse.



Bugs
• Fixed grey lightning on Great Pyramid (multdm29).
• Fixed lightning color so that it is read correctly from trn now. Lightning bolts on worlds like Venus did not originally obey their color settings
• Fixed AI wandering off map when interrupted by a sub-task while following a path.
• Fixed Io emissive texture (adjusting lava brightness in the texture).
• Black Dog mission 6, fixed it so the APC cannot die in cutscene (or immediately prior).
• Black Dog mission 15, fixed being able to destroy the Launchpad, (which effectively screwed the whole mission). Also fixed a bug where Betty would crash (or stomp on VO) during cutscenes.
• Black Dog mission 14, fixed that the audio was checking to see if APC was dead before providing nag audio.
• Chinese mission 4, adjusted lighting to look nicer.
• Updated Black Dog Scout and NSDF Scout cockpit geo as cockpit was sliding off screen.
• Black Dog mission 11, fixed an issue where a pilot would try to enter a non-pilotable recycler and get stuck.
• Line up Craft "bumper" contact points with the transform position. Reduces spurious ground hits on large vehicles like the Recycler.
• Made sure that units de-cloak in all instances where they lose a pilot. This fixes sniping a cloaked pilot and the ship remaining cloaked.
• Fixed objectives on the first training mission.
• Fixed various random crashes.
• Fixed some network connection issues.
• Fixed cockpit for Yeti.
• Fixed a problem where spamming space during a cutscene would end the scene, but the audio would play on.
• Black Dog mission 12, fixed an issue where the recycler could get stuck in the portal.
• You can no longer kick yourself although it is not clear why you would want too.
• Fix for Collision with rear of Hephestus.
• Fixed Scale of Chinese Command Building.
• Fix for missing CR's in .inf file for gun tower.
• Training mission 4, updates objectives as they are completed now.
• Chinese mission 2, increase hangar distance threshold to 40m so mission can end properly.
• Fixed upside down Howitzer cockpit in Chinese mission 4.
• Prevent Black Dog mission 6 from removing player-occupied APC and triggering an erroneous mission failure.
• Adjusted avturr and bvturr POV to make them easier to control from the cockpit.
• Repeat hopping now animates correctly.
• MP lobby chat now scrolls and has time stamps.
• MP lobby chat is saved to BZChatLog.txt.
• MP lobby now displays a total number of players in all lobbies and games on the top of the screen.
• Remove smoothing on Great Pyramid (multdm29). This restores DM29 to its stairsteppy glory.
• Soviet Fury now rides a bit lower and matches its target icon.
• Added a command line to disable all mods. Launch the game with -disablemods and no mods will load. Use this to troubleshoot weirdness.
• Fixed a rare crash in Black Dog mission 2 if you destroy the recycler too early.
• Fixed AI team crash when team 2 has a null AIP.
• TRO track 5 replaced. This fixes the repeating audio some people hear.
• Fixed wonky cockpit shadows by disabling shadows on cockpit meshes.
• CCA mission 1, move nav beacon 2 into the playable area.
• Black Dog mission 12, make portal indestructible while all four shields are alive and powered.
• Black Dog mission 11, give 30 second warning before portal detonation.
• Fixed minigun mounted on the wrong hard-point in variant Black Dog Scout.
• Fail Training mission 2 if the drone dies before the turret deploys at the target range.
• Fix terrain tile placement in US mission 2.
• No longer apply boundary to destroyed empty vehicles; fixes weirdness seen in misn06 opening cut-scene.
• Fixed pilot sniper dots appearing above the pilot's head while in falling animation
• Fixed build point when producing units from the CRA Recycler
• Aligned CCA Launch Pad's model with its collision mesh


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 that conform to a whitelist of allowed files will now be active in MP. On the mod screen item colors indicate MP safety. Red for unsafe, green for safe.
• Added “Builder” to uploader ODF header list
• Restructured the addons folder. 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 and must contain a standard workshop .ini.
• Addons no longer will be 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.
• There is now a single unified terrain atlas for Titan.
• All terrain atlases can use a .csv file to map atlas textures to TRN textures.
• Edit directory now contains new terrain atlases and sample .csv files.
• /edit is now usable in full screen as we’ve redone the load/save dialogs.

Last edited by REVOEMAG; Mar 28, 2017 @ 8:00am
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Showing 1-15 of 248 comments
XXXTontacion Dec 24, 2016 @ 7:37pm 
Mainly being able to change your name in multiplayer.
Deus Ex Ceteri Dec 24, 2016 @ 7:40pm 
I've found that the emissive maps on units and terrain kinda cut out after a certain distance, really visible on worlds like Io, it'd definitely be nice to see that fixed.

I'm hopeful we can see some custom campaign support soon, I've been workin' on a little somethin' somethin' and it'd be nice to see, even if it's just something to load custom missions in sequential order, would be way better then what we have now.
Space Lobster Dec 24, 2016 @ 8:43pm 
Well, fixing the "single music track repeating endlessly" bug would be a nice start. = 3
Seqan Dec 24, 2016 @ 9:30pm 
I'd like to see an upgrade to targeting and tracking AI on gun towers and turrets. They're kinda stupid right now.
Ulli Dec 25, 2016 @ 5:09am 
A patch that fxes the issue of not getting the game started would be awesome :)
Turbo Nozomix Dec 25, 2016 @ 10:26am 
I don't have the game yet (I have it sitting in my shopping cart, though), but I think it would be neat if the game allowed for switching between the Redux textures, and the original textures.

Heck, I don't even know what this game plays like, because I haven't played it before (I watched my brother play it when it was new).

So, here are some suggestions from me, without knowing how relevant they are to the game:
- Modular base buildings that can be upgraded
- Random map generator
- Random challenge generator
- Upgradeable player vehicles
- Custom campaign creation tools
Last edited by Turbo Nozomix; Dec 25, 2016 @ 10:27am
REVOEMAG  [developer] Dec 25, 2016 @ 11:21am 
Ken will have to come here and comment on the gun towers. But if we made them super smart imagine how hard some missions would be!
Last edited by REVOEMAG; Dec 25, 2016 @ 11:22am
Ded10c Dec 25, 2016 @ 11:26am 
I like how many people are asking for custom campaign tools... and I'd like to throw my voice behind that as well. That'd be badass.
I wanna get behind the custom campaign tools aswell, it would give the game near infinite replayability and keep it relevant for many years to come.
DustRider Dec 25, 2016 @ 12:59pm 
Durring mutiplayer the poor turret has become dang near pointless. All it would need is a speed up of the turret rotation speed. Or even better, it could be one of the few units that openly engage wasps, comets and even day wreckers. And we all know how much a BDog bomber at the start of an ST game will ruin things. I can hear most of you guys now; "Its best as an early game item to stop a rush!" Yes but whats normaly at the front of the attacking force in a rush? The poor turrets wont even get a shot off. Theyre good with mine fields though I'll admit. If only the mines stuck around long enough to keep the turret covered. It is what it is I still love this game! Its great to see so much support as we come across the second decade of Battlezone!
Last edited by DustRider; Dec 25, 2016 @ 1:03pm
Mesarthim Dec 25, 2016 @ 1:01pm 
The only thing I would ask is modern controls, more fluidity in controls... As I really wanted to get back into BZ but the way the controls are... Well, most probably prefer it this way but it's really preventing me from gettingback into it! (wonder how I did get used to that back then)
DustRider Dec 25, 2016 @ 1:11pm 
OH oh and flags! We know you got em! Well at least had em... Although having them float above the unit is a bit odd. Perhaps it should be more of a decal, we all would love to personalize our stuff
Sporkin8or Dec 25, 2016 @ 1:34pm 
It's really cool that the developers are still patching and improving the game.
Originally posted by DustRider:
Durring mutiplayer the poor turret has become dang near pointless. All it would need is a speed up of the turret rotation speed.
Please understand that the turret's rotation speed already got boosted from 1.4 to 1.5, and this change made it into BZ 98 Redux as well. The old rotation speed was 0.7, but now, if I recall correctly, it's 2.0. Turrets in DM already had this fast turning speed, so turrets in strategy were changed to match that speed. It worked, turrets are much more effective now than they used to be.
Ded10c Dec 25, 2016 @ 2:12pm 
Originally posted by Nyarly:
The only thing I would ask is modern controls, more fluidity in controls... As I really wanted to get back into BZ but the way the controls are... Well, most probably prefer it this way but it's really preventing me from gettingback into it! (wonder how I did get used to that back then)

There's not much can be done about this unless you elaborate on what precisely you think needs changing, I'm afraid; what about the controls feels lacking?



Originally posted by DustRider:
OH oh and flags! We know you got em! Well at least had em... Although having them float above the unit is a bit odd. Perhaps it should be more of a decal, we all would love to personalize our stuff

I knew I was forgetting something! Flags or decals or something would be very nice to have back - hell, something like teamcolours or a decal that is applied on part of the tank would be awesome!
bigfatfrog309 Dec 25, 2016 @ 2:25pm 
fix the skyboxes. Some of them are upside down (like Jupiter and Earth)
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