[Campaign 4] Release & Development topic
Posted: 10 Feb 2013, 20:49
Campaign 4 (currently for Warzone 3.1)
Licence: GPL-2
Warzone 2100, Contingency, Ultimate Scavengers Mod, Scavengers Mini-Mod and other parts used within are subject to their own licences (but are either GPL-2, GPL-3 or CC-SA).
Download link: here (My Dropbox - Filesize: 100,221kb )
--------------------------
Music Tracks (feel free to download -- they're my creations after all!): | Also on My Soundcloud
Fallout | MDF (Modern-Day Frankenstein) | The End of All Things (Part 1) | Recon | The Ruins | Warzone 2102 | Warzone 2102 (Victory Remix)
--------------------------
Release-20 Highlights:
--------------------------
- The changes to M4 have been deferred to Release-21, as this Release was far too important to hold back on.
- All Weapon Paths are now available! They need fine-tuning, of course, and some specific items may be omitted or don't appear when they should ... please speak up if you see a problem.
- All Fortresses and Firebases are now available as well, each according to its' appropriate Weapon Path.
- Weapon Paths now include an Anti-Aircraft line, and it is completely optional whether the player uses it or not. Added by request.
- Applied various structural changes to the .js portions of the script in preparation for the port to Warzone 3.2. We're now using includes (.js_inc and .js_path) that indicate readily what their function is. It's made a world of difference already!
- Minor geographical changes to localized places around the map to promote better movement of units.
- Changed the position of two beacons -- one now shows the intended entry into M4's area, the other now properly indicates the location of the Northwest Nexus Base.
- Changed the color of two other beacons to appropriately reflect what the player can expect to find there.
- Added various checks (and fixes for unusual circumstances) to add robustness to the M3 ending events. That series of events should break far less often now.
- Applied a change to the map where the player must now build a Command Center in Delta Base. This is to address an issue where being given the Command Center there did not unlock the Design Screen.
- Applied a fix to resolve not being able to produce Construction Droids in the Delta Base Factory.
- Delta Base has been shuffled around a bit. This is meant to enhance the "comfort" of Delta Base when the player first receives control.
- A new Nexus Base has been placed in the Southeast corner of the map in preparation for a new mission that we will join our Coalition allies on at the end of M3. This will make its' debut in Release-21, and will be a proof-of-concept / test-bed for a new kind of Cooperative Mission that will be featured prominently on M-12's map. Meanwhile, to satisfy Victory conditions during the Nexus Prime event, feel free to send 10-20 units down there to purge the area. There *are* Nexus-owned Oil Derricks about, too -- so make sure you take care of them as well!
- The final base during M1 has received a reorganization and facelift, more for appropriateness than anything.
--------------------------
Release-19 Highlights:
--------------------------
- All Missions that take place on the first map are now in place. They aren't all as polished as they will be, but they're in place and in a basic functional state. Lots of story and mission changes compared to Release-18, so make sure you read the dialogue!
- The showstopper glitch at the end of M2 has been fixed.
- The player should no longer be fired upon from the units that got assimilated at the end of M2 -- because they shouldn't be there. That does not mean the Nexus Patrols won't be in the area ...
- The showstopper glitch that prevented the campaign from progressing past M3 has been fixed.
- M4's missions are now in place -- albeit basic. This will be addressed in Release-20.
- Added music track 'Fallout'.
- Cannons weapon path is now available. The rest are slated to be available for Release-20 (Artillery, Lasers, Flamers and Railguns). Please report any weirdness in the Research tree (there likely is some ...)
- Known Issue: Speeding up the game (CTRL+ ) WILL cause a desynch issue during times of heavy dialogue. Please don't speed up the game during the Start events, the first Nexus Base, and the AA Base. If you have sped up the game, make sure you reset the game speed before those events take place.
- Known Issue: Players will need to demolish and rebuild the Command Center in the Coalition Base that they take control of at the beginning of M3. A workaround will be implemented for Release-20.
--------------------------
Release-18 Highlights:
--------------------------
- SitRep is now enabled.
- Streamlining the campaign into a cohesive story. It's still a 'make your own story' somewhat, but all paths will eventually lead to the same conclusions. Breakage may (note - probably) still occur if you fail to save both Transports and both Sergeants. Release-19 will be dedicated to getting the story locked down code-wise.
- More gameplay and aesthetic map changes.
- Research Paths are partially enabled. Machineguns, Rockets, and Mortars for now. There's still some weirdness in late stages with Engines and Power upgrades -- nothing game-breaking. Work will continue on this front for the next couple of releases.
- Known issues: The units captured by NEXUS at the end of M2 might still be hanging around. They shouldn't fire upon player forces anymore. Also known is an issue that prevents some .ogg music files from playing in-game. That issue is being investigated.
--------------------------
Release-17 Highlights:
--------------------------
- M3 Thread B is now operational. Some work is left to be done to make it "Player Friendly" still.
- M4 Thread B is NOT working as intended yet.
- Fixes to the detection routines to keep the script from getting confused
- Cleanup continues for the script in general
- Nexus Prime event is now not so hardcore, by request.
- The player no longer has to clear the M4 and M3 areas if we're doing M3 Thread B ... at least as far as the Scavengers are concerned. Some tweaking left to be done with this.
- All the fixes and changes from Release-15 and 16
Licence: GPL-2
Warzone 2100, Contingency, Ultimate Scavengers Mod, Scavengers Mini-Mod and other parts used within are subject to their own licences (but are either GPL-2, GPL-3 or CC-SA).
Download link: here (My Dropbox - Filesize: 100,221kb )
--------------------------
Music Tracks (feel free to download -- they're my creations after all!): | Also on My Soundcloud
Fallout | MDF (Modern-Day Frankenstein) | The End of All Things (Part 1) | Recon | The Ruins | Warzone 2102 | Warzone 2102 (Victory Remix)
--------------------------
Release-20 Highlights:
--------------------------
- The changes to M4 have been deferred to Release-21, as this Release was far too important to hold back on.
- All Weapon Paths are now available! They need fine-tuning, of course, and some specific items may be omitted or don't appear when they should ... please speak up if you see a problem.
- All Fortresses and Firebases are now available as well, each according to its' appropriate Weapon Path.
- Weapon Paths now include an Anti-Aircraft line, and it is completely optional whether the player uses it or not. Added by request.
- Applied various structural changes to the .js portions of the script in preparation for the port to Warzone 3.2. We're now using includes (.js_inc and .js_path) that indicate readily what their function is. It's made a world of difference already!
- Minor geographical changes to localized places around the map to promote better movement of units.
- Changed the position of two beacons -- one now shows the intended entry into M4's area, the other now properly indicates the location of the Northwest Nexus Base.
- Changed the color of two other beacons to appropriately reflect what the player can expect to find there.
- Added various checks (and fixes for unusual circumstances) to add robustness to the M3 ending events. That series of events should break far less often now.
- Applied a change to the map where the player must now build a Command Center in Delta Base. This is to address an issue where being given the Command Center there did not unlock the Design Screen.
- Applied a fix to resolve not being able to produce Construction Droids in the Delta Base Factory.
- Delta Base has been shuffled around a bit. This is meant to enhance the "comfort" of Delta Base when the player first receives control.
- A new Nexus Base has been placed in the Southeast corner of the map in preparation for a new mission that we will join our Coalition allies on at the end of M3. This will make its' debut in Release-21, and will be a proof-of-concept / test-bed for a new kind of Cooperative Mission that will be featured prominently on M-12's map. Meanwhile, to satisfy Victory conditions during the Nexus Prime event, feel free to send 10-20 units down there to purge the area. There *are* Nexus-owned Oil Derricks about, too -- so make sure you take care of them as well!
- The final base during M1 has received a reorganization and facelift, more for appropriateness than anything.
--------------------------
Release-19 Highlights:
--------------------------
- All Missions that take place on the first map are now in place. They aren't all as polished as they will be, but they're in place and in a basic functional state. Lots of story and mission changes compared to Release-18, so make sure you read the dialogue!
- The showstopper glitch at the end of M2 has been fixed.
- The player should no longer be fired upon from the units that got assimilated at the end of M2 -- because they shouldn't be there. That does not mean the Nexus Patrols won't be in the area ...
- The showstopper glitch that prevented the campaign from progressing past M3 has been fixed.
- M4's missions are now in place -- albeit basic. This will be addressed in Release-20.
- Added music track 'Fallout'.
- Cannons weapon path is now available. The rest are slated to be available for Release-20 (Artillery, Lasers, Flamers and Railguns). Please report any weirdness in the Research tree (there likely is some ...)
- Known Issue: Speeding up the game (CTRL+ ) WILL cause a desynch issue during times of heavy dialogue. Please don't speed up the game during the Start events, the first Nexus Base, and the AA Base. If you have sped up the game, make sure you reset the game speed before those events take place.
- Known Issue: Players will need to demolish and rebuild the Command Center in the Coalition Base that they take control of at the beginning of M3. A workaround will be implemented for Release-20.
--------------------------
Release-18 Highlights:
--------------------------
- SitRep is now enabled.
- Streamlining the campaign into a cohesive story. It's still a 'make your own story' somewhat, but all paths will eventually lead to the same conclusions. Breakage may (note - probably) still occur if you fail to save both Transports and both Sergeants. Release-19 will be dedicated to getting the story locked down code-wise.
- More gameplay and aesthetic map changes.
- Research Paths are partially enabled. Machineguns, Rockets, and Mortars for now. There's still some weirdness in late stages with Engines and Power upgrades -- nothing game-breaking. Work will continue on this front for the next couple of releases.
- Known issues: The units captured by NEXUS at the end of M2 might still be hanging around. They shouldn't fire upon player forces anymore. Also known is an issue that prevents some .ogg music files from playing in-game. That issue is being investigated.
--------------------------
Release-17 Highlights:
--------------------------
- M3 Thread B is now operational. Some work is left to be done to make it "Player Friendly" still.
- M4 Thread B is NOT working as intended yet.
- Fixes to the detection routines to keep the script from getting confused
- Cleanup continues for the script in general
- Nexus Prime event is now not so hardcore, by request.
- The player no longer has to clear the M4 and M3 areas if we're doing M3 Thread B ... at least as far as the Scavengers are concerned. Some tweaking left to be done with this.
- All the fixes and changes from Release-15 and 16