Warzone 2100: Contingency (Beta now released)

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Re: Warzone 2100: Contingency (Beta now released)

Postby Andrie » 29 Jun 2012, 17:37

I cannot unzip it.
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Re: Warzone 2100: Contingency (Beta now released)

Postby NoQ » 29 Jun 2012, 17:46

Andrie: unrar it ;)
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Re: Warzone 2100: Contingency (Beta now released)

Postby Andrie » 30 Jun 2012, 06:42

NoQ wrote:Andrie: unrar it ;)


Please tell me how to unrar it, I am still learning. :beg:
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Re: Warzone 2100: Contingency (Beta now released)

Postby Goth Zagog-Thou » 30 Jun 2012, 07:55

7-Zip will take care of that for you. It's open-source, handles just about every file compression format in existence.

Wow, Shadow Wolf! I take a break for a week and this is what you guys are up to! Nice!

And to NoQ, a new version of USM?! WOOHOO!

Now I can get smoked by Nully+Contingency and Ultimate Scavs more quickly then before! :lol2:
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Re: Warzone 2100: Contingency (Beta now released)

Postby Shadow Wolf TJC » 03 Jul 2012, 10:21

The new Wikizone 2100 site has been keeping me busy for the past few days, but I've got a major addition to version 0.5 of the Contingency mod:
wz2100-20120703_045027-Sk-Rush.jpg
I've finally managed to implement more of those multi-turreted ultra-heavy bodies. From left to right, we have the Couatl, Abaddon, Sabretooth, Phoenix, Excalibur, and Nemesis. These bodies, however, won't come so easily. Since they're so expensive and time-consuming to produce, I made it so that players would need to research factory upgrades in order to unlock them (and the Dragon body).

With that, I probably have to only expand upon the list of available structures, and then, after that, I'll probably be finished with adding the major game-changing stuff (at least until something new and revolutionary gets added to vanilla Warzone 2100). I might add the occasional weapon, Cyborg, or such, but that's it. I'll still need to work on the new Cyborg models, as well as the new models for the new vehicle bodies such as the Eagle or the Wyrmling.
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Re: Warzone 2100: Contingency (Beta now released)

Postby Goth Zagog-Thou » 03 Jul 2012, 10:57

Can't wait.

You've done an awesome job with this mod Shadow Wolf. Well done!
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Re: Warzone 2100: Contingency (Beta now released)

Postby Andrie » 03 Jul 2012, 14:53

Goth Zagog-Thou wrote:You've done an awesome job


Yes you did and Thanks! :wink:
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Re: Warzone 2100: Contingency (Beta now released)

Postby Shadow Wolf TJC » 16 Jul 2012, 20:25

Sorry about the lack of updates over about 2 weeks, but I just don't feel like continuing development of this mod right now. Right now, I need a serious break from Warzone 2100 altogether. My mind's currently on planning on the development of a 2D platform-adventure Metroidvania game, that draws inspiration from Outland (an indie-like downloadable Metroidvania game, for Xbox 360/PS3, that borrows Ikaruga's polarity-changing mechanic, and has an interesting art theme and backstory to boot), Shadow of the Colossus (with the heavy use of colossal bosses), Spyro the Dragon (the ability to glide), Kingdom Hearts (usage of quicktime events in addition to traditional combat), Okami (starring a reincarnation of a goddess in animal form), and even My Little Pony: Friendship is Magic. (Yes, I'm a brony, so sue me. :P )

Of course, others are welcome to contribute to the Contingency mod, whether it's for developing new .pie models, or for proposing changes to balance, or the addition of something new. I'd also like to see some gameplay footage of the mod in action. Perhaps we could even host a tournament for this mod?
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Re: Warzone 2100: Contingency (Beta now released)

Postby Andrie » 18 Aug 2012, 11:55

Open the .zip and move the .wz file named contingency_v0.5.wz into your autoload folder and then your ready to play! :wink:
Attachments
Contingency Mod v0.5.zip
(2.11 MiB) Downloaded 97 times
Last edited by Andrie on 28 Aug 2012, 06:58, edited 1 time in total.
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Re: Warzone 2100: Contingency (Beta now released)

Postby Andrie » 18 Aug 2012, 14:31

I hope this is fine with you @Shadow Wolf TJC.
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Re: Warzone 2100: Contingency (Beta now released)

Postby Vto » 23 Aug 2012, 09:44

[resLoad:130] Failed to parse wrf/piestats.wrf

Please check the file (Using language: English) in your configuration directory for more details.
^^What that means?? :oops:
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Re: Warzone 2100: Contingency (Beta now released)

Postby Andrie » 27 Aug 2012, 14:20

Thanks a lot it's the best mod ever so far!
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Re: Warzone 2100: Contingency (Beta now released)

Postby NoQ » 27 Aug 2012, 19:55

I guess this mod no longer works on rc2, vidmem*.wrf needs to be fixed (?)
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Re: Warzone 2100: Contingency (Beta now released)

Postby Andrie » 28 Aug 2012, 15:46

I don't know I still use 3.1 beta11!

And is this a question: "do you know it wont work or do you think so!"
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Re: Warzone 2100: Contingency (Beta now released)

Postby Shadow Wolf TJC » 08 Sep 2012, 09:04

@NoQ: I don't quite understand what your problem could be. I just ran a quick test on 3.1 rc2, and there doesn't seem to be any problems regarding vidmem.wrf (probably because Contingency doesn't overwrite that file). I did find this message in my logs though:
Code: Select all
info    |03:38:30: [resLoadFile:439] Hash collision "gnhhowtar.pie" vs "gnhhowtbb.pie"
info    |03:38:30: [resLoadFile:439] Assert in Warzone: frameresource.cpp:439 (strcasecmp(psRes->aID, pFile) == 0), last script event: '<none>'

I don't know what "hash collisions" mean, but to my knowledge, they don't seem to have any noticeable effects on any of the weapons that use either of those models, though I might be missing something.

@Andrie: Your welcome, and thanks. :D

@Vto: Check your most recent logs. On Windows, they should be located in, for example, C:\Documents and Settings\Owner\My Documents\Warzone 2100 3.1\logs
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