Battlezone 98 Redux

Battlezone 98 Redux

ISDF Chronicles: Campaign & Mod Pack
Showing 31-40 of 105 entries
< 1  2  3  4  5  6 ... 11 >
Update: 5 Aug, 2024 @ 10:30am

Added strategy version of Chill. Still in testing phase...for some reason ISDF constructor is unable to build buildings in MP modes only.

Update: 4 Aug, 2024 @ 12:44pm

Adding in some more testing items, including multiplayer/strat components.

Service vehicles:
- Now prioritize their follow target if it’s damaged, allowing you to have them focus their healing. If the follow target doesn’t need healing or the truck isn’t following it (sitting idle for example) it just heals the closest damaged target by default as before.
- Healing range extended by +10 M
- Healing slightly buffed (both armor and ammo)

Updated look of Elysium on Mission 7 and 8

Other small fixes.

Added strategy version of Chill. Still in testing phase...for some reason ISDF constructor is unable to build buildings in MP modes only.

Update: 14 Jul, 2024 @ 6:46am

Large update!

  • Redid ISDF Heavy Scout from scratch (fixed MSH importer allowed better porting)
    Turbines spin
    Engines move dynamically with the craft
  • Redid ISDF relay bunker from scratch, uses TCAI geometry/textures (looks much closer to OG BZ2 which is why I like it better)
  • Added JDF faction from BZCC (files only, no content yet)
  • Added 95% complete Hadean race from BZCC (files only, no content yet)
  • ISDF GT’s now engage at over 200 M range
  • Scion GT’s now engage at over 200 M range
  • Mission 15
    Fixed some code to hopefully prevent lag
    Units won’t get stuck on cliff anymore
    View distance reduced to aid frames
    Bunks no longer have infinite health
    All instances of Green ISDF have been swapped to Orange where appropriate (e.g. Manson pilot)
  • Tweaked duration of some songs in music lua that were ending too early
    Also added a few new tracks to the BZ group for shuffle play
  • Snow effects adjusted a bit to include snowflakes
  • Fixed dropship reinforce code in 1 and 8 where if the player handle changed during its descent, it would deploy 40 m in the air and be stuck slowly descending for some time. Now it will be told to keep following the player repeatedly while it is descending.
  • Fixed some bugs in Mission 13
    Bane Guardians not attacking
    Rare lua objective error
    Nav beacon not being removed as objective for direct choice
    Increased Scion missile health so it doesn’t get destroyed as easily
    Spawned a nav beacon at the Scion outpost so you know where to go
    Increased reinforcements that spawn when you go direct
  • Tweaked APC tracker code
    Should correctly move to engage targets beyond 200M if you order direct attacks. Soldiers will redeploy from the APC up to a max of 4 if they die or trail over 250 M behind APC.

    If deployed, APC will engage targets at 300M or less when directly ordered without moving, as its sentry guns have 300 M range. If it is not deployed, it will move to within 200M of the target and then engage to give soldiers the best chance of attacking the target.

    Soldiers will engage same target as APC when it’s deployed, or if they aren’t attacking anything else will join in if APC is attacking something (e.g. a building or something that doesn’t draw normal aggro)
    Soldiers will head back to base when out of ammo (25 shots)

    APC will redeploy troops up to a max of 4 if some or all die, but every 60 seconds so you can’t instantly refill soldier count by undeploy/redeploy
  • Normalized the health values of all Scion person objects (some were too high or wrong)
  • Fixed mission 9 using wrong armory model for the haulable version
  • Fixed material errors in propt.material
  • Added building animations to ISDF Constructor
  • Added latest version of EXU DLL
  • Added ISDF Rover
  • Downscaled all Emissive and Specular textures to save on memory and disk space (units, terrain, etc)
  • Added new ISDF scout cockpit
  • Fixed lava effects timer variables triggering all at once. Lava effects are now more consistent as well.

Update: 6 Jul, 2024 @ 1:45pm

Resetting EXU toggle to off.

Update: 6 Jul, 2024 @ 1:43pm

Changed service truck to "tug" and "minelayer" ai. Works better than scavenger class.
Fixed crash on mission 8.
Tweaked apc tracker Lua so soldiers dont freeze when APC packs up.

Update: 5 Jul, 2024 @ 6:20pm

Fixed super lag in misn 15.

Update: 4 Jul, 2024 @ 7:03am

Fixed pathing for real this time, ai build add buildings were being called in update for 7 and 12.

Update: 4 Jul, 2024 @ 6:26am

Changed green buildings to orange on isdf15
changed mission 13 to use new snow system
fixed pathing on mission 12 for GT's again

Update: 3 Jul, 2024 @ 6:19pm

  • Added a toggle for Extra Utilities. As a reminder, this is a script extender that allows custom functions in this mod pack such as custom gravity (matching BZ2/BZCC), extended smart reticle range, and more accurate custom powerups (like “Gun” class or pilot powerups). Some users have experienced crashing using this, so I globally disabled it until I could look at it again. There is now a file in the mod directory named “0useexu.txt” with a simple line ‘UseExtraUtils: false. Change this to true and the game will load the extra functions. This now allows users to use these custom functions as it enhances the gameplay significantly, but it can be disabled if needed.

    Reimplemented EXU functions into powerup logic, Scion morphing, custom gravity and extended smart reticle (only if you allow it in the preference file and it loads successfully so it shouldn’t error

    This feature is OPT IN, meaning if you want the extra functionality of EXU you need to toggle it on in the file in the mod directory.
  • Adjusted coloring of Triton world
  • Fixed some incorrect powerups
  • Changed pathing on mission 7 and 12 so the gun towers shouldn’t float or constructor doesn’t build on top of another one
  • Added ISDF Angel Bomber
    New weapon: cluster bomb
    Unique VO’s
  • Added ISDF Cricket
    Light Airborne Attack Craft
    New weapons: Scorpion Gun and Scorpion Cannon
    Unique VO’s
  • Added ISDF Fighter
    Fast Airborne Attack Craft
    New weapon: Ripper
    Unique VO’s
  • Fixed not having enough ammo for satchel on mission 10
  • Added ISDF Assault Submarine
    New weapons: Tri-Laser, Horde Rockets
    Unique VO’s
  • Added ISDF Ballistic Submarine
    New weapon: Torpedo Launcher
  • Added Minigun Sentry Buildings
    Automated defensive structure similar to a gun tower. Can hit airborne targets.
    Added to mission 7 surrounding the portal, they also help to take out furies stuck in limbo in the sky
  • Getting Ion Gun II from armory should not crash game
  • Added new weapons
  • Revamped Exhumed units
    Now consistently eject an exhumed pilot (makes them more of a threat, even after destroying the ship)
    Now consistently blow up with the exhumed explosion effects
    Exhumed Hadean ships also eject exhumed pilots now and blow up with exhumed effects
    Ensured consistent sound effects across all units, no VO’s, cloak allowed, changed a few weapons to be more unique. Walker now drops scrap.
  • Redid ISDF Attila walker
    Now uses TCAI Geometry/Texture
    Added separate laser guns above main cannons (also visible from cockpit)
    Walker used to have mismatching geometry that didn’t match perfectly and looked goofy from some angles, this should now look much cleaner
    Better cockpit
    Hitbox matches better
    Added a small ladder on the side (like one of the original models had)
    Green counterpart added
  • Fixed bad geometry on ISDF Rocket Tank, overlapping faces/edges and decreased overall poly count
  • Added Scion bazooka soldiers
  • Added orange ISDF bazooka soldier
  • You can now pilot and use service trucks if you desire. Healing allies is automatic.
    Cockpit added
  • Changed how ISDF APC’s work
    They are now in the defensive menu
    ISDF has no artillery/howitzers, so defensive menu is already quite sparse compared to a pretty cluttered offensive menu
    They now descend to the ground and deploy with the door animation, like a turret.
    They support direct attack orders and if they are >200 M from the target, will first move to within that range.
    The APC deploys 4 soldiers and provides covering fire with its front rotating turret with a long range, low damage sentry gun
    It won’t go back to a barracks to get more soldiers, and will stay in the fight. After some time it can deploy more soldiers, but only if the original group is dead.
    Soldiers will not go back to base and will stay in the vicinity of the APC.
    Soldiers will attack the target the APC has first, if any.
    Soldiers will be ordered to follow the APC if it is undeployed and moved.
    APC now costs 10.
  • ISDF GT now hits its targets with both projectiles instead of missing with half of them
  • Redid ISDF Assault Tank
    Now uses TCAI Geometry/Texture
    Adjusted model to have large hover jets underneath it and removed the big ugly thrusters on the rear
    Added gun hardpoints
    Adjusted hitbox to be more accurate
    Has large thruster jet effects underneath it to convey it’s got some beefy thrusters
    Green counterpart added
  • Implemented weather system from SBPL (Thanks Business Lawyer)
  • Service truck logic
    Enemy trucks now only follow wingmen, turrets, constructors or GTs
    Service truck repair arm now spins
  • HiLo map was revamped to be closer to the BZ2 version, with better fog/sky. Added occasional dust storms.
  • New IA map, Alien Dunes. Fight as ISDF Green Squad vs Exhumed. Added occasional dust storms.
  • Changed Chill to use a new snow system.
  • Fixed Scion artillery shell effects, and extended it’s range (shot speed)
  • Fixed flamethrower being wrong category and using stock powerup
  • Fixed plasma cannon hit effects not showing
  • Scion GT now can aim any direction and hit targets (even ones directly underneath them)
    Weapon changed to more stock arc cannon to compensate for its increased mobility
  • Shield system implemented
  • Morphing
    Still work in progress, but functional.
    When playing as Scions, you can force a ship to morph by targeting it and pressing “c”. Likewise, if you’re piloting a morphable ship, you simply press C with no target. Bear in mind, if EXU isn’t enabled, morphing will result in you being force “hopped out” from your ship and the morphed ship will spawn on top of you. Less than ideal, but no way around it. If EXU is enabled, you will cleanly transition to the morphed ship without hopping out.
    Ships will “morph” into their morphed/assault versions, complete with assault weaponry (like plasma stream). If the Scion ship has an upgraded or different weapon from its stock build, that weapon’s assault variant will be given to the ship upon morph completion. Otherwise, it’ll use whatever is defined in the ODF.
    Ships auto morph based on attack target. The user can toggle AutoMorph on and off, by using cheat code “M” (control + shift + m). If it has attack orders and classlabel is a heavy/slow unit like gun tower, walker, recycler etc it will morph. Otherwise, it remains in combat mode. If AutoMorph is off, the ship will always remain in combat mode unless you manually target it and morph using “c”.
  • Jammer changes
    Now forces a “Stop” command to any enemy unit <300 M in the radius of the jammer. This lasts for 2.5 seconds, as a sort of stun. The enemy unit can then resume normal commands on a short cooldown, long enough to attack the jammer or another enemy but can get stunned again after 10 seconds. This means if your entire army hits an enemy jammer radius at the same time, you’ll lose all control of them for 2.5 seconds. Prioritize that jammer!

Update: 18 Jun, 2024 @ 9:36pm

Fixed Chill not using Jammer and Music modules properly