Warzone 2120 V.02Beta - A Total Conversion Sk/Mp Mod
- Black Project
- Regular
- Posts: 745
- Joined: 04 Apr 2008, 20:53
Warzone 2120 V.02Beta - A Total Conversion Sk/Mp Mod
After a long time of development, AI testing, GFX re-made & redoing rebalancing, i finally finished my total conversion mod.
Let me proudly present you: Warzone 2120 is a Total Conversion Modification that sets you 20 years later after the Project defeated NEXUS in 2100 in a war to rebuild the world after mankind were almost obliterated from a nuclear disaster (a.k.a. The Colapse)
Almost everything in the mod changes the game, from researches to even weapons! Let me sort out some of it's features
WEAPONS
Laser Guns (Replace Machineguns)
Flashlight (previously Machinegun)
Light Laser (previously Twin Machinegun - Replace & Upgrade Flashlight)
Medium Laser (previously Heavy Machinegun - Replace Light Laser)
Heavy Laser (previously Assault Gun)
2nd Generation Flame-Throwers
Hellfire (previously Flamer - Thermite Flame-Thrower)
Hellraiser (previously Inferno - Plasmite Flame-Thrower)
Armageddon (previously Plasmite Flamer - Plasmite Mortar)
Rail-Guns (Replace Cannons)
Needle Gun (previously Light Cannon)
Rail Gun (previously Medium Cannon
Gauss Cannon (previously Heavy Cannon
Particle Gun (previously HV Cannon - Replace & Upgrade Needle Gun)
Rail Cannon (previously Assault Cannon - Replace & Upgrade Rail Gun)
Hadron Cannon (previously Twin Assault Cannon - Replace & Upgrade Gauss Cannon)
Don't mind if your Needle Gun, Rail Gun & Gauss Cannon become respectively Particle Gun, Rail Cannon & Hadron Cannon, it's a upgrade of the Rail Gun class, just for advise.
Rocket Launchers & Artillery (Replace Mini-Rockets & Artillery)
Hydra Pod-Rocket (replace Mini-Pod)
Angel MRL Array (replace Mini-Rocket Array)
Archangel MRL Array (replace Ripple Rocket Artillery)
Missile Launchers (Replace Rockets)
Scourge ATGM (Looks like a brand-new Lancer - previously Lancer)
Explorer ATGM previously Tank Killer
Devastator ASGM (ASGM means Anti-Structure Guided Missile - previously Bunker Buster Rocket)
Gauss Mortars (Replace older "Mortar" class)
Gauss Mortar (previously Mortar)
Gauss Bombard (previously Bombard)
Gauss Pepperpot (previously Pepperpot)
2nd Generation Howitzers (Replaces older "Howitzer" class)
Howitzer (105mm Light Howitzer - old name about be changed in next release)
Excalibur (155mm Heavy Howizter - previously Ground Shaker)
Earthshaker (105mm Gatling-Style Howitzer - previously Hellstorm)
Anti-Aircraft Artillery Laser + AA Mass Driver
Duster AAA (previoulsy Hurricane AA - AA Laser Gun)
Tornado AAA (previously Cyclone AA - Twin AA Laser Gun)
Skysweeper AAA (Previously Whirlwind AA - Twin AA Plasma Gun)
Dragonslicer AA Rail Gun (previously Stormbringer AA Laser - Anti-Aircraft Rail Gun)
2nd Generation Missile Launchers (Replace the older "Missile" class from 2100)
Warthog ATGM (previously Scourge Missile)
Sidewinder SAM (previously Vindicator SAM, it's your unique SAM)
Firestorm MML Array (previously Seraph Missile Array)
Supernova MML Artillery (previously Archangel Missile)
Plasma Cannons (Replace the older "Rail Gun" class from 2100)
Pulse Gun (previously Needle Gun)
Plasma Gun (previously Rail Gun)
Quark Cannon (previously Gauss Cannon)
BODIES
Light Bodies
Cougar (a.k.a Retaliation)
Bee
Opal
Lizard
Medium Bodies
Lion (a.k.a Retribution)
Wasp
Crystal
Drake
Heavy Bodies
Jaguar (a.k.a Vengeance)
Hornet
Diamond
Wyvern
MORE:
New GFX for walls, hardpoints, base structure (almost all), propulsion GFX (a few needs to be redone yet)
New variety of defensive structures
New research topics replaces older ones (mostly - later, i'll provide a good Tech Tree to avoid some trouble, BTW, you have to discover some new topics by yourself, most of them none)
New variety of cyborgs + the bigger campaign transporter: it's called Starlifter.
Freshly new Super Cyborg GFX, much thanks for Xenon for allowing me to include it to the mod
Intelligent AI: DyDo AI 2.1.4
New sounds for Wheels, Half-Tracks, Tracks, Hovercraft, VTOL Aircraft & Cyborg...
... & EVEN MORE STUFF ALONG WITH YOUR EXPERIENCE ON THE MOD
CREDITS
AIs => DyDo AI 2.1.4, Scav DyDo 1.2.1 (Author: DylanDog)
Super Cyborg GFX => X Mod (Author: Xenon)
Sounds => NTW Mod (Author: Delphinio)
The following sounds are from NTW Mod.
Oil Pump, Power Speak, Small & Large Explosions, Bullet Ricochets, Beam Laser, Pulse Laser, Heavy Laser, EMP Cannon, Flame-Thrower, Transport 40mm Autocannon (based on Mortar), Missile Fortress.
Any licensing issues report it immediately
Provide me feedback of the mod, both Skirmish & Multiplayer are fine
Report bugs, errors & crashes, i'll analyze it later
Point to me whats it's good or bad on then mod
Which things needs to be changed/improved, it's a Beta release
Don't post stupid & brainless comments, it will be disconsiderated in the feedback
Screenshots will be posted later, but you can post it too.
Installing is simple: Place the mod in Warzone 2100/mods/autoload to activate it, make sure that there no other mod inside of the autoload folder to avoid conflict with another mods which could lead to a undesirable crash game. To disactivate, place out the mod of the autoload folder
This post is subject to be edited later for more information about the mod or when a new version is released.
Donwload Link: http://addons.wz2100.net/files/mod/wz21 ... eta.mod.wz
Edit (05 Sep 2010): Download link of Version 0.2 Beta updated, the older link was broken, since this version has been approved.
V0.2 Beta Changelog:
- Fixed a error in the number of weapons in ZNULLDESIGN
Regards BP
Let me proudly present you: Warzone 2120 is a Total Conversion Modification that sets you 20 years later after the Project defeated NEXUS in 2100 in a war to rebuild the world after mankind were almost obliterated from a nuclear disaster (a.k.a. The Colapse)
Almost everything in the mod changes the game, from researches to even weapons! Let me sort out some of it's features
WEAPONS
Laser Guns (Replace Machineguns)
Flashlight (previously Machinegun)
Light Laser (previously Twin Machinegun - Replace & Upgrade Flashlight)
Medium Laser (previously Heavy Machinegun - Replace Light Laser)
Heavy Laser (previously Assault Gun)
2nd Generation Flame-Throwers
Hellfire (previously Flamer - Thermite Flame-Thrower)
Hellraiser (previously Inferno - Plasmite Flame-Thrower)
Armageddon (previously Plasmite Flamer - Plasmite Mortar)
Rail-Guns (Replace Cannons)
Needle Gun (previously Light Cannon)
Rail Gun (previously Medium Cannon
Gauss Cannon (previously Heavy Cannon
Particle Gun (previously HV Cannon - Replace & Upgrade Needle Gun)
Rail Cannon (previously Assault Cannon - Replace & Upgrade Rail Gun)
Hadron Cannon (previously Twin Assault Cannon - Replace & Upgrade Gauss Cannon)
Don't mind if your Needle Gun, Rail Gun & Gauss Cannon become respectively Particle Gun, Rail Cannon & Hadron Cannon, it's a upgrade of the Rail Gun class, just for advise.
Rocket Launchers & Artillery (Replace Mini-Rockets & Artillery)
Hydra Pod-Rocket (replace Mini-Pod)
Angel MRL Array (replace Mini-Rocket Array)
Archangel MRL Array (replace Ripple Rocket Artillery)
Missile Launchers (Replace Rockets)
Scourge ATGM (Looks like a brand-new Lancer - previously Lancer)
Explorer ATGM previously Tank Killer
Devastator ASGM (ASGM means Anti-Structure Guided Missile - previously Bunker Buster Rocket)
Gauss Mortars (Replace older "Mortar" class)
Gauss Mortar (previously Mortar)
Gauss Bombard (previously Bombard)
Gauss Pepperpot (previously Pepperpot)
2nd Generation Howitzers (Replaces older "Howitzer" class)
Howitzer (105mm Light Howitzer - old name about be changed in next release)
Excalibur (155mm Heavy Howizter - previously Ground Shaker)
Earthshaker (105mm Gatling-Style Howitzer - previously Hellstorm)
Anti-Aircraft Artillery Laser + AA Mass Driver
Duster AAA (previoulsy Hurricane AA - AA Laser Gun)
Tornado AAA (previously Cyclone AA - Twin AA Laser Gun)
Skysweeper AAA (Previously Whirlwind AA - Twin AA Plasma Gun)
Dragonslicer AA Rail Gun (previously Stormbringer AA Laser - Anti-Aircraft Rail Gun)
2nd Generation Missile Launchers (Replace the older "Missile" class from 2100)
Warthog ATGM (previously Scourge Missile)
Sidewinder SAM (previously Vindicator SAM, it's your unique SAM)
Firestorm MML Array (previously Seraph Missile Array)
Supernova MML Artillery (previously Archangel Missile)
Plasma Cannons (Replace the older "Rail Gun" class from 2100)
Pulse Gun (previously Needle Gun)
Plasma Gun (previously Rail Gun)
Quark Cannon (previously Gauss Cannon)
BODIES
Light Bodies
Cougar (a.k.a Retaliation)
Bee
Opal
Lizard
Medium Bodies
Lion (a.k.a Retribution)
Wasp
Crystal
Drake
Heavy Bodies
Jaguar (a.k.a Vengeance)
Hornet
Diamond
Wyvern
MORE:
New GFX for walls, hardpoints, base structure (almost all), propulsion GFX (a few needs to be redone yet)
New variety of defensive structures
New research topics replaces older ones (mostly - later, i'll provide a good Tech Tree to avoid some trouble, BTW, you have to discover some new topics by yourself, most of them none)
New variety of cyborgs + the bigger campaign transporter: it's called Starlifter.
Freshly new Super Cyborg GFX, much thanks for Xenon for allowing me to include it to the mod
Intelligent AI: DyDo AI 2.1.4
New sounds for Wheels, Half-Tracks, Tracks, Hovercraft, VTOL Aircraft & Cyborg...
... & EVEN MORE STUFF ALONG WITH YOUR EXPERIENCE ON THE MOD
CREDITS
AIs => DyDo AI 2.1.4, Scav DyDo 1.2.1 (Author: DylanDog)
Super Cyborg GFX => X Mod (Author: Xenon)
Sounds => NTW Mod (Author: Delphinio)
The following sounds are from NTW Mod.
Oil Pump, Power Speak, Small & Large Explosions, Bullet Ricochets, Beam Laser, Pulse Laser, Heavy Laser, EMP Cannon, Flame-Thrower, Transport 40mm Autocannon (based on Mortar), Missile Fortress.
Any licensing issues report it immediately
Provide me feedback of the mod, both Skirmish & Multiplayer are fine
Report bugs, errors & crashes, i'll analyze it later
Point to me whats it's good or bad on then mod
Which things needs to be changed/improved, it's a Beta release
Don't post stupid & brainless comments, it will be disconsiderated in the feedback
Screenshots will be posted later, but you can post it too.
Installing is simple: Place the mod in Warzone 2100/mods/autoload to activate it, make sure that there no other mod inside of the autoload folder to avoid conflict with another mods which could lead to a undesirable crash game. To disactivate, place out the mod of the autoload folder
This post is subject to be edited later for more information about the mod or when a new version is released.
Donwload Link: http://addons.wz2100.net/files/mod/wz21 ... eta.mod.wz
Edit (05 Sep 2010): Download link of Version 0.2 Beta updated, the older link was broken, since this version has been approved.
V0.2 Beta Changelog:
- Fixed a error in the number of weapons in ZNULLDESIGN
Regards BP
Last edited by Black Project on 05 Sep 2010, 18:16, edited 4 times in total.
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
Is this for 2.3 ?
I got a ton of errors about textures.
I know this is a skirmish/MP mod, but it crashes the campaign game if you fail to remove it. The autoload directory isn't a very well thought out idea, it should be split into different sections, since the game can't tell if the mod is for campaign or not.
I got a ton of errors about textures.
The full file is 97K before I can get into the game.error |02:43:02: [_imd_load_polys] _imd_load_polys: texture height = 0
error |02:43:02: [_imd_load_polys] Assert in Warzone: ..\lib\ivis_common\imdload.c:168 (tHeight > 0), last script event: '<none>'
error |02:43:14: [_imd_load_polys] _imd_load_polys: texture height = 0
error |02:43:14: [_imd_load_polys] Assert in Warzone: ..\lib\ivis_common\imdload.c:168 (tHeight > 0), last script event: '<none>'
error |02:43:15: [_imd_load_polys] _imd_load_polys: texture height = 0
error |02:43:15: [_imd_load_polys] Assert in Warzone: ..\lib\ivis_common\imdload.c:168 (tHeight > 0), last script event: '<none>'
I know this is a skirmish/MP mod, but it crashes the campaign game if you fail to remove it. The autoload directory isn't a very well thought out idea, it should be split into different sections, since the game can't tell if the mod is for campaign or not.
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
That is usually caused by PIE models that have polygons with the height parameter set 0 for animations or teamcolours. Though the height parameter doesn't matter used unless the animation/teamcolours wrap around in the texture, it should be a positive number.error |02:43:02: [_imd_load_polys] _imd_load_polys: texture height = 0
error |02:43:02: [_imd_load_polys] Assert in Warzone: ..\lib\ivis_common\imdload.c:168 (tHeight > 0), last script event: '<none>'
error |02:43:14: [_imd_load_polys] _imd_load_polys: texture height = 0
error |02:43:14: [_imd_load_polys] Assert in Warzone: ..\lib\ivis_common\imdload.c:168 (tHeight > 0), last script event: '<none>'
error |02:43:15: [_imd_load_polys] _imd_load_polys: texture height = 0
error |02:43:15: [_imd_load_polys] Assert in Warzone: ..\lib\ivis_common\imdload.c:168 (tHeight > 0), last script event: '<none>'
If I recall correctly, it might be possible to set it to one (rather than go back and edit every model,) but whether or not this works without unintended artifacts is not guaranteed.
Also, which editor did you use?
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
Then why are you using it?Crymson wrote:The autoload directory isn't a very well thought out idea,
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
I was just stating that for everyone else to take note. I accidentally hit new campaign instead of skirmish, and it crashed.Zarel wrote:Then why are you using it?Crymson wrote:The autoload directory isn't a very well thought out idea,
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
Sure enough:
I also noticed that you have the translucent flag on some polygons, this currently isn't used and should probably be removed via 'simplipie' (http://developer.wz2100.net/browser/tru ... implipie.c)./components/weapons/hellraiser_t.pie wrote: 4200 4 56 54 52 48 8 1 18 0 18 28 0 28 4 38 14 38
4200 4 51 50 55 49 8 1 18 0 0 38 18 38 18 48 0 48
4200 4 56 50 53 54 8 1 18 0 16 48 18 38 0 38 2 48
4200 4 52 54 53 49 8 1 25 0 25 28 22 21 14 19 0 28
4200 4 57 56 48 55 8 1 25 0 14 19 22 21 25 28 0 28
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
Code: Select all
Last login: Sat Jul 17 11:16:12 on console
'/Applications/Games/Warzone Stuff/Warzone 2100 231.app/'Contents/MacOS/Warzone --mod WZ_2120_v01_Beta.mod.wz
Control:~ user$ '/Applications/Games/Warzone Stuff/Warzone 2100 231.app/'Contents/MacOS/Warzone --mod WZ_2120_v01_Beta.mod.wz
info |11:51:55: [initI18n] resourcePath is /Applications/Games/Warzone Stuff/Warzone 2100 231.app/Contents/Resources/locale
info |11:51:56: [SDL_main] (global) mod (WZ_2120_v01_Beta.mod.wz) is enabled
error |11:52:42: [iV_GetCharWidth] Couldn't retrieve a bounding box for the character code 228
last message repeated 2 times
error |11:53:02: [iV_GetTexture] *** texture page-27 not loaded! ***
error |11:53:02: [iV_GetTexture] This error probably means you did not specify this texture to be preloaded in the appropriate wrf files before referencing it in some pie file
error |11:53:02: [iV_GetTexture] Remember that patches override several standard wrf files as well
error |11:53:02: [pie_PrintLoadedTextures] Available texture pages in memory (40 out of 128 max):
error |11:53:02: [pie_PrintLoadedTextures] 00 : intfac0.png
error |11:53:02: [pie_PrintLoadedTextures] 01 : intfac1.png
error |11:53:02: [pie_PrintLoadedTextures] 02 : intfac2.png
error |11:53:02: [pie_PrintLoadedTextures] 03 : intfac3.png
error |11:53:02: [pie_PrintLoadedTextures] 04 : intfac4.png
error |11:53:02: [pie_PrintLoadedTextures] 05 : intfac5.png
error |11:53:02: [pie_PrintLoadedTextures] 06 : frontend0.png
error |11:53:02: [pie_PrintLoadedTextures] 07 : frontend1.png
error |11:53:02: [pie_PrintLoadedTextures] 08 : frontend2.png
error |11:53:02: [pie_PrintLoadedTextures] 09 : frontend3.png
error |11:53:02: [pie_PrintLoadedTextures] 10 : frontend4.png
error |11:53:02: [pie_PrintLoadedTextures] 11 : page-6
error |11:53:02: [pie_PrintLoadedTextures] 12 : page-7
error |11:53:02: [pie_PrintLoadedTextures] 13 : page-8
error |11:53:02: [pie_PrintLoadedTextures] 14 : page-9
error |11:53:02: [pie_PrintLoadedTextures] 15 : page-10
error |11:53:02: [pie_PrintLoadedTextures] 16 : page-11
error |11:53:02: [pie_PrintLoadedTextures] 17 : page-12
error |11:53:02: [pie_PrintLoadedTextures] 18 : page-13
error |11:53:02: [pie_PrintLoadedTextures] 19 : page-14
error |11:53:02: [pie_PrintLoadedTextures] 20 : page-15
error |11:53:02: [pie_PrintLoadedTextures] 21 : page-16
error |11:53:02: [pie_PrintLoadedTextures] 22 : page-17
error |11:53:02: [pie_PrintLoadedTextures] 23 : page-18
error |11:53:02: [pie_PrintLoadedTextures] 24 : page-19
error |11:53:02: [pie_PrintLoadedTextures] 25 : page-20
error |11:53:02: [pie_PrintLoadedTextures] 26 : page-21
error |11:53:02: [pie_PrintLoadedTextures] 27 : page-22
error |11:53:02: [pie_PrintLoadedTextures] 28 : page-23
error |11:53:02: [pie_PrintLoadedTextures] 29 : page-24
error |11:53:02: [pie_PrintLoadedTextures] 30 : page-28
error |11:53:02: [pie_PrintLoadedTextures] 31 : page-59
error |11:53:02: [pie_PrintLoadedTextures] 32 : page-67
error |11:53:02: [pie_PrintLoadedTextures] 33 : page-68
error |11:53:02: [pie_PrintLoadedTextures] 34 : page-69
error |11:53:02: [pie_PrintLoadedTextures] 35 : page-70
error |11:53:02: [pie_PrintLoadedTextures] 36 : page-80
error |11:53:02: [pie_PrintLoadedTextures] 37 : page-81
error |11:53:02: [pie_PrintLoadedTextures] 38 : page-82
error |11:53:02: [iV_ProcessIMD] iV_ProcessIMD blwallh.pie could not load tex page page-27
error |11:53:02: [dataIMDBufferLoad] IMD load failed - blwallh.pie
error |11:53:02: [resLoadFile] resLoadFile: The load function for resource type "IMD" failed for file "blwallh.pie"
Warzone(339,0xa0acb4e0) malloc: *** error for object 0x10bc000: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
fatal |11:53:02: [resLoad] Failed to parse wrf/piestats.wrf
info |11:53:41: [startMultiplayerGame] Unable to load limits. Defaults not set.
error |11:53:46: [iV_GetTexture] *** texture page-27 not loaded! ***
error |11:53:46: [iV_GetTexture] This error probably means you did not specify this texture to be preloaded in the appropriate wrf files before referencing it in some pie file
error |11:53:46: [iV_GetTexture] Remember that patches override several standard wrf files as well
error |11:53:46: [pie_PrintLoadedTextures] Available texture pages in memory (37 out of 128 max):
error |11:53:46: [pie_PrintLoadedTextures] 00 : intfac0.png
error |11:53:46: [pie_PrintLoadedTextures] 01 : intfac1.png
error |11:53:46: [pie_PrintLoadedTextures] 02 : intfac2.png
error |11:53:46: [pie_PrintLoadedTextures] 03 : intfac3.png
error |11:53:47: [pie_PrintLoadedTextures] 04 : intfac4.png
error |11:53:47: [pie_PrintLoadedTextures] 05 : intfac5.png
error |11:53:47: [pie_PrintLoadedTextures] 06 : page-59
error |11:53:47: [pie_PrintLoadedTextures] 07 : texpages/tertilesc1hw
error |11:53:47: [pie_PrintLoadedTextures] 08 : page-6
error |11:53:47: [pie_PrintLoadedTextures] 09 : page-7
error |11:53:47: [pie_PrintLoadedTextures] 10 : page-8
error |11:53:47: [pie_PrintLoadedTextures] 11 : page-9
error |11:53:47: [pie_PrintLoadedTextures] 12 : page-10
error |11:53:47: [pie_PrintLoadedTextures] 13 : page-11
error |11:53:47: [pie_PrintLoadedTextures] 14 : page-12
error |11:53:47: [pie_PrintLoadedTextures] 15 : page-13
error |11:53:47: [pie_PrintLoadedTextures] 16 : page-14
error |11:53:47: [pie_PrintLoadedTextures] 17 : page-15
error |11:53:47: [pie_PrintLoadedTextures] 18 : page-16
error |11:53:47: [pie_PrintLoadedTextures] 19 : page-17
error |11:53:47: [pie_PrintLoadedTextures] 20 : page-18
error |11:53:47: [pie_PrintLoadedTextures] 21 : page-19
error |11:53:47: [pie_PrintLoadedTextures] 22 : page-20
error |11:53:47: [pie_PrintLoadedTextures] 23 : page-21
error |11:53:47: [pie_PrintLoadedTextures] 24 : page-22
error |11:53:47: [pie_PrintLoadedTextures] 25 : page-23
error |11:53:47: [pie_PrintLoadedTextures] 26 : page-24
error |11:53:47: [pie_PrintLoadedTextures] 27 : page-25
error |11:53:47: [pie_PrintLoadedTextures] 28 : page-28
error |11:53:47: [pie_PrintLoadedTextures] 29 : page-67
error |11:53:47: [pie_PrintLoadedTextures] 30 : page-68
error |11:53:47: [pie_PrintLoadedTextures] 31 : page-69
error |11:53:47: [pie_PrintLoadedTextures] 32 : page-70
error |11:53:47: [pie_PrintLoadedTextures] 33 : page-80
error |11:53:47: [pie_PrintLoadedTextures] 34 : page-81
error |11:53:47: [pie_PrintLoadedTextures] 35 : page-82
error |11:53:47: [iV_ProcessIMD] iV_ProcessIMD blwallh.pie could not load tex page page-27
error |11:53:47: [dataIMDBufferLoad] IMD load failed - blwallh.pie
error |11:53:47: [resLoadFile] resLoadFile: The load function for resource type "IMD" failed for file "blwallh.pie"
Warzone(339,0xa0acb4e0) malloc: *** error for object 0x10bc000: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
fatal |11:53:47: [resLoad] Failed to parse wrf/piestats.wrf
fatal |11:53:48: [startGameLoop] Shutting down after failure
Control:~ user$
Mac os x 10.6
Warzone 2.3.1
- Black Project
- Regular
- Posts: 745
- Joined: 04 Apr 2008, 20:53
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
I use PIE Slicer DX V1.12 (GFX Editor made by Stratadrake)Safety0ff wrote:Also, which editor did you use?
I guess to myself how to use the simplipie, i don't know even how to beginSafety0ff wrote:I also noticed that you have the translucent flag on some polygons, this currently isn't used and should probably be removed via 'simplipie' (http://developer.wz2100.net/browser/tru ... implipie.c).
I can only do this procedure by editing file per file (a very slow way)
Instructions to use it are apreciated, thanks
Square, check out if there's some mod else in the "autoload" folder, it's in "mods" folder (Warzone 2100 root folder).Square wrote:See the attachment.Code: Select all
Last login: Sat Jul 17 11:16:12 on console '/Applications/Games/Warzone Stuff/Warzone 2100 231.app/'Contents/MacOS/Warzone --mod WZ_2120_v01_Beta.mod.wz Control:~ user$ '/Applications/Games/Warzone Stuff/Warzone 2100 231.app/'Contents/MacOS/Warzone --mod WZ_2120_v01_Beta.mod.wz info |11:51:55: [initI18n] resourcePath is /Applications/Games/Warzone Stuff/Warzone 2100 231.app/Contents/Resources/locale info |11:51:56: [SDL_main] (global) mod (WZ_2120_v01_Beta.mod.wz) is enabled error |11:52:42: [iV_GetCharWidth] Couldn't retrieve a bounding box for the character code 228 last message repeated 2 times error |11:53:02: [iV_GetTexture] *** texture page-27 not loaded! *** error |11:53:02: [iV_GetTexture] This error probably means you did not specify this texture to be preloaded in the appropriate wrf files before referencing it in some pie file error |11:53:02: [iV_GetTexture] Remember that patches override several standard wrf files as well error |11:53:02: [pie_PrintLoadedTextures] Available texture pages in memory (40 out of 128 max): error |11:53:02: [pie_PrintLoadedTextures] 00 : intfac0.png error |11:53:02: [pie_PrintLoadedTextures] 01 : intfac1.png error |11:53:02: [pie_PrintLoadedTextures] 02 : intfac2.png error |11:53:02: [pie_PrintLoadedTextures] 03 : intfac3.png error |11:53:02: [pie_PrintLoadedTextures] 04 : intfac4.png error |11:53:02: [pie_PrintLoadedTextures] 05 : intfac5.png error |11:53:02: [pie_PrintLoadedTextures] 06 : frontend0.png error |11:53:02: [pie_PrintLoadedTextures] 07 : frontend1.png error |11:53:02: [pie_PrintLoadedTextures] 08 : frontend2.png error |11:53:02: [pie_PrintLoadedTextures] 09 : frontend3.png error |11:53:02: [pie_PrintLoadedTextures] 10 : frontend4.png error |11:53:02: [pie_PrintLoadedTextures] 11 : page-6 error |11:53:02: [pie_PrintLoadedTextures] 12 : page-7 error |11:53:02: [pie_PrintLoadedTextures] 13 : page-8 error |11:53:02: [pie_PrintLoadedTextures] 14 : page-9 error |11:53:02: [pie_PrintLoadedTextures] 15 : page-10 error |11:53:02: [pie_PrintLoadedTextures] 16 : page-11 error |11:53:02: [pie_PrintLoadedTextures] 17 : page-12 error |11:53:02: [pie_PrintLoadedTextures] 18 : page-13 error |11:53:02: [pie_PrintLoadedTextures] 19 : page-14 error |11:53:02: [pie_PrintLoadedTextures] 20 : page-15 error |11:53:02: [pie_PrintLoadedTextures] 21 : page-16 error |11:53:02: [pie_PrintLoadedTextures] 22 : page-17 error |11:53:02: [pie_PrintLoadedTextures] 23 : page-18 error |11:53:02: [pie_PrintLoadedTextures] 24 : page-19 error |11:53:02: [pie_PrintLoadedTextures] 25 : page-20 error |11:53:02: [pie_PrintLoadedTextures] 26 : page-21 error |11:53:02: [pie_PrintLoadedTextures] 27 : page-22 error |11:53:02: [pie_PrintLoadedTextures] 28 : page-23 error |11:53:02: [pie_PrintLoadedTextures] 29 : page-24 error |11:53:02: [pie_PrintLoadedTextures] 30 : page-28 error |11:53:02: [pie_PrintLoadedTextures] 31 : page-59 error |11:53:02: [pie_PrintLoadedTextures] 32 : page-67 error |11:53:02: [pie_PrintLoadedTextures] 33 : page-68 error |11:53:02: [pie_PrintLoadedTextures] 34 : page-69 error |11:53:02: [pie_PrintLoadedTextures] 35 : page-70 error |11:53:02: [pie_PrintLoadedTextures] 36 : page-80 error |11:53:02: [pie_PrintLoadedTextures] 37 : page-81 error |11:53:02: [pie_PrintLoadedTextures] 38 : page-82 error |11:53:02: [iV_ProcessIMD] iV_ProcessIMD blwallh.pie could not load tex page page-27 error |11:53:02: [dataIMDBufferLoad] IMD load failed - blwallh.pie error |11:53:02: [resLoadFile] resLoadFile: The load function for resource type "IMD" failed for file "blwallh.pie" Warzone(339,0xa0acb4e0) malloc: *** error for object 0x10bc000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug fatal |11:53:02: [resLoad] Failed to parse wrf/piestats.wrf info |11:53:41: [startMultiplayerGame] Unable to load limits. Defaults not set. error |11:53:46: [iV_GetTexture] *** texture page-27 not loaded! *** error |11:53:46: [iV_GetTexture] This error probably means you did not specify this texture to be preloaded in the appropriate wrf files before referencing it in some pie file error |11:53:46: [iV_GetTexture] Remember that patches override several standard wrf files as well error |11:53:46: [pie_PrintLoadedTextures] Available texture pages in memory (37 out of 128 max): error |11:53:46: [pie_PrintLoadedTextures] 00 : intfac0.png error |11:53:46: [pie_PrintLoadedTextures] 01 : intfac1.png error |11:53:46: [pie_PrintLoadedTextures] 02 : intfac2.png error |11:53:46: [pie_PrintLoadedTextures] 03 : intfac3.png error |11:53:47: [pie_PrintLoadedTextures] 04 : intfac4.png error |11:53:47: [pie_PrintLoadedTextures] 05 : intfac5.png error |11:53:47: [pie_PrintLoadedTextures] 06 : page-59 error |11:53:47: [pie_PrintLoadedTextures] 07 : texpages/tertilesc1hw error |11:53:47: [pie_PrintLoadedTextures] 08 : page-6 error |11:53:47: [pie_PrintLoadedTextures] 09 : page-7 error |11:53:47: [pie_PrintLoadedTextures] 10 : page-8 error |11:53:47: [pie_PrintLoadedTextures] 11 : page-9 error |11:53:47: [pie_PrintLoadedTextures] 12 : page-10 error |11:53:47: [pie_PrintLoadedTextures] 13 : page-11 error |11:53:47: [pie_PrintLoadedTextures] 14 : page-12 error |11:53:47: [pie_PrintLoadedTextures] 15 : page-13 error |11:53:47: [pie_PrintLoadedTextures] 16 : page-14 error |11:53:47: [pie_PrintLoadedTextures] 17 : page-15 error |11:53:47: [pie_PrintLoadedTextures] 18 : page-16 error |11:53:47: [pie_PrintLoadedTextures] 19 : page-17 error |11:53:47: [pie_PrintLoadedTextures] 20 : page-18 error |11:53:47: [pie_PrintLoadedTextures] 21 : page-19 error |11:53:47: [pie_PrintLoadedTextures] 22 : page-20 error |11:53:47: [pie_PrintLoadedTextures] 23 : page-21 error |11:53:47: [pie_PrintLoadedTextures] 24 : page-22 error |11:53:47: [pie_PrintLoadedTextures] 25 : page-23 error |11:53:47: [pie_PrintLoadedTextures] 26 : page-24 error |11:53:47: [pie_PrintLoadedTextures] 27 : page-25 error |11:53:47: [pie_PrintLoadedTextures] 28 : page-28 error |11:53:47: [pie_PrintLoadedTextures] 29 : page-67 error |11:53:47: [pie_PrintLoadedTextures] 30 : page-68 error |11:53:47: [pie_PrintLoadedTextures] 31 : page-69 error |11:53:47: [pie_PrintLoadedTextures] 32 : page-70 error |11:53:47: [pie_PrintLoadedTextures] 33 : page-80 error |11:53:47: [pie_PrintLoadedTextures] 34 : page-81 error |11:53:47: [pie_PrintLoadedTextures] 35 : page-82 error |11:53:47: [iV_ProcessIMD] iV_ProcessIMD blwallh.pie could not load tex page page-27 error |11:53:47: [dataIMDBufferLoad] IMD load failed - blwallh.pie error |11:53:47: [resLoadFile] resLoadFile: The load function for resource type "IMD" failed for file "blwallh.pie" Warzone(339,0xa0acb4e0) malloc: *** error for object 0x10bc000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug fatal |11:53:47: [resLoad] Failed to parse wrf/piestats.wrf fatal |11:53:48: [startGameLoop] Shutting down after failure Control:~ user$
Mac os x 10.6
Warzone 2.3.1
I bet that after i saw the following lines (I guess the Art Revolution GFX Mod is in the autoload folder AFAIK, causing conflict with Warzone 2120, i don't have sure)
error |11:53:47: [pie_PrintLoadedTextures] 29 : page-67
error |11:53:47: [pie_PrintLoadedTextures] 30 : page-68
error |11:53:47: [pie_PrintLoadedTextures] 31 : page-69
error |11:53:47: [pie_PrintLoadedTextures] 32 : page-70
error |11:53:47: [pie_PrintLoadedTextures] 33 : page-80
error |11:53:47: [pie_PrintLoadedTextures] 34 : page-81
error |11:53:47: [pie_PrintLoadedTextures] 35 : page-82
2 issues which i know that people don't need to report it:
AA laser upgrade names are same as the older AA guns, i will change that in the next beta
Angel Array MRL & Firestorm MML Array uses same GFX file, it's because i did not make a new GFX for the Firestorm, that's all.
Keep coming with more feedback guys
Regards BP
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
There is nothing in my autload folder^
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
Great mod, it really adds a refreshing touch to warzone, well done.
Will you also include the DyDo-AI 2.2.1 in your next update ?
Will you also include the DyDo-AI 2.2.1 in your next update ?
- Black Project
- Regular
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Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
Thank you, i'm glad that you like it i spended almost all saturdays and sundays just to finish itSonsalt wrote:Great mod, it really adds a refreshing touch to warzone, well done.
Because it's a beta release, i don't pretend to update DyDo right now in the next releases, i still didn't tested the DyDo 2.2.1.Sonsalt wrote:Will you also include the DyDo-AI 2.2.1 in your next update ?
I'll wait for the feedback first before i can jump to next release.
Do you have checked out in the main menu with Warzone 2120 activated where shows which mods are activated, the extra textures in the error log are not from Warzone 2120, it's from another mod.Square wrote:There is nothing in my autload folder^
error |11:53:02: [pie_PrintLoadedTextures] 32 : page-67
error |11:53:02: [pie_PrintLoadedTextures] 33 : page-68
error |11:53:02: [pie_PrintLoadedTextures] 34 : page-69
error |11:53:02: [pie_PrintLoadedTextures] 35 : page-70
error |11:53:02: [pie_PrintLoadedTextures] 36 : page-80
error |11:53:02: [pie_PrintLoadedTextures] 37 : page-81
error |11:53:02: [pie_PrintLoadedTextures] 38 : page-82
BP
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
nope, there is nothing.
Did I mention that I can create a game, but if I start it, then the error Popup comes...
Did I mention that I can create a game, but if I start it, then the error Popup comes...
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
So far I have no bugs or issues to report, only some balancing issues occurred.
Apart from that I am wondering if you could increase the projectile speed of the laser and the needle guns.
I have tested the latest DyDo AI and it is really well done, but sure if merging means a lot of work you should ask him when to expect the next version, so you won't have to do all the works that soon again.
Apart from that I am wondering if you could increase the projectile speed of the laser and the needle guns.
I have tested the latest DyDo AI and it is really well done, but sure if merging means a lot of work you should ask him when to expect the next version, so you won't have to do all the works that soon again.
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
This looks interesting... Will try it out
Error: Keyboard not found. Press any key to continue.
~Co-Founder of the clan BDC.
~Co-Founder of the clan BDC.
Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod
Hi,
Ive a little problem with your mod:
I followed your description (global/autoload etc) but and the game is also loading the mod but everytime i want to start a game (singleplayer/mp-skirmish) the game crashes
the following Error goes on to my desktop:
Microsoft Visual C++ Runtime Library
Assertion failed!
Programm: ...
Line:674
Expressiom: psRes != ((void *)0)
For information on how you programm can cause an assertion
failure, see the Visual C++ documentation on asserts
(press retry to debug the application - JIT must be enabled)
I tried both retry and ignore but i had no success, also i am a noob in computer-technology, so ive no idea how to work with the "Visual C++ documentation on asserts"
please help
Ive a little problem with your mod:
I followed your description (global/autoload etc) but and the game is also loading the mod but everytime i want to start a game (singleplayer/mp-skirmish) the game crashes
the following Error goes on to my desktop:
Microsoft Visual C++ Runtime Library
Assertion failed!
Programm: ...
Line:674
Expressiom: psRes != ((void *)0)
For information on how you programm can cause an assertion
failure, see the Visual C++ documentation on asserts
(press retry to debug the application - JIT must be enabled)
I tried both retry and ignore but i had no success, also i am a noob in computer-technology, so ive no idea how to work with the "Visual C++ documentation on asserts"
please help