Battlezone: Combat Commander remasters FPS-RTS classic Battlezone II with slick new visuals, brand new achievements, Steam Workshop support and much more! The solar system is at war. Take command.
Hey all,
We have a Beta mode available for a current patch we intend to roll out in the near future. If you'd like to join in you can do so by the following steps:
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[*] Right click Battlezone: Combat Commander in your Steam Library
[*] Click Properties on the pop up menu
[*] Click on the BETAS tab the window that appears
[*] In the dropdown box, select "beta-patch - Open beta patch"
[*] Steam will update the patch and the game should then be possible to run
[*] Don't forget to unselect the beta option using the same steps as above when you're done with this branch.
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For any feedback on this patch, please create a post Battlezone:Combat Commander's Steam Discussions ([url=https://steamcommunity.com/app/624970/discussions/]here[/url])
Now for the patch notes!
[u][b]Uploader App Bugs Fixed[/b][/u]
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[*] The app now allows updating the radar mesh in mods
[*] The app allows updating/adding movies (ogv files) in mods
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[u][b]Game Bugs Fixed[/b][/u]
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[*] MP Stutter: During multiplayer games, the more buildings are constructed, the more severe a hiccup lag every second occurs.
[*] AnimTypes Crash: Frequently occurring in Single Player, Instant Action and MPI, game will crash to desktop.
[*] MP AI Warping: Warping caused by AI evasion has been removed, so warping in general is reduced
[*] Recoil Anim Bug: ISDF Attila Walkers, or mod units with multiple weapons linked that use the same recoilName, the recoil slides backwards but becomes permanently stuck recoiled. This means the recoil/weapon emitting hardpoint moves progressively further and further away from it's original location the more the weapon is fired.
[*] TurretTank Deploy Pathing bug: When a TurretTank is deployed, it labels that areas as impassable to AI. When it packs up and moves, it forgets to clear that blocker. This exploit allows people to use Turrets to permanently cause AI Pathing issues on maps.
[*] Extractor Destruction Bug: If a Scavenger deploys on a Pool that has a Prop nearby, it can occasionally accidentally save the Prop as it's object instead of the Pool. This means when the Extractor is destroyed, it puts the Prop back instead of the Pool, permanently deleting the Pool from the map and ruining the balance of the game.
[*] Scavenger Deploy Stuck bug: Occasionally a Scavenger can become permanently stuck in an incomplete Deploying state while trying to deploy on a Pool.
[*] Lua Write explicit: Lua Write function can backtrack directories, allowing the user to go outside of the Combat Commander Docs directory.
[*] Map Upscale Crash: If a map has a non-square size, it crashes when upscaling from old TER formats. Rows/Columns are counted backwards.
[*] sniper transition/animation is more robust, especially in the case of bouncing while deploying.
[*] Prop Ambient Sound bug: Ambient Sounds on non-powered Props not working.
[*] Alt Tab Tolerate kick bug: Alt Tab Tolerate feature not working. Anything other then -1 (Off) instantly kicks the client instead of waiting the appropriate number of seconds.
[*] Strategy FFA: When the player has Allies it won't properly reserve the number of F-Slots for Players. An AI unit can get stuck overlapping a player in group slot F7-F10. This will cause these units to become unselectable until the Player in that slot leaves the game.
[*] Old maps with pbtunn03 crash in BZCC on load. The ODF needs a setting to loadAsDummy since the classlabel changed.
[*] A deployed constructionRig doesn't have its TLI reset when deployed which can cause AI units to have difficulty hitting one when it deploys.
[*] Hovercraft velocity 0 crash: If a mod sets morelike12physics to true, and velocForward to 0, the game will crash from said unit. It does not crash with out the morelike12physics setting.
[*] ConstructionRig with velocity of 0 will crash.
[*] Strategy FFA Shell UI: Some settings are not properly triggered (set/limited) for FFA mode. Alliance slider default values/ranges
[*] Instant Action Shell UI: When you go to "Extra Options", then go back to map preview, any settings you changed in Extra Options get reset.
[*] Recycle point offset: Recycle point calculation not properly scaled when Terrain resolution was upscaled.
[*] ISDF04: If the player sits inside the Recycler's Dropship, it won't take off and causes a progression blocker since Scavenger gets Stuck inside of it.
[*] ISDF06: Player gets 2 bombers.
[*] ISDF12: AI Pilots can easily steal the starting empty ships near players base as beginning, making mission very difficult to start off.
[*] ISDF17: If the player enters the CORE room then leaves without destroying the CORE, the collapse/earth quake still triggers.
[*] Console game.whattime bug: The time readout from whattime is only correct at 10 TPS. Other TPS causes different readout.
[*] Session Failed Bug: Session joined Failed reason always logs the same ERROR code. Logging was before the "reason" variable is set.
[*] MP Vehicle Info bug: Old behaviour looked for direct Name .inf. This allowed the MP shell UI vehicle description to be different from the in game info key card. New behaviour now only uses the in game info key card description.
[*] Possible failed NULL checks in a few places that checked for Collmap collision objects.
[*] A few places that LOG to console have incorrect names in their log info, from copy/paste errors.
[*] Walkers check their velocity for if they're walking against absolute 0. Floats are rarely absolute 0.
[*] CMD_SEND_RELOAD / CMD_SEND_REPAIR: These check if the Armoury "isBusy" but that definition is left over from BZ1, it doesn't work in BZ2.
[*] Listboxes/Checklists attempt to set an invalid Style "sunkenframe" on them.
[*] RecyclerVehicleH doesn't get checked for scrap generation priority like the rest of scrap things.
[*] Rend7_s texture is rotated wrong.
[*] ISDF Rifle/Shotgun do not play all animations
[*] Assault Chaingun ground explosion does not play sound
[*] TPS Related bug with MAGG Cannon. Tapping the trigger used to not cause the weapon to fire. BZCC TPS changed and this caused a change in behaviour.
[*] BZEditor_stars.cfg: UI has invalid scope at end of file, causing "unknown command: OnEvent" in console when Editor is opened.
[*] DM MAP inf files have a typo, ivar8 isn't set because it's accidentally included in the previous line.
[*] Lua Mission: Misc bugs, 2 functions are missing a feature, one has incorrect default parameter. Also added some more constant strings for easier use.
[*] MPI Scrap Cheat still gives scrap even if setting is 0.
[*] Instant Action scrap cheat not scaled properly with TPS.
[*] Building AmbientSoundDist scaler feature doesn't work since Nathan's re-write of Audio system.
[*] A Tugged construction rig gets stuck in the air when it deploys, and it's velocity isn't reset, causing it to fly off when it undeploys.
[*] If you set a deployable unit as not Tuggable, after it deploys and undeploys, it's set as Tuggable even though ODF specifies never tuggable.
[*] Service Truck AoE healing doesn't take ServiceAllies into account.
[*] Teamfilter added for Flaremine. This parallels all similar Teamfilter settings on other weapon(s).
[*] ScriptUtils callbacks for Getting current Emitter Mask settings on an object. These parallel the Set emitter mask functions.
[*] Craft EjectVelocity setting. Allows mods to control how fast a pilot ejects out of a craft.
[*] Blink groundSpriteColor setting. Allows mods to change the colour of the Blink Ground Reticle.
[*] New LISTBOX Style "ScrollSelection" setting to restore old behaviour of scrolling Selection. This changed in BZCC to only scroll the scroll slider by default.
[*] New Tracked ConstructionRig class object.
[*] Option for Torpedo to switch between high and low flying physics.
[*] MP Chat box enable mouse wheel scrolling the chat.
[*] Uploader allow .ini, .bik, .ogv, and ihrad00.msh for Addon type mods as these objects are MP safe to modify.