![]() ![]() Some say that to this day he is still fixing things. Jayden - Scion models and textures as well as world assetsīlackDragon - Numerous bug fixes to missions and even mod features no one had even used yet. Also provided some stand-in models based on his BZ2 Remodeled mod that didn't make it to the final version but all the same were very helpful. Those community members that were able to become primary contributors are:Ĭoxxon - ISDF models and textures and some world assets. (The only thing from my write-up they couldn't do was my suggestion on how to handle map/mod dependencies, but what we did get allows us to get the same effect if we just cooperate as modders.) The write-up had a few possible levels of support and they pulled off the 2nd to top one even adding the "addon" type mod system which resembles my old "Local Mod Manager" for BZ2. The modding system even managed to retain the full range of capabilities the original game had based on a write-up I made for them. Honestly I think it's a labor of love and it turned out quite good. A huge number of modding feature improvements and fixes to broken modding features (things not used by the stock game) were handled by a third long standing community member. The number of bugs fixed from the old 1.3 patch is insane and it is truly impressive that all the artwork was redone by just 2 community members with a long lasting love for the game. Ken worked on the remaster, as did a number of community members many of which have been around for at least a decade before that. The rest are just the usual inflated self-pleasuring egos. The only good people who worked on BZ were Nathan Mates and Ken Miller who worked on 1.3 before all this shiny garbage. Originally posted by Red_Devil:The latest is just shiny garbage, so 3 would just be shinier garbage. Which is in part I feel why the community is so small. It would be nice if some things could be started from scratch coding wise and still give us the game we enjoy now without some of those glaring issues we have to just overlook to enjoy. Overall there is just so much that barely works. Perhaps some complex destructible structures, large bridges, skyscrapers, not as detailed as modern fps games, but still somewhat of an extra dynamic.įlawless demo recording or maybe just built in spectator, I know some coders have made some pretty damn good dll's for this but for the game to just come like that would be amazing, ![]() and seamless transitions, being half way through a portal could mean you are in two places at the same time and attack-able at both spots :O I'm not sure if you've ever played Serious Sam the first person shooter but they had some really nice portal graphics, seeing whats on the other side like looking through a window. Instead of a simple hover height line in a odf, something more organic.Īnd teleportation portals. Something I used to doodle while waiting for bz2 to come out back in the day :PĪlso things that aren't just hacks of other units like air units. Same could go for far better integration of tunnels.Ĭatacombs and natural formations could look really neat. In some cases they might go the long way and end up at the back of their base. The rest of the game play would remain unaltered except for running someone to a edge or corner wouldn't work. It wouldn't necessarily be perceptible unless you hovered up for a bit. Where you actually loop around a sphere like a small moon It began development in fall 2001 and achieved its first release on February 28 2004, and has since provided major fixes, added content and, more recently, completely overhauled the graphics and multiplayer matchmaking systems.įull changelogs for each version can be found in the "\Extras\Changelog" folder of a Battlezone II 1.3 installation.Without really going to far off on a tangent. No information that is not already public knowledge is contained within, and none may be added.įor the patch for Battlezone, see 1.3 Patch (Battlezone).īattlezone II 1.3 (typically referred to simply as 1.3 or the 1.3 patch and initially developed as 1.21) is an unofficial patch created by Nathan Mates and Ken Miller with the assistance of the 1.3 Test Team. This article's contents are affected by the informal confidentiality agreement between the 1.3 patch team and its developers. This article is affected by the confidentiality of the 1.3 patch. ![]()
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