Deactivating the Battle View (from the psx version)
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Chojun
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Re: Deactivating the Battle View (from the psx version)
Perhaps the up arrow would be a good start.
In other news, it looks like my rank on these boards has become "Private." Could someone please change it back to "Uninformed Newb" ?
In other news, it looks like my rank on these boards has become "Private." Could someone please change it back to "Uninformed Newb" ?
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
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Rman Virgil
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Re: Deactivating the Battle View (from the psx version)
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* Don't know if this is of any help or relevance to the paucity of key-mapings but.....
* How I use the presently crippled PC ver of the "Drive" feature (for machinima shooting) is to 1st select the unit, press the space-bar & waypoint.
* * The problem is that between Waypoint A & B the unit "Drives" like it's wildly "intoxicated" weaving left & right.... like a drunk-driver & thus you cannot control the camera PoV.
- RV
EDIT: ** That last statement about "camera control" needs a little clarification. For the purposes of Machinima or Screen Caps there are ways to attain some purposeful control but in combat gameplay not at all.
* Don't know if this is of any help or relevance to the paucity of key-mapings but.....
* How I use the presently crippled PC ver of the "Drive" feature (for machinima shooting) is to 1st select the unit, press the space-bar & waypoint.
* * The problem is that between Waypoint A & B the unit "Drives" like it's wildly "intoxicated" weaving left & right.... like a drunk-driver & thus you cannot control the camera PoV.
- RV
EDIT: ** That last statement about "camera control" needs a little clarification. For the purposes of Machinima or Screen Caps there are ways to attain some purposeful control but in combat gameplay not at all.
Last edited by Rman Virgil on 02 Nov 2007, 17:58, edited 1 time in total.
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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doom3r
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Re: Deactivating the Battle View (from the psx version)
i think the best idea is to use the w-a-s-d keys (like in a fps) while you press the ctrl or alt key or something.
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psychopompos
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Re: Deactivating the Battle View (from the psx version)
i wondered why this diddnt work.
if while in the direct mode the key-map changed/deactivated, you could use the arrow keys for movement and A,S,X,Z, for the turret or "F" for the auto target thing from psx
by the way, what is "MP Saving"?
if while in the direct mode the key-map changed/deactivated, you could use the arrow keys for movement and A,S,X,Z, for the turret or "F" for the auto target thing from psx
by the way, what is "MP Saving"?
MOTHERBOARD - MSI P7N PLATINUM¦-¦PROCESSOR - C2D E7300 @ 4.00GHZ
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MEMORY - 4 Gig (2x2gig) ddr2 1066mhz¦-¦OPERATING SYSTEM - WINDOWS 7 (ULT)
GRAPHICS - BFG GTX 260 OCX (requires ForceWare drivers for good openGL)
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doom3r
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Re: Deactivating the Battle View (from the psx version)
MP save is like saving a skirmish game played online in multiplayer
Last edited by doom3r on 10 Nov 2007, 20:06, edited 1 time in total.
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Deus Siddis
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Re: Deactivating the Battle View (from the psx version)
I really don't think this would be an issue. At worst, there would be no default keymapping for these controls, so players who wanted to be able to drive would have to reassign some keys for this purpose, from the probably vast quantities of hotkeys they don't use anyway.Per wrote: I did actually look into it, because I visited the relevant code for other reasons, quite recently. The code to drive the car probably all still exists, but the key mappings are used for other purposes now. Worse, so many key mappings have been put to other uses, there are not many available for driving. Not that I know which keys you would drive with, if it were to be reimplemented.
"d - view all unassigned" Is an example of a completely useless command that I personally would put on the chopping block.
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NEXUS
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Re: Deactivating the Battle View (from the psx version)
Hello, I would love it if some one could find out how, to re-activate these features, as I love to drive the units around the map on the PSX version, and also the battlemap view is very usefull.
My nicknames - Mattbrit -> TankMaster -> Dr Reed -> ??? 
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Deus Siddis
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Re: Deactivating the Battle View (from the psx version)
It would be nice if someone with the C and WRP experience to reactivate this code, did so, even if without it being part of the default key mapping at all. It would be simple for end users to use the ingame key configuration menu to allocate whichever section of the keyboard they felt was appropriate to this feature. 
It would also help Warzone compete with Spring for the position of ultimate open source RTS.
It would also help Warzone compete with Spring for the position of ultimate open source RTS.
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Buginator
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Re: Deactivating the Battle View (from the psx version)
I found the code in the source, but why was it never 'enabled' on the PC? If it was a cool feature, you have to wonder why only on the PSX?Deus Siddis wrote: It would be nice if someone with the C and WRP experience to reactivate this code, did so, even if without it being part of the default key mapping at all. It would be simple for end users to use the ingame key configuration menu to allocate whichever section of the keyboard they felt was appropriate to this feature.
It would also help Warzone compete with Spring for the position of ultimate open source RTS.
They have 2 different routines for each platform, so maybe the devs had a good reason for this?
Can whoever post some screen shots on how it looked like?
Last edited by Buginator on 29 Nov 2007, 00:48, edited 1 time in total.
and it ends here.
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Deus Siddis
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Re: Deactivating the Battle View (from the psx version)
The TC posted a screenshot on the first post in this thread, though you probably will not be able to tell the difference between this and ordinary chase view from a still.Buginator wrote: I found the code in the source, but why was it never 'enabled' on the PC? If it was a cool feature, you have to wonder why only on the PSX?
They have 2 different routines for each platform, so maybe the devs had a good reason for this?
Can whoever post some screen shots on how it looked like?
The reason it was not implemented on both systems is unclear. It might have been because they were worried that the idea of combining rts with a light action element might not sell with people, except on consoles where rts' did poorly and most everything was action oriented. Remember this was only some months after Battlezone 1 was released with its Action/RTS hybrid gameplay that Warzone 2100 launched. It is also possible that they thought it was a cool and innovative feature that they planned to add to both versions, but after Battlezone's release, they felt they couldn't compete and were better off without PC gamers comparing its drive mode to Battlezone's more advanced action gameplay. Console gamers didn't have access to Battlezone (at least not on the playstation I don't think) so it didn't matter on that front.
What is superior about the playstation's drive mode is that it is possible to actually maneuver accurately while in chase view. The PC's chase view makes it very difficult to turn around or turn in place at all. That and driving things personally is fun. Alot of us like both RTS and action games, especially ones with vehicles to pilot. Combining the two genres is a logical and long overdue merge that the retarded game industry seems to have lost track of. I mean why would they want to add gameplay when they only need a state-o'-the-art graphics engine?
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Rman Virgil
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Re: Deactivating the Battle View (from the psx version)
* You make a lot of sense with your infrences.Deus Siddis wrote: ....
.....
The reason it was not implemented on both systems is unclear. It might have been because they were worried that the idea of combining rts with a light action element might not sell with people, except on consoles where rts' did poorly and most everything was action oriented. Remember this was only some months after Battlezone 1 was released with its Action/RTS hybrid gameplay that Warzone 2100 launched. It is also possible that they thought it was a cool and innovative feature that they planned to add to both versions, but after Battlezone's release, they felt they couldn't compete and were better off without PC gamers comparing its drive mode to Battlezone's more advanced action gameplay. Console gamers didn't have access to Battlezone (at least not on the playstation I don't think) so it didn't matter on that front.
What is superior about the playstation's drive mode is that it is possible to actually maneuver accurately while in chase view. The PC's chase view makes it very difficult to turn around or turn in place at all. That and driving things personally is fun. Alot of us like both RTS and action games, especially ones with vehicles to pilot. Combining the two genres is a logical and long overdue merge that the retarded game industry seems to have lost track of. I mean why would they want to add gameplay when they only need a state-o'-the-art graphics engine?
* Creatiing a new GFX (or Physics) Engine is actually more Project Manageable (more predictable schedule & budget wise) than creating, implementing, testing, balancing & fine-tuning new game play mechanics. Plus eye-candy is a no-brainer when it comes to selling & marketing.
* It really does come down to that money issue..... more assured return bang for each buck invested.
* There's really is no better way to resolve the guessing game than to test an activation of the code.
- RV
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Deus Siddis
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Re: Deactivating the Battle View (from the psx version)
The great news though is that with an open source Warzone, none of this is an issue since nobody is getting paid anyway. ;DRman Virgil wrote: * You make a lot of sense with your infrences.
* Creatiing a new GFX (or Physics) Engine is actually more Project Manageable (more predictable schedule & budget wise) than creating, implementing, testing, balancing & fine-tuning new game play mechanics. Plus eye-candy is a no-brainer when it comes to selling & marketing.
* It really does come down to that money issue..... more assured return bang for each buck invested.
While some graphics upgrades will certainly make massive improvements to WZ, gameplay expansions (or in this case, a reclamation) are what can really make a difference. Being able to take direct control of a unit and lead forces from that position, is an example of such, and one that only needs to be reawakened.
Yep.* There's really is no better way to resolve the guessing game than to test an activation of the code.
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doom3r
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Re: Deactivating the Battle View (from the psx version)
Just found a vid on youtube which shows some psx gameplay. You can see how the drive feature works there.
http://youtube.com/watch?v=ipF0B54bais
http://youtube.com/watch?v=ipF0B54bais
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doom3r
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Re: Deactivating the Battle View (from the psx version)
Anyone here tried to enable the drive feature by adding the code part to the source??
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doom3r
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Re: Deactivating the Battle View (from the psx version)
Does anyone know if the code for driving is still availible or if we have to write that again? Sorry for triple post.