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Re: ZED Online - a fork of the Zod Engine

Posted: 2019-12-27, 03:08
by KOHAGEN
DaMarkov wrote:
2019-12-27, 01:47
I don't see how it greatly expands the tactics. The enemy just has to destroy his own building before repairing it. It's a small annoyance to the enemy.
It is difficult for me to describe an example of a multiplayer situation, but such situations happen. And when playing with bots, there are a lot of such situations.
For example, at level 19, where a lot of repair equipment. It is much easier to win if you disable some buildings (+:++).
Moreover, to disable their own buildings =) In order to give the enemy part of its territory on which it will not be able to produce anything :)
This is a fail-safe tactic on some levels, always leading to a quick victory! :cheers:

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-01-01, 18:34
by KOHAGEN
Found more bugs.

1. Level 17, there is always a black square around the captured missile launcher (SDL2 640x480 fullscreen). There are no problems on OpenGL.

Image

2. Destroyed buildings for some reason over time are restored themselves, without the help of repair equipment :\

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-01-07, 18:10
by APC
Hallo KOHAGEN
KOHAGEN wrote:
2020-01-01, 18:34
2. Destroyed buildings for some reason over time are restored themselves, without the help of repair equipment :\
I don't know how about Z_DOS, but in ZOD_Engine (base code for ZED Online) this happends often and by purpose. I think it is some setting of every map (to allow autorepair of destroyed factories and bridges in e.g. every 10 minutes or NOT)

KOHAGEN wrote:
2019-12-24, 23:59
7. If you shoot a tank at a production building and do not finish it, you transfer the target to another object, then it still continues to shoot at this building.
This bug annoys me, also in Zod Engine. The unit continues to fire into factory despite I give him another command.

KOHAGEN wrote:
2019-12-24, 23:59
9. Before the plant explodes, it does not warn by crashing on the+: ++ timer, as in the DOS version. (I used to shoot buildings down to+: ++ so they wouldn't recover, but they wouldn't explode either, so the repair crew wouldn't repair them).
In Z_DOS I have never seen the AI to destroy damaged factory to repair it later. It is exploit of inadequate AI.
In ZOD Engine there is none possibility to finish damaged factory by friendly fire - for consequential repairment.

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-01-08, 06:08
by KOHAGEN
Hallo APC :)
APC wrote:
2020-01-07, 18:10
I don't know how about Z_DOS, but in ZOD_Engine (base code for ZED Online) this happends often and by purpose. I think it is some setting of every map (to allow autorepair of destroyed factories and bridges in e.g. every 10 minutes or NOT)

In Z_DOS, buildings and bridges were not restored themselves! This changes the whole game very much!
It is not clear why this was done in ZOD_Engine ? And what's the use of repair cars, then ? :\
And on some levels, such as level 18-the game turns into some nonsense >_<

P. S: Now reached in the game to the levels of Expansion (Level 21, 22, 23) and there with AI ZOD_Engine absolutely impossible to play - this is some kind of madness, imbalance and inappropriate behavior on the issued orders -_-
You give commands forward-tanks go back and in General it is not clear where. Medium and Light tank AI always wins over Heavy tank user. Etc...

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-01-08, 17:44
by APC
I played ZOD Engine a lot during last year. I consider it better balanced and playable as Z_DOS.

The Autorepair issue makes some sense in prolonged multiplayer battles where it can change stalemate. In original SP maps I agree it should be forbidden similar as it was in Z_DOS.
I played SP levels 15-30 few days ago and it seems well playable for me.
I play on 1920x1080 resolution, I see huge part of map so I can react fast. In contraty to Z_DOS where I have seen tiny part of battlefield.

You are right sometimes the Heavy makes poor performance against Medium or light. But in MP battle it overranges both of it so by micromanagement it can destroy a lot of lights and mediums in row. Also it is the first unit capable to kill rocket artillery (buffed in ZOD Engine) without huge casualties. Killing it using MRL is better choice, but often not actual.
In ZED Online the Heavy seems to me really underpowered.

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-01-09, 05:37
by KOHAGEN
I always play at the minimum resolution. Large resolutions are cheating and not classic!
I believe that the server should have an option that restricts the resolutions of users!

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-01-09, 12:13
by APC
Playing on 1920x1080 is huge advantage compared to playing on 640x480.
In finished version of Zed Online and MP battles played often - you can ask DaMarkov to implement there setting for MP lobby where players will be restricted into some resolution.
Or you can make agreement and "houserule" with your opponent.

I played Z battles in 1920 x 1080 and I will never switch to the 640x480. Now the game is much more about strategy and not struggle with interface and minimap.

There were plans to make remake of Z using high resolution sprites. There the game on fullHD resolution could be more similar to the classic 640x480 gameplay (just in much more polished form).

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-01-17, 15:47
by SteelGhost
Image

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-02-03, 02:14
by bigsapling
HI! This is an amazing thing I've found. Thanks for making this, Z is one of my all time favourite games and it's great to find all these community / individual projects that bring back all the great games from years gone by. Supreme Commander, C&C, Myth2... and now Z as well. DaMarkov: I hope you continue working and improving this thing for a long time.

But anyway, I also had some feedback to give. The UI scales very nicely when resolution is set to 800*600 and fullscreened but the controls on the side and the minimap do not scale with the units and the map. Could this be added so the unit portrait, minimap and all the buttons on the sides - basically the interface - would also scale up? It's looks a bit silly and the minimap is impossible to read when it's so small.

https://imgur.com/dSgmbwH <- here's a screenshot of the game running on my computer.

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-02-07, 16:57
by DaMarkov
bigsapling wrote:
2020-02-03, 02:14
But anyway, I also had some feedback to give. The UI scales very nicely when resolution is set to 800*600 and fullscreened but the controls on the side and the minimap do not scale with the units and the map. Could this be added so the unit portrait, minimap and all the buttons on the sides - basically the interface - would also scale up? It's looks a bit silly and the minimap is impossible to read when it's so small.

https://imgur.com/dSgmbwH <- here's a screenshot of the game running on my computer.
Agreed, it looks ridiculous. Could you set the resolution to like 1024x768, widescreen mode and fullscreen.
The game should then render in something like 1024x768 (plus some width because of widescreen) and the upscale that to 1080p.

By the way, as some people have already noticed version 0.2.3 is online. Here is now the changelog: https://sourceforge.net/p/zedonline/wiki/changelog/

Re: ZED Online - a fork of the Zod Engine

Posted: 2020-02-08, 08:03
by KOHAGEN
DaMarkov wrote:
2019-12-27, 01:47
That might be the reason. Since the program is trying to download multiple files at once. It might run into some kind of timeout with that connection speed.
I changed my 1 Megabit tariff to a 30 Megabit high-speed tariff and used the new version 0.2.3.
Nothing has changed, the problem with loading is still present.
At the first download, only 28 translation files were uploaded.
On the second download, 83 translation files were downloaded.
And only on the third download, all 95 files were downloaded.
DaMarkov wrote:
2019-12-26, 18:16
Tested in Z DOS: There the middle mouse button de-selects all units. I have added this to classic controls in the next version (0.2.3). Thanks a lot!
For some reason, in version 0.2.3, the third mouse button does not cancel or return the route as in ZDOS :-\
It is very inconvenient to quickly maneuver manually in battle with tanks without this function. And with re-selection of the route - it’s very difficult. Anyway, it’s very difficult to play without it -_-