Battlezone II: Combat Commander - game update v.1.3.6.4c beta - Download
Game update (patch) to Battlezone II: Combat Commander , a(n) strategy game, v.1.3.6.4c beta, added on Tuesday, July 9, 2013.
file typeGame update
file size5.2 MB
downloads1056
(last 7 days)1
last updateTuesday, July 9, 2013
Report problems with download to [email protected]
version 1.3.6.4c beta
Changelog:
- If *Prefs.ini::VerboseLagInfo is on, then denied joiners (e.g. game
full, in banlist) will have a reason printed to the ingame message
box. The message to battlezone.log has been expanded, but it was
always there. [NM]
- Publishes to RakNet master servers more frequently when in shell.
This will give more reliable info about the game to prospective
clients when the server is behind a NAT. [NM]
- Tweak for bugzilla #564. Tweaked MPVehicles/autoreg code to use more
modern strings. Can't seem to repro #564 anymore -- enabling both
Thunderbolt and Default ISDF, and choosing each one spawns the correct
ODF in a DM. Did also put a warning on the thug commander recy variant
description that it is best played with people one knows and
trusts. [NM]
- Banlist.ini now populated with list of proxies from
atabase_reports/Range_blocks" target="_blank">http://en.wikipedia.org/wiki/Wikipedia{5...ts/Range_blocks .
That's 770 entries. Parsing that at startup and on joins ought to be
fast enough; if not, let me know. [NM]
- Fix for bugzilla #568 - function signature for DLL SetLabel()
function in code matches header. [NM]
- Fix for exploit in thug recy variants. Added to ODFs:
[BuildingClass or TurretCraftClass]
CanAlliesDemolish = false
If this is set to false (default), then construction rigs should
not be able to demolish something on an allied team. They should still
be able to demolish something on the exact same team, or on enemy
teams. Compiles, but is untested. [NM]
- Bumped the height of the full build installer window by 16 pixels.
Some were complaining that the window contents were offscreen. Never
seen here -- probably some custom Windows font/window sizing options
that I don't use -- but it was a trivial change. [NM]
- Allowed DLLs to pick what happens on a snipe. New behavior for
Strategy02 / StratCTF / MPI DLLs: if friendly fire is off (i.e.
ivar32 == 0), then snipes of a same/allied team unit will not kill the
pilot.
This friendly fire snipe fix involved creating new optional
callbacks to the DLLs so that DLLs can subscribe to notices of
ordnance hitting objects and/or notices of snipes. Both callbacks
should expose the exact odf of the ordnance involved, etc. These
callbacks are always set up by DLLBase, so derived classes just need
to implement the virtual fuctions as desired. Right now, calls are
made to DLL in lockstep and visual worlds; if this proves to be a
performance hit, I might make it lockstep only.
Also added, to ODFs:
[CraftClass]
CockpitSniperRadius = 1.0
This should allow modders to tune how snipeable each craft is. If
the sniper shell lands within CockpitSniperRadius of the target point
(in 3 dimensions), it is treated as a snipe. Smaller values for
CockpitSniperRadius will make it harder to snipe - do test to see that
it is still possible to snipe after tweaking this value. [NM]
- Fix for bugzilla #564 - delete Default ISDF/Scion entries from
MPVehicles.odf, as they're now dupes. DMVehicles.odf is where the
Default ISDF/Scion entries still live.
- Last update: Tuesday, July 9, 2013
- Genre: Strategy
- File size: 5.2 MB
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