Battlezone: Combat Commander - Rebel iscottnoidea


Hey all,

We have a new update for you to address a number of the issues in the game that have been raised. We would like to give a special thanks to the Battlezone: Combat Commander community who have put a great deal of effort into helping with this patch and moving it forward.

The update will be going out in 30 minutes from now (3PM BST) and will require a an update download through Steam.


PATCH NOTES

Uploader App Bugs Fixed

  • The app now allows updating the radar mesh in mods
  • The app allows updating/adding movies (ogv files) in mods

Game Bugs Fixed
  • Multiplayer Stutter: During multiplayer games, the more buildings that are constructed, more severe lag occurs.
  • AnimTypes Crash: Frequently occurring in Single Player, Instant Action and MPI, game will crash to desktop.
  • Multiplayer 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 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.
  • Multiplayer Vehicle Info bug: Old behaviour looked for direct Name .inf. This allowed the Multiplayer 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.
  • Multiplayer Chat box - enabled mouse wheel to scroll the chat.
  • Uploader allows .ini, .bik, .ogv, and ihrad00.msh for Addon type mods as these objects are MP safe to modify.
Battlezone: Combat Commander - Rebel iscottnoidea
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:

  • 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.

For any feedback on this patch, please create a post Battlezone:Combat Commander's Steam Discussions (here)

Now for the patch notes!

Uploader App Bugs Fixed

  • The app now allows updating the radar mesh in mods

  • The app allows updating/adding movies (ogv files) in mods

Game Bugs Fixed

  • 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.
Jul 27, 2018
Battlezone: Combat Commander - Rebel Silventus
Hey all,

Following the release of patch 2.0.178 we have fast tracked an additional patch as follows:

• Further reduced the number of resyncs in multiplayer mode.
Battlezone: Combat Commander - Rebel iscottnoidea


It is time to initiate the Battlezone: Combat Commander Multiplayer Free Weekend!

Introduce friends and family to this classic 1999 sci-fi strategy game, by annihilating them on the battlefield!

Both local and online multiplayer will be free across 26th – 30th July 2018. That means you can download AND play the game’s multiplayer mode during that time, completely free - including community-modded multiplayer maps!

For those that have fallen in love with the franchise as much as we have, Battlezone: 98 Redux and Battlezone: Combat Commander will be on sale for the length of the free weekend.

Check out our player guides to up your skills and give your friends some real competition on the battlefield.
Grapekuns Controls Guide
10 Strategic Tips for Survival in BZCC

Let battle commence!

Follow us on Facebook and Twitter to connect with the Battlezone remaster community and keep up to date with the game.
Jul 25, 2018
Battlezone: Combat Commander - Rebel Silventus
Hey all,

Following community feedback we have today released a patch to fix or reduce some reported issues as follows:

• Fixed, strategy games will now end properly.
• Reduced number of resyncs in multiplayer mode.
• Fixed a small pathing bug over bridges for treaded vehicles.
Jul 17, 2018
Battlezone: Combat Commander - Rebel iscottnoidea
Hey all,

The feedback you have given has led to a huge number of improvements. To name some, we have improved the AI's pathing and targeting. Host migration has been added which allows you to transfer the host of a multiplayer game. Additionally, numerous visual improvements have been made that we're sure you will notice! See below for more information.

General
  • Multiple crash fixes
  • Optimisations
  • Improvements to audio
  • Numerous minor mission bug fixes

Multiplayer
  • Many connection and launch failure issues resolved
  • Better handling of NAT so inability to connect will happen less
  • Fixed an issue to allow longer connect times without ping checks to prevent causing a disconnect
  • Host migration allows users to transfer game host to others
  • General multiplayer game kicks fixes
  • Faster refreshes on game lists
  • Servers have been optimised for better performance
  • Scanner: made radar contacts visible and pinged for allied players

Maps and Visual
  • New HD reticules
  • General animation improvements
  • Updated Scion Bazooka and Satchel textures
  • Tweaked ISDF Missile scout animation
  • Removed unused textures
  • Updated ambient wind sound
  • Updated map preview images to match current minimap generation
  • Updated multiple vehicle models
  • Tweaked ISDF Flare mine to delay animation until intended
  • Updated Pluto telephone poles
  • Added dust to Scions
  • Minor tweaks to ISDF dust
  • Multiple texture improvements
  • Fixed animations for ISDF Walker death
  • Improvements have been made to multiple buildings and props to help them blend more naturally with the terrain
  • Numerous polishes to visuals and layout of default maps
  • Improved multiplayer game exits to be cleaner
  • Fixes to UI scaling issues

AI and Vehicles
  • Greatly improved pathing, targeting, and collision of AI
  • Fix tracking of explosions and ordnance
  • Fixed Scion Scout not using Scion Flare mine
  • Added velocity to Torpedo, Snipe, Blink, and generic explosions
  • Recoil adjustments

Modding
  • Fixed other instances of "SolidColorDistance" ODF read typo
  • Fixed missing check for ODF feature "DoBettyAmmo" setting
  • Added new Map Editor Dome preview images
  • Made a bunch of previously-hardwired values configurable for [HoverCraftClass]
  • Added "hole" variants of Dark hole props, for map makers to use
  • Modders can now switch between editor and schematic views properly
  • Added new Sky Domes to the map editor Dome model list, and new previews images for them
  • Mods/Addons pages use a more suitable background
  • Added support for ODF parameters to control how far a recoil piece slides backward/forwards
Battlezone Gold Edition - contact@rockpapershotgun.com (Dominic Tarason)

Battlezone: Gold Edition

Those without fancy VR future-goggles can now enjoy the neon tank-wars of Rebellion’s Battlezone. While I’d assumed that the Gold Edition update for the game would be a separate release or some manner of paid upgrade, I’m happy to be wrong here. Today, the Gold Edition rolled out as a free update to all existing players, opening the door to a whole new set of players.

(more…)

Battlezone: Combat Commander - Rebel iscottnoidea
The Battlezone: Combat Commander Modding Competition is over, and the winners have been decided!

We've had a lot of fun trying out the entries, and we appreciate the work put in to creating these. Thank you all for your work and we look forward to seeing what changes or other creations you may do in the future.

If you're interested in seeing the prizes, click here.

Note: Bit of a tweak to the original rewards. The AMD CPU's are now upgraded versions. The people receiving CPU's will now be receiving an AMD Ryzen™ 5 1600X which is a slight boost to performance.

Now for the results!


1st Place

Nielk1's Game Mode: Reactor Wars.

https://steamcommunity.com/sharedfiles/filedetails/?id=1364727893

2nd - 5th Place

In no particular order:

Rocket3497's Rockets Recy Var

https://steamcommunity.com/sharedfiles/filedetails/?id=1366290967

ScrapPool's Biometal Recycler Variant and Mod Pack

https://steamcommunity.com/sharedfiles/filedetails/?id=1368109534

Jack's Researcher Recycler Variant

https://steamcommunity.com/sharedfiles/filedetails/?id=1368191419

JJ's MPIExpansion

https://steamcommunity.com/sharedfiles/filedetails/?id=1368597941

Runner Ups

Katherlyn's Greenheart 1.3 Assets

https://steamcommunity.com/sharedfiles/filedetails/?id=1362492891

DayStar's MPI map pack

https://steamcommunity.com/sharedfiles/filedetails/?id=1359033112

BioMetalical's ISDF Tank: Enhanced Design

https://steamcommunity.com/sharedfiles/filedetails/?id=1346363186

Ekse's Alt Crosshairs

https://steamcommunity.com/sharedfiles/filedetails/?id=1366685590

Maziz's Black Dog Warrior

https://steamcommunity.com/sharedfiles/filedetails/?id=1368159771

Bob the Blue blob of goo's Centerline's Map Pack 1

https://steamcommunity.com/sharedfiles/filedetails/?id=1368408304

(It seems Steam only displays the first 10 workshop links, sorry Bob!)

Prizes will be sent out soon.
Battlezone: Combat Commander - Rebel Boomkin
Hey everyone!

Join us for another exciting mission from the Battlezone: Combat Commander campaign!

Of course, we will be playing it on HARD difficulty because we are not scrubs, but that doesn't mean things can't (probably will) go wrong...

Date: 25/04/2018

Time: 6PM UK / 1PM ET / 10AM PT

Watch the stream over at https://www.twitch.tv/rebellion_official

Battlezone Gold Edition - contact@rockpapershotgun.com (Dominic Tarason)

Battlezone: Gold Edition

You wait forever for a Battlezone game, and suddenly two roll up at once. Mere weeks from the release of Battlezone: Combat Commander, Rebellion have the confusingly named Battlezone: Gold Edition lined up for launch on PC at the start of next month. Completely unrelated to the recently-remastered RTS/shooter hybrid series, this is a port of the PlayStation VR arcade tank shooter from last year, although our version will make the fancy space-age headgear optional.

(more…)

...

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