Rebellion

iscottnoidea [Admin]

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Mon, May 21, 2018 8:56 AM
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This user has made 15 posts.

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iscottnoidea

Administrator

Posted 1 month ago - edited 1 month ago by iscottnoidea

Maps and Assets


- Fixed bushes clipping into trees/rocks on all variants of Dunes map.


- Updated with current Pluto crystal props as used on Missions 2-4.


- Cleaned up some nonsense in ibtele.odf, hidden at bottom.


- Updated Mire Rockslide to fully block pathway.


- Tweaked uvmapping on Core long tunnel


- Updated ‘Core’ collapsing tunnel collision to block vehicles.


- Fixed cap holes in ‘Core’ final room.


- Fixed missing Orange Dropship emissions.


- Pluto crystals adjusted to allow AI to path better.


- Fixed errors in Scion Kiln/Forge collision mesh.


- Cleaned up accidentally included ODF lines in Scavenger ODFs.


- Updated Pluto Crystals to not force align with terrain.


- Fixed inverted Normal map for ISDF Hex glass texture.


- Fixed being able to snipe ISDF Bomber.


- Fixed inconsistency in Scion Extractor ODFs.


- Fixed tiling issue in the red planet seen in Braddock.


Multiplayer


- A fix was made to prevent multiplayer games from desyncing by keeping track of customized ODF data even when the factory unit that created it is destroyed.


- Multiplayer game list sorting is now persistent.


- Client cheat detection fixes.


- Log when a client does a reset because it broke.


- We now exclude Team 0 from scoring in multiplayer game modes so neutral props don't count as score.


- MPInstant: Scrap cheat cleaned up and is now fully independent of TPS. Meaning this now works at the same speed it did in 1.3.terrain.


- Made performance improvements to resyncs in multiplayer.



Logging


- Players who do not have a DX11 compatible graphics card and/or a version of Windows that supports DX11 will receive a message on start.


- We now treat it as an error when no devices are found for an adapter.


- Crash logs are now written on almost all crashes.


- File IO errors will now include the error code Windows returned for the issue.


- Logging optimisations



LUA


- Lua: update to 5.2.4


- LuaMission: disable Lua io and os libraries


- LuaMission: Fixed HoppedOutOf() not returning a value.


- Fixed PreOrdnanceHit not triggering on terrain owning objects.


- Added InitialPitch and InitialYaw to new QuakeBlastClass of explosion.


- Terrain: reimplement SetActiveLayers - use an "active layers" shader constant - remove unused map cluster alpha mask. This is a fix for Texture Layers "hide other layers" feature in the map editor.


- Terrain: fix GetIntersection for mixed heightfield and collision mesh. This fixed some Map Editor mouse cursor inconsistencies when moving over objects with Terrain painting tools.


iscottnoidea

Administrator

Posted 1 month ago - edited 1 month ago by iscottnoidea

Localisations


- Updated Translations


- Added new lose debrief text for Hole in One.


- Fixed various localized text formatting issues and missing text


- Fixed incorrectly named voice audio file names for ISDF Turret.


Resources


- Tweaked distance settings in multiplayer map skies, ensured visibilityRange wasn't too far in excess of Fog end range. Should improve FPS on some maps.


- Blending improvement in multiplayer maps for map edges.


- Fixed missions 1 - 4 sky, made stars not move.


- Minor terrain texture fixes on the first 6 missions.


- Tweaked DM Volcanos sky visibilityrange, reduced from 600 to 400. Should help with FPS drops when looking at entire map.


- Hole in One: Made Scion convoy go around the hole/light emitter near their base, not through it.


- DM Figure 8: Brightened ambient lighting by 2.5x.


- Get Help: Brightened ambient lighting by 2x.


- ST Island Warfare: Brightened ambient lighting by 1.5x


- ST High Heat: Doubled ambient lighting, raised sun angle from 8 to 9.


- DM Titan: Raised ambient lighting by 1.5x, also doubled maximum duration between lightning strikes.


- Crystals: Fixed gap in water layer near player’s base area.


- Fixed terrain texture bug in ST: Hilo.


- A Traitor's Fate Smoothed crater near lava that AI units could get stuck in.


- Import updated Pluto crystal ODF assets.


- Removed unused items from Editor Object Menu.


- A Simple S&R, We Have Hostiles, Too Hot: Added blue crystals in some areas.


- Cleaned up minor terrain texture bugs on ‘This is Not a Drill’.


- Added missing Pluto Crystals 5 and 6 to Map Editor.


- Rumble in the Jungle: Fixed player starting ammo and ammo regen.


- A Traitor's Fate: Fixed Lava not dealing damage.


- An Unlikely Rescue: Flattened terrain in player's base area, preventing green buildable squares triggering red due to slightly varied height.


- Crystals: Fixed floating grass near tree next to edge of player's base area.


- Core: Brightened Sky.


- Editor: Removed nonexistent items from object list.


- A Traitor's Fate: Made Dropship takeoff.


- Get Help: Adjusted sky to be a little brighter to make the minimap more visible.


- Hole in One: Minor texture cleanups on.


iscottnoidea

Administrator

Posted 1 month ago - edited 1 month ago by iscottnoidea

Missions


- Made various singleplayer mission's Dropships un-killable.


- The Wormhole: Allow level to progress even if the player Snipes and steals a ship then changes ships and lets a friendly AI pilot take over the ship.


- Hole in One: Made mission fail if the convoy reached the hole.


- Rumble in the Jungle: Made the mission fail if you lose your Recycler.


- Core: Set enemy turret bases to neutral after the turret part is dead.


- On Thin Ice: Made the sound of Ice Cracking and Rhinos use 3D positions.


- This is Not a Drill: Made Dropship door sound come from the dropship.


- Snow Blind: Tweaked dropship door sounds to sync correctly.


- Snow Blind: Redid quake ground shake code, added falloff to the quake so it doesn't abruptly cutoff.


- Snow Blind: Made Turrets clear dropship on their own instead of following the player.


- Snow Blind: Fixed dropship facing direction.


- We Have Hostiles: Set goal "hardware" crate's health high enough that it can't be 1 shot killed with dual laser.


- On Thin Ice: Tweaked distance for Recycler to trigger Ice caps to reduce false positive triggers, also only made the mission Fail if the Recycler actually falls into the water.


- On Thin Ice: Fixed ISDF Recycler being added back into a group with turret.


- This is Not a Drill and A Simple S&R: Fixed incorrect uses of Defend() command on some Enemy units. This should make them guard the things they're supposed to.


- This is Not a Drill: Made Shabayev go a little further past the falling cliff so it doesn't fall on her.


- This is Not a Drill: Made the "Hold your fire!" messages play sooner/properly, and added support for them to play when shooting Red Squad at beginning of mission.


- A Simple S&R: Made mission show Red Objectives when failing.


- The Dark Planet: Made Dropship takeoff.


- The Wormhole: Fixed 4th scavenger not deploying on the pool.



iscottnoidea

Administrator

Posted 1 month ago - edited 1 month ago by iscottnoidea

Hey all!



The patch today is a large one (as you can see the notes) and thankfully it addresses some of the larger concerns you have been letting us know about.



We have improved the AI, resolved some multiplayer resync issues, and prevented multiple crashes. There's also tons of other fixes that have been made, as well as optimisations.



Thank you for the amazing feedback you've been giving us to help resolve these issues, and we have another patch with focus on the multiplayer coming in the near future!



Patch notes below:



Gameplay


- A pathing fix was made to prevent units from wandering off.


- Improvements made to the minimap and shell map (gamma-correct blending, lighting, plus terrain shadows.)


- The game now hides lights and effects if hidden or not detected in satellite view.


- Fixed a "jolt" after un-deploying deployable-turrets if collided with whilst deployed.


- Fix to Satchel Charges, they now use owner's reticle (sight) matrix and better orient the pack to the surface they are placed on.


- Arc Cannon and Satchel Pack now use visible collision.


- Fixed an issue with extractors being offset from the intended position.


- Improved the aim of multiple AI units.


- Added support for allowing a file to be renamed while open (fixes an editor crash).


- Fixed an implicit simulation rate dependency in the AI aiming code that made some units overshoot at higher simulation rates and “headbang” violently.


- Fixed the Perlin noise function that Earthquake, Seismic Wave, and several other systems use so they produce smoother results


- Fixed broken animations for some buildings when destroyed.


- Command Center ground reticle improvement.


- Fixed the reported surface height for water overlapping collision mesh. It previously ignored the water height, so vehicles fell beneath the surface.


- Fixed Constructor target lead issue where the target was moving when the Constructor is stationary.


- Fixed a crash in HazardCells by removing redundant CleanPathing in PostRun.


- Increased the engagement range of turrets to handle mines from a greater distance.


- Made paths occupied by the enemy less likely to be traversed by some AI.



UI And Options


- Options: remove "chrome far" setting and cleaned up unused "animate chrome"


- Options: remove maximum lighting distance and forced terrain LOD distance


- Steam usernames now display with strange characters better. Some characters are not in the game’s font and still can’t display.


- Fixed a bug where if you click on 'Single' followed by either 'Archive' or 'Full Brief' quickly, the planet information will then appear on the wrong page



Sound


- Broken 3D sound was fixed and enabled as default.


- Engine sound for hovercraft was reduced to better balance the game audio.


- Tweaked 3D sound curve distance scaler.


- New defaults for audio props have been set.


- 3D audio no longer affects 2D sounds.


- Fixed Fire sound of EMP stream.


iscottnoidea

Administrator

Posted 1 month ago

Hey all!



The patch today is a large one (as you can see the notes) and thankfully it addresses some of the larger concerns you have been letting us know about.



We have improved the AI, resolved some multiplayer resync issues, and prevented multiple crashes. There's also tons of other fixes that have been made, as well as optimisations.



Thank you for the amazing feedback you've been giving us to help resolve these issues, and we have another patch with focus on the multiplayer coming in the near future!



Patch notes below:



Gameplay


- A pathing fix was made to prevent units from wandering off.


- Improvements made to the minimap and shell map (gamma-correct blending, lighting, plus terrain shadows.)


- The game now hides lights and effects if hidden or not detected in satellite view.


- Fixed a "jolt" after un-deploying deployable-turrets if collided with whilst deployed.


- Fix to Satchel Charges, they now use owner's reticle (sight) matrix and better orient the pack to the surface they are placed on.


- Arc Cannon and Satchel Pack now use visible collision.


- Fixed an issue with extractors being offset from the intended position.


- Improved the aim of multiple AI units.


- Added support for allowing a file to be renamed while open (fixes an editor crash).


- Fixed an implicit simulation rate dependency in the AI aiming code that made some units overshoot at higher simulation rates and “headbang” violently.


- Fixed the Perlin noise function that Earthquake, Seismic Wave, and several other systems use so they produce smoother results


- Fixed broken animations for some buildings when destroyed.


- Command Center ground reticle improvement.


- Fixed the reported surface height for water overlapping collision mesh. It previously ignored the water height, so vehicles fell beneath the surface.


- Fixed Constructor target lead issue where the target was moving when the Constructor is stationary.


- Fixed a crash in HazardCells by removing redundant CleanPathing in PostRun.


- Increased the engagement range of turrets to handle mines from a greater distance.


- Made paths occupied by the enemy less likely to be traversed by some AI.



UI And Options


- Options: remove "chrome far" setting and cleaned up unused "animate chrome"


- Options: remove maximum lighting distance and forced terrain LOD distance


- Steam usernames now display with strange characters better. Some characters are not in the game’s font and still can’t display.


- Fixed a bug where if you click on 'Single' followed by either 'Archive' or 'Full Brief' quickly, the planet information will then appear on the wrong page



Sound


- Broken 3D sound was fixed and enabled as default.


- Engine sound for hovercraft was reduced to better balance the game audio.


- Tweaked 3D sound curve distance scaler.


- New defaults for audio props have been set.


- 3D audio no longer affects 2D sounds.


- Fixed Fire sound of EMP stream.




iscottnoidea

Administrator

Posted 1 month ago


As promised in our Modding Competition announcement, we are releasing 3D assets to our awesome community that will inspire further creativity.


Assets available for download:

  • ISDF Buildings
  • Scion Buildings
  • ISDF Humanoids
  • Scion Humanoids
  • ISDF Vehicles
  • Scion Vehicles
  • As well as some common 3D models 


To download these 3D assets, please subscribe to our Battlezone: Combat Commander newsletter here, and agree to the End User License Agreement (EULA) that will be provided in the email. You can unsubscribe from the newsletter at any time.


If you are already signed up, you will receive an email with the EULA and details on how to download the assets. (Download size is 1.6GB)


Sign Up for 3D Assets



iscottnoidea

Administrator

Posted 2 months ago

 

TERMS & CONDITIONS

All entries must abide by the following Terms & Conditions. 

  • Rebellion reserves the right to cancel the competition at any time.
  • Maximum of 1 prize tier can be won per person.
  • You may enter as many mods as you like.
  • Entries must be submitted by 11PM, GMT 22nd April.
  • Prizes are subject to change and availability. Some prizes may not be suitable for certain ages. If you are under 18 we might need to substitute some prizes.
  • By submitting your entry to the contest you confirm that all work is your own and does not include trademarks, logos or copyright material not owned by the mod creator.
  • Your mod must work with Battlezone: Combat Commander, and not be dependent on other mods or external programs.
  • By submitting an entry, you give us permission to share your awesome work with the world in screenshots, videos, on our store pages and more! We may need to modify your work a little in order to do this, but we’ll ask your permission if we do.
  • Judging will be completed by Rebellion. All Rebellion decisions will be final. Winners will be decided and announced on 30th April.

  • If a winner cannot be contacted or doesn’t claim their prize in a timely manner, we’ll give it to the next most suitable entry.

 

iscottnoidea

Administrator

Posted 2 months ago - edited 2 months ago by iscottnoidea

The community has supported Battlezone 2 with mod content for nearly 20 years and we love seeing the creativity and ingenuity of the mods you’re creating. To celebrate we’re announcing a month long Steam Workshop modding competition with some awesome prizes! A big “thank you” to the wonderful folks at AMD and Chillblast for helping us out with some lovely hardware!


Competition Submission Dates: 22nd March – 22nd April

Winner Announcement: 30th April


PRIZES

1st Place: AMD Ryzen™ 5 1600, Rebellion Anthology, Combat Commander PC Case, Combat Commander T-Shirt

2nd to 5th Place: Each place gets an AMD Ryzen™ 5 1600 plus a Combat Commander T-Shirt

10 Runner ups: We will send Battlezone: Combat Commander T-Shirts to each runner up.



NEW TO MODDING?

Concerned about entering because you’re new to the scene? You can still get involved! Battlezone: Combat Commander has a great modding community with a bunch of helpful members at Discord. We also have some basic guides to modding to help you get started, located here.


COMPETITION CRITERIA

To help with modding, we will be releasing some 3D assets in the near future! We'll make an announcement on all channels with more info in the next few days ;)


How to Submit

  • The competition is exclusive to the Steam Workshop. (Sorry no GOG this time around)
  • Upload your work to the Steam Battlezone: Combat Commander Workshop when it’s ready to submit.
  • Confirm submission providing a link to your mod under the same account, on this Steam Discussions thread. (Please do not use this thread for discussion, it is specifically for mod submission, any other posts will be deleted)
  • If you are selected as a winner we will need to confirm your address, name, age and email-address. We will contact you at a later date to confirm this.


What are the we looking for?

We’re looking for a whole variety of mods, and we want to ensure that both modding masters and cadets are in with a chance of winning so we’ll be judging on many different levels! Some of the main things we’re looking for are:

  • How original is your idea?
  • How creative is your design?
  • Is it fun to play?
  • Does it add to the Battlezone universe or do something completely different?


iscottnoidea

Administrator

Posted 2 months ago

 Hey Vampyr, thanks for the feedback! 

Sorry to hear that the game is intense for your rig, we wanted to bring the game closer to modern day standards graphically, which means it needs something a bit more recent specs wise too. 

I'll raise the AI issues with the Devs and see what we can do.

It sounds like you're playing the game in a really fun way, I've only managed to try it on mouse and keyboard myself, but maybe one day ;D

iscottnoidea

Administrator

Posted 2 months ago - edited 2 months ago by iscottnoidea

 Crashes



- Fixed some crashes in multiplayer that players had reported.


- Fixed a crash when saving on a PC with Russian character set username.


- Fixed taunts crash in German multiplayer games.



Other



- Improved French and German localization.


- Fixed some MPI resync issues.


- Fixed Editor UI overlap caused by widening it earlier.


- Multiplayer orders text is now suppressed from singleplayer games


- Fixed occasional crash in the editor.


- MPI now sorts properly in the server browser


- Adjusted Dark and Core props to better match the terrain.


- Some issues creating FPS drops during attacks have now been fixed


Modding and Mapmaking

User Generated Content - LUA



- Added function based on GetMapTRNFilename that returns the bzn file name. Added so LuaMission can load the correct scripts on maps that inherit terrain.


- Made SetPilotClass() able to clear the pilot class in a ship.


- Fixed incorrect usage of FormatConsoleMessage.


- LuaMission: Fixed crash in Pre* and ObjectKilled/SnipeEjected functions if the Lua script didn't return a valid value.


- LuaMission: Fixed inappropriate use of FormatConsoleMessage. User provided formatted string and no additional values given. AV if for instance %s is in that string.


- Fixed overflow in Lua Print.


- Fixed crash in Lua GetODFString, nullcheck first.



User Generated Content – Workshop Uploader Tool



- Uploader updated with new icon.


- Changed font names in mod examples to match the final font names.

iscottnoidea

Administrator

Posted 2 months ago

 

We’ve listened to your feedback and prepared a patch to address some of those issues. We’ll continue to listen and release patches in the coming weeks, so please keep them coming. Thank you.



Game Changes


Gameplay



- Fixed multiple aiming issues with AI.


- Fixed huge AI slowdown when line of sight to target is blocked.


- Arc Cannon: fixed arc stream sometimes not doing damage to extractors


- Fixed a few minor pathfinding issues, units should be able to travel and find targets more easily.


- Fixed a problem with the font size on the main menu button.



Missions



- Escort: Fixed Rebel Scion team colour.


- The Dark Planet: Fixed facing direction of the ISDF Factory.


- The Dark Planet: Manson now only tells you to get away once the satchel has been set.


- The AAN: Fixed facing direction of the ISDF Factory.


- A Simple S&R: Fixed Shabayev hopping into constructor being interrupted by the user throwing their empty craft in her way, causing mission to fail.


- Braddock: Fixed mission progression if you snipe the enemy tanks instead of destroying them.


- This is Not a Drill: Fixed distance for reaching Manson.


- We Have Hostiles: Fixed a small typo.


- Too Hot: Fixed an infinite loop in Recycler build VO messages.


- Too Hot: Made the script not set the AIP to build a Scavenger if the Scavenger is already around because it was built by the player. This prevents the AIP from queuing an item that can't be constructed in the Recycler Build Process.


- The Wormhole: Fixed final Scavenger not deploying on pool.


- Through the Looking Glass: Fixed Shabayev stutter.


- Through the Looking Glass: Shabayev is now properly named.


- Get Help: Mission now displays the objective for success.


- Rumble in the Jungle: Now displays a red fail objective.


- Payback: Fixed Friendly tanks not dying in the enemy base, and the enemy not shooting at player after Braddock orders them to the Recycler.


- Fanning the Fire: Shabayev can no longer be sniped. Also, we’ve made her not eject a pilot if destroyed.


- A Traitors Fate: Now Manson’s team must also be defeated instead of just Manson.


- Core: Reduced the distance the detection range is for playing the VO, this prevents it from playing when going down the side path.


- Core: Tweaked ambient lighting.


- Core: Fixed Core Power Relay being able to be nudged out of place by explosions.


- Core: Room entry has been made tighter.


- Fixed various instances where code didn't take sniping/taking over an enemy unit into consideration. Fixes a few mission hangs.




iscottnoidea

Administrator

Posted 2 months ago

 

We’ve listened to your feedback and prepared a patch to address some of those issues. We’ll continue to listen and release patches in the coming weeks, so please keep them coming. Thank you.



Game Changes


Gameplay



- Fixed multiple aiming issues with AI.


- Fixed huge AI slowdown when line of sight to target is blocked.


- Arc Cannon: fixed arc stream sometimes not doing damage to extractors


- Fixed a few minor pathfinding issues, units should be able to travel and find targets more easily.


- Fixed a problem with the font size on the main menu button.



Missions



- Escort: Fixed Rebel Scion team colour.


- The Dark Planet: Fixed facing direction of the ISDF Factory.


- The Dark Planet: Manson now only tells you to get away once the satchel has been set.


- The AAN: Fixed facing direction of the ISDF Factory.


- A Simple S&R: Fixed Shabayev hopping into constructor being interrupted by the user throwing their empty craft in her way, causing mission to fail.


- Braddock: Fixed mission progression if you snipe the enemy tanks instead of destroying them.


- This is Not a Drill: Fixed distance for reaching Manson.


- We Have Hostiles: Fixed a small typo.


- Too Hot: Fixed an infinite loop in Recycler build VO messages.


- Too Hot: Made the script not set the AIP to build a Scavenger if the Scavenger is already around because it was built by the player. This prevents the AIP from queuing an item that can't be constructed in the Recycler Build Process.


- The Wormhole: Fixed final Scavenger not deploying on pool.


- Through the Looking Glass: Fixed Shabayev stutter.


- Through the Looking Glass: Shabayev is now properly named.


- Get Help: Mission now displays the objective for success.


- Rumble in the Jungle: Now displays a red fail objective.


- Payback: Fixed Friendly tanks not dying in the enemy base, and the enemy not shooting at player after Braddock orders them to the Recycler.


- Fanning the Fire: Shabayev can no longer be sniped. Also, we’ve made her not eject a pilot if destroyed.


- A Traitors Fate: Now Manson’s team must also be defeated instead of just Manson.


- Core: Reduced the distance the detection range is for playing the VO, this prevents it from playing when going down the side path.


- Core: Tweaked ambient lighting.


- Core: Fixed Core Power Relay being able to be nudged out of place by explosions.


- Core: Room entry has been made tighter.


- Fixed various instances where code didn't take sniping/taking over an enemy unit into consideration. Fixes a few mission hangs.




iscottnoidea

Administrator

Posted 2 months ago

 http://battlezonecombatcommander.com/en/news/202 hope this helps :)

iscottnoidea

Administrator

Posted 2 months ago - edited 2 months ago by iscottnoidea

Hey all,

Here are a few guides and tips for BZ:CC. If you would like to suggest some as a reply, feel free!

Beginners Guide

10 Strategic Tips 

Map Making Guide

Vehicle Guide | Part 1 | Part 2 | Part 3 | Part 4  

Hope they help!

iscottnoidea

Administrator

Posted 3 months ago

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