where is da toolz??

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C01eMaN
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where is da toolz??

Post by C01eMaN »

i was wondering what tools are avalable for modding warzone v2.0.3+
and where to find them
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where is da toolz??

Post by Kamaze »

Please be so nice and use the next time a,... normal subject :P
There are still some tools for the old Warzone. Some may work and some wont. (I dont know really)

However, because the game changed from the *.wdg file format to the *.wz file format (like a zip file)
it will be difficult to work with the current (old) modding tools.

And our main developers are still busy with the main game, bugfixing, optimizing etc... to make the game stable and useable.
If we would get some developers which would work on this tools or some people which will help collecting informations and specifications, this process may speed up.

So, atm it looks bad.

---
// Topic has nothing todo with game problems -> *Move to General*
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C01eMaN
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where is da toolz??

Post by C01eMaN »

can warzone sill read the wdg files?
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DevUrandom
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where is da toolz??

Post by DevUrandom »

No.
A big amount of the old maps is available in the new format on http://wztoys.coppercore.net/
I will mirror them on this server when I got time. (After the release of 2.0.4)
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lav_coyote25
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Re: where is da toolz??

Post by lav_coyote25 »

C01eMaN wrote: can warzone sill read the wdg files?

as Devurandom pointed 0ut that wdg is not recognized any longer.

there is a 32 bit map editor available - it does take some getitng used to - and it does work.  is located in the downloads section of this site  http://wztoys.coppercore.net/ - you will need to register/ recieve and respond to a verification email / login and then go to the downloads section.  you have any problems at all let me know.

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Re: where is da toolz??

Post by DevUrandom »

WorldEditor32 is now available on this server. That means no registration required. :)
Direct download.

PIE Slicer will go there too as soon as I know if the license is compatible to GPL or otherwise free.
Last edited by DevUrandom on 26 Aug 2006, 21:07, edited 1 time in total.
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Re: where is da toolz??

Post by rush2049 »

okay here is a link for you....

back from real time strategies,

http://www.realtimestrategies.net/forum ... pie+slicer

that is what you want regarding pie slicer, it states simply that it is free, and it gives links to source and final binary...
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DevUrandom
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Re: where is da toolz??

Post by DevUrandom »

Da toolz is now now here: ftp://wz.rootzilla.de/www.wz.rootzilla. ... -final.zip
Check dis out ma friend! (Ya need to complie dis, so get ya a MSVB compila.)
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C01eMaN
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Re: where is da toolz??

Post by C01eMaN »

DevUrandom wrote: Da toolz is now now here: ftp://wz.rootzilla.de/www.wz.rootzilla. ... -final.zip
Check dis out ma friend! (Ya need to complie dis, so get ya a MSVB compila.)
(Yay am I 1337! ;))
does this work with the latest version of warzone?
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DevUrandom
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Re: where is da toolz??

Post by DevUrandom »

PIE format hasn't changed. (At least I don't know about any incompatible change.)
You need to convert the textures for use with PIESlicer, though. (PCX, correct me if I'm wrong.)
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Re: where is da toolz??

Post by Terminator »

DevUrandom what are you working On at this moment . & is some idiaes for new model format for more comfortable moding in future ? & what about using pixel shaders or different spesial effects(like a water refcraction) or may be new animation system ? One word - engine.
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DevUrandom
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Re: where is da toolz??

Post by DevUrandom »

I am currently working on: Studying.
This won't change till I got holidays.
I'll try to further solve the licensing problems when I got time in the meantime. (Add readmes, GPL notes; Split code and data; Write a mail to Eidos)

Shaders won't come in the next years I think. 1st: We have users with older hardware (incl. me), 2nd: Developing shaders is not too easy, 3rd: Priorities are on a long list of other tasks.

Modelformat will probably change in 2.1 or 2.2. I'll search for a suitable format which is supported by standard 3d editors and as well easy to read by our engine. Won't happen too early, either.

My current .plan:
- Play/Experiment with Lua
- Replace .wrf & Co. with Lua scripts
- Make that file (pre)loading/metadata system work better/easier
- Replace the config and keymap with Lua scripts
- Centralize the config and input handling (and make it easier/more comfortable)

This are the next few tasks I'll do (when I have time, in the holidays, always remember).
I'll also think about the mod handling again, when doing that wrf stuff.

Somewhere thereafter will come (in no specific order):
- Lua scripting
- New GUI library (currently no idea how this could work, fileformat etc.)
- Evaluation of a new model format
- Rewrite netcode (Per volunteered...)
- Integrate masterserver support
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Re: where is da toolz??

Post by Terminator »

Sounds Good. :)  so pie format will be still actuale for us & for models :(. OK will work on it ;)

Wanted to ask - what is LUA ?
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Re: where is da toolz??

Post by Watermelon »

Terminator wrote: Sounds Good. :)  so pie format will be still actuale for us & for models :(. OK will work on it ;)

Wanted to ask - what is LUA ?
lua is the most sophistic scripting language used in games and other applications as configuration or gui/hud customization(e.g: wow),but it's not as good as text when you use them heavily like what they did to wrf files,and I really find the keyword 'then' and the NULL-but-not-null :D 'nil' anonying when using it...
tasks postponed until the trunk is relatively stable again.
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Re: where is da toolz??

Post by DevUrandom »

I didn't benchmark it, but at least I got some syntax which seems convenient to me...
The current wrf lacks support for dependencies, which I intend to add with Lua. (Mostly to support the current multiplay patchset better. No more overlaying of mp.wz, but instead depending on eg "transporter_mp.pie" instead of "transporter.pie".)

Current idea is like this sample:

Code: Select all

wrf.info{
	name='myname',
	depend={
		'dep1', 'dep2', 'dep3', 'dep4', 'dep5'
	}
}
Where wrf is the module provided, info is a (C-)function taking a table as argument. The table has the fields name (a string) and depend (another table). The depend table then stores the names of the items "myname" depends on. (Eg "Winter Map" depends on "Winter Texture", or "Cool Mod" depends on "Cool Script Bundle",...)
There can be all kinds of other fields, like type ("script","map","texture",...) or format ("lua","lnd","bmp",...).

This is just one of my _very_ early tries, so the end result might look completely different. (Remember: You won't see it before January...)
Last edited by DevUrandom on 18 Oct 2006, 20:58, edited 1 time in total.
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