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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

downloads1046

(last 7 days)0

last updateTuesday, July 9, 2013

Free download

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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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