Battlezone 98 Redux

Battlezone 98 Redux

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s0rt3d Jan 4, 2019 @ 1:23pm
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Last edited by s0rt3d; Jan 13, 2023 @ 1:45pm
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Showing 1-12 of 12 comments
. BW . Jan 4, 2019 @ 2:23pm 
BZ98 was originally design for keyboard+mouse, and the N64 version is way lower in terms of tactical gameplay. it's not the same gameplay at all.
Though... Razer Raiju may be the key here... :)
Seqan Jan 4, 2019 @ 5:49pm 
BZ1 was done for Keyboard/mouse. The button requirements are massive, far beyond that of a standard controller. Using a controller, while not impossible, certainly isn't recommended.
Last edited by Seqan; Jan 4, 2019 @ 5:49pm
"Controller support" has been in the game since 1998, and Redux ships with a configuration for an Xbox 360 controller.

...or at least it should, since BZ 1.5 had it. Honestly I haven't checked.
Last edited by Novus Ordo Seclorum; Jan 4, 2019 @ 10:44pm
Seqan Jan 4, 2019 @ 10:46pm 
Originally posted by Sporkin8or:
"Controller support" has been in the game since 1998, and Redux ships with a configuration for an Xbox 360 controller.

...or at least it should, since BZ 1.5 had it. Honestly I haven't checked.

The steam's store page claims partial support. It should be feasible by using a similar system to holding shift and using click on the UI, but I wouldn't do it.

Either way I'd expect manual configuration to be necessary.
Ded10c Jan 7, 2019 @ 4:28pm 
Originally posted by (d^u^b):
♥♥♥♥♥♥, wasn't BZ1 done on the N64 (w/ controller)!? lol :nukebomb:

Was it done? Yes.
Was it any combination of playable, enjoyable, fun, and/or good? ♥♥♥♥ no.
Kronovan Jan 15, 2019 @ 8:06pm 
Browse to the '\Battlezone 98 Redux\giddi' folder and open up the STD file in a text editor for the controller you chose in the games config menus. Depending on what controller you have, you should see mappings for up to 4 axis (x, y, rudder, throttle), 4 postions on a hat switch and 8 buttons. Now open the 'input.map' file in the Battlezone 98 root directory in a text editor to see a list of all the mappable commands. You can manually change the mappings in your STD file to anything in the input.map file, by editing them and strictly following the format in the STD.

Yes it's very cryptic and manual only, but there are quite a few options. That said, there's no where near enough mappings possible to do without a keyboard, or keyboard substitute. There's also some mappings missing that are very annoying, such as views. I run the game with a gaming keypad with 27 mappable keys and a Logi Extreme 3D pro with it's 11 buttons and just barely find the game playable, but it's doable.
Last edited by Kronovan; Jan 15, 2019 @ 8:09pm
Novus Ordo Seclorum Jan 16, 2019 @ 10:57am 
Battlezone has had controller support since 1998. 1.5 (and I presume Redux) ships with a profile for the Xbox 360 controller.
Kronovan Jan 17, 2019 @ 11:19am 
Originally posted by Sporkin8or:
Battlezone has had controller support since 1998. 1.5 (and I presume Redux) ships with a profile for the Xbox 360 controller.

It does, but IMO the number of commands that are mapped to a typical BZ98 controller layout was too limited back in 98, as it is now. The game is command rich with a command for virtually every KB key and then some key combos. With the roughly 40 mappable commands between my joystick and gaming keypad, I can just barely manage to play this game. Not being able to remap my controller's STD file would have been a deal-breaker for me.
I don't think this game is actually playable with just a gamepad, but I guess that won't stop you from trying. I never tried, I always just played with keyboard and mouse.
Null Winter Apr 14, 2019 @ 11:25am 
It would have been nice to have innate controller configuration options (like almost any other game on Steam), rather than being required to go mucking about in the game's files to map jump to something other than a stick.
Novus Ordo Seclorum Apr 14, 2019 @ 10:48pm 
Originally posted by Null Winter:
It would have been nice to have innate controller configuration options (like almost any other game on Steam), rather than being required to go mucking about in the game's files to map jump to something other than a stick.
Or mapping Link Weapons to anything other than L. Remember, this is remaster of a game from 1998, not a new game, so a lot of things are still terribly dated, yet technically functional, like controller support/mapping and keyboard remapping.
Vijil Jan 22 @ 2:19pm 
In the trailer, you hear the commander using voice controls to tell everyone where to go and what to do.

That feels feasible now with AI for a game like this, and might be the way to make FPRTS games work in future. But ... I mean that would be a helluva mod if you could integrate an LLM. Would make a controller work just fine.
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