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Battlezone II version 1.3 Tech Alpha 5 has been released.Battlezone II version 1.3 Tech Alpha 5 has arrived. See below for a list of new features. If you wish to download it, see the following set of links:
If you want to comment on this patch, you can find community boards here
For the paranoid, the md5sum checksums on the
files are Legal disclaimer: The Battlezone II 1.3 patch comes with no warranty, to the extent permitted by applicable law. Except when otherwise stated in writing the copyright holders and/or other parties provide the package "as is" without warranty of any kind, either expressed or implied, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose and the accuracy of the information contained within it. The entire risk as to the quality and performance of the package is with you. The 1.3 patch has been in development since September/October 2001, headed by two programmers who had worked on the original Battlezone II team: Ken Miller & Nathan Mates. (In January 2009, Ken Miller moved to Armature Studios, but Nathan Mates has remained employed by Pandemic Studios, which was acquired by Electronic Arts in early 2008. We're working on other titles as our day jobs; Battlezone II patches are done in our spare time.) The major improvements of 1.3techalpha5, compared to 1.3pb4a are:
For now, this patch will be pretty much English-only. If you have a foreign (French or German) version of BZ2, this patch will replace a lot (but not all) of the files used to display text ingame with English. Voiceovers and other sound effects will remain in the installed language. A translated version of these text items may happen at a later time. A special note: one of the bugs fixed is the infinite flying bug present in BZ2 1.0 - 1.2. This was removed because it is considered to be a bug by those of us who worked on BZ2 from the beginning. It is not due to complaints from "newbies" or the like. Certain people certainly feel strongly about this. Fine. Please realize that feelings are not an argument. Whining about this will not change anything-- we've heard such complaints for years, and your comments will only serve to harden our resolve in this.
Why is this patch labeled 'Tech Alpha'?Previous 1.3 releases were labeled 'public beta'. This is a 'tech alpha' because of the nature of the changes to BZ2. In short, because the graphics engine was rewritten to use the DirectX 9.0c fixed function pipeline, extensive work was done. From my professional work, as well as from reading about the PC Games Industry, ensuring compatibility with all of the myriad graphics cards and thousands of possible drivers is a really tough problem. Beta testers for this release have ensured that the game runs on their systems. However, we can't be sure that their systems cover the spectrum of hardware and drivers out there. If you've got a system like one of theirs, things will probably work as well for you as it does for them. If you've got a more unique set of hardware or drivers, results are not guaranteed. Until a larger community has run 1.3techalpha5 for a while, we would rather be safe and call this 'alpha.' If it works for you, great. If not, please drop by http://www.bzuniverse.com/forum and help us improve it.
Compatability w/ previous BZ2 versionsSome notes on compatability w/ previous versions:
Requirements for this patch:HD Space:The 1.3TechAlpha5 patch is currently about a 90MB download, with the bulk of that coming from additional maps, as well as updates to all the textures. Since 1.3pb4a (the last public release), 22.5MB of Microsoft redistributable files (DirectX and Visual Studio 2008SP1) have been added, and 17.5MB of pre-ripped CD audio tracks have been added to the patch. The 1.3 download is designed to upgrade any previous version of BZ2 (1.0-1.2) to 1.3. Approximately 200MB free HD space is required to install this patch over and above the disk usage of your existing BZ2 install. So, at least 250MB free HD space is required to install, 300+MB of free space is really recommended. If you're under 300MB free HD space, it is highly recommended that you get another HD. BZ2, like all Windows apps, uses your HD as swap (pagefile) space if your physical RAM is exhausted. You should have at least 100MB free (250MB recommended) on your HD before starting BZ2. The 1.3 installer can be deleted (or moved to another system, drive, CD backup, etc) before running 1.3 to get a bit more space. A separate 1.3 directory is the preferred method of installing 1.3, as it helps gets rid of any debris left over from broken MODs that installed themselves into the data directory, doesn't have any compatibility issues with MODs not yet updated for 1.3, and gives you a clean slate to begin with. If you take this route, you should have at least 650MB of free HD space before starting the separate install is required -- doing some tests here, an install of 1.3TechAlpha5 over a BZ2 1.0 install from CD took a total of 580MB, not counting the installer.
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Audio:
Operating System, DirectX: System Recommendations for this patchMost testing and development of 1.3 has taken place on machines with at least a 500Mhz processor, 256MB ram, and a GeForce or better video card. This may be a good baseline; 1.5Ghz, 512MB ram, and a GeForce 2/Radeon 7200 or better might work even better. With Vista/Win7, at least 1GB of memory is recommended.
What uninstalling 1.3?Sorry, there is no uninstaller for 1.3 specifically. For this reason, it is recommended that you reinstall BZ2 into a separate directory specifically for 1.3, and apply the 1.3 patch to that directory. There is no need to install any other patches (e.g. 1.2) before installing 1.3 -- there is only a cumulative patch able to upgrade any 1.x release of BZ2 to 1.3.A sepatate 1.3 directory is the preferred method of installing 1.3, as it helps get rid of any debris left over from broken MODs that installed themselves into the data directory, doesn't have any compatability issues with MODs not yet updated for 1.3, and gives you a clean slate to begin with. If you take this route, probably 500-600MB of free HD space before starting the separate install is required. What new options are available with DirectX 9?There are a lot of new options for graphics -- the entire graphics options page has been reorganized and new options added. Here's a short rundown of the new and/or changed options:Reflections Note - this option will disappear if your selected 'Depthbuffer format' (right column of graphics options, see more below) doesn't have stencil capabilities. This option can be turned off and on at will, and may be auto-disabled during network games if your framerate isn.t high enough. Texture size Changes to this option require quitting and restarting BZ2. Wait for VSync (left column, near the bottom) Vertical Sync (VSync) is a way to either optimize for framerate or quality. There are two options: 'Off (fast)' and 'On (no tearing)'. This replaces the console 'vid.waitretrace' console command, and other ways to turn vsync off/on. When vsync is off, then it runs faster -- as soon as a frame is ready, it's sent to your screen. When vsync is on, then it waits for the next time your monitor has finished presenting a frame, and then presents that frame. That is obviously slower due to the wait, but prevents some 'tearing' when you see part of one frame, and part of a second frame. The 'refresh rate' option (right column, see below) is how long it'll have to wait. Changes to this option require quitting and restarting BZ2. Anisotropic Filtering (left column, near the bottom) This option will disappear if your card says that it can't do any anisotropic filtering at all. This is a horizontal slider, going from 0 to the maximum value your card supports. 0 means 'off', and is the fastest. Higher values increase quality of triangles that rotated relative to the camera, especially the terrain. You can adjust anisotropic filtering in realtime to see its effects -- try launching an Instant Action mission, and adjusting the anisotropic filtering slider while looking at the terrain. Video adapter (top of right column) This will list all monitor(s) connected to your system, and what graphics card is driving them. If you have only one monitor in your system, then there will only be one option in here, and not changeable. Changes to this option require quitting and restarting BZ2. Video Mode This has a list of graphics modes (resolutions) that can be run on the selected monitor. Minimum supported resolution is 640x480. Changes to this option require quitting and restarting BZ2. Refresh Rate This controls how fast your monitor refreshes, in hertz (times per second), and can vary based on the video mode selected. If you have a Cathode Ray Tube (CRT, tube) monitor, you will usually have more options in here. LCD screens will typically only refresh at 60 hertz. Changes to this option require quitting and restarting BZ2. Video Adapter Format This controls how many bits per color are used when the screen is presented to the user. The default, 24-bit color, is fine for most users; 16-bit color will tend to produce banding. The abbreviation after the format name (e.g. 'X8R8G8B8') is the order of the colors, and how many bits are given to each. For more information on these abbreviations, see http://msdn.microsoft.com/en-us/library/bb172558(VS.85).aspx . Changes to this option require quitting and restarting BZ2. Backbuffer Format This controls how many bits per color are used in the intermediate buffers while the frame is being rendered. The default is fine for most users. See the description and link under 'Video Adapter Format' for that the abbreviations after the name mean. Changes to this option require quitting and restarting BZ2. Depthbuffer Format This controls how many bits per pixel of Z-buffer are available, and optionally, how many bits for stencil buffers are available. The default of '24 bits Z w/ 8 bits for Stencil' is recommended for most users. If a mode without stencil bits is selected, then reflections will be unavailable. Reducing your Z depth to 16 bits may slightly increase framerate at the cost of some visual artifacts -- experiment to see what this does. See the description and link under 'Video Adapter Format' for that the abbreviations after the name mean. Changes to this option require quitting and restarting BZ2. Multisample Type This is a choice of what multisampling antialiasing (MSAA, also sometimes known as fullscreen antialiasing, FSAA) is set. The choice of 'None' (default) disables MSAA. There may be more options in this list based on what your graphics card supports at the given video mode/refresh rate/formats picked above. In general, the higher the setting (lower down in the list), you will see better results onscreen at the cost of some framerate. For more information on these modes, see http://msdn.microsoft.com/en-us/library/bb172574(VS.85).aspx . Changes to this option require quitting and restarting BZ2. Multisampling Quality For the given multisample type, you may have one or more options for the quality level applied to it. There may be more options in this list based on what your graphics card supports at the given video mode/refresh rate/formats picked above. In general, the higher the setting (lower down in the list), you will see better results onscreen at the cost of some framerate. Changes to this option require quitting and restarting BZ2.
Will I get a bajillion FPS with 1.3 like I do with game XYZWith 1.3TechAlpha5, you just might. 1.3TechAlpha5 finally adds in support for DirectX 9 and hardware Transformation & Lighting (commonly abbreviated 'T&L'). Support for that means that such work is offloaded to your graphics card, freeing up your CPU to be able to do more work. 1.3 also has a few speed optimizations in place, most of them not in the graphics code-- AI overbuild (which should be fixed) can cripple your FPS, but isn't graphics code related. Since 1.3pb4a, an additional requirement of a CPU that supports Streaming SIMD Extensions (SSE), which was introduced with Intel's Pentium III family, and AMD's Athlon XP family. (And, later CPUs from them supported SSE as well.) Testers have noted that this produces a noticeable framerate boost -- not to stratospheric framerates, but definitely better than before SSE.Further note - some graphics options, like local fog and reflections will definitely affect your framerate. Reflections, if enabled and the current map has water, will cause the entire world to be drawn twice -- once upside down in the water view, and once normally. That doubles the amount of work for BZ2 (figuring out what to draw, and telling DirectX about that), and doubles the work for DirectX 9 (the drawing). Thus, enabling reflections can and will drop your framerate. Local fog submits many transparent polygons in order to provide a hemisphere of fogging over an area. BZ2 1.0-1.3pb4a did local fogging purely on the CPU; this can't easily be replicated with the 'fixed function pipeline' in DirectX 9. Thus, many transparent planes are drawn in order to draw something of a parallel effect. This will almost certainly reduce framerates when local fogging is enabled, and you are looking at such a region. Also, turning on anisotropic filtering and/or multisampling antialiasing (MSAA) from the graphics options page will increase quality at the cost of framerate. (Anisotropic is generally cheaper than MSAA, I think.) Anisotropic filtering improves the look of triangles that are relatively perpendicular compared to the camera -- e.g. the terrain. If MSAA is set to anything above 'none' makes your card draw everything at a higher resolution than what is displayed, and then scale it down before drawing. This can drastically increase the load on your video card. As above, higher values for MSAA setting and quality will make things look better while reducing framerate. Lower MSAA setting & quality will make things look a little worse, but increase framerate. MSAA settings can't be changed without quitting restarting BZ2.
What about my overclocked system?As noted above BZ2 puts much more work on your CPU than some other games. That amount of stress may expose faults in your overclocked setup far earlier than other games may do. If you are experiencing problems, then please try temporarily undoing your overclocking, and rerun BZ2. If the problem goes away, then the problem has been isolated to the overclocking, and not BZ2. No two applications use the same parts of the CPU, memory, etc, and "stability" in one application does not guarantee it being in all applications.
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nathan@visi.com