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Quick Match v1.0 for wz 1.10

Posted: 03 Jul 2007, 18:16
by dabest
I made a Quick Match mod for 1.10

You will start with no bases.
If you first build a factory you will have access to scavenger units.
After you build an (expensive) command center you will have access to the design screen and able to develop units with 3 kinds of bodies, 3 kinds of propulsions and 8 kinds of weapons.
the weapons all got their strength and weakness.

The main ideas are :
- people getting more tactical in destroying/making/protecting oil derricks and defending land areas. Also destruction of important buildings can be a tactic.
- have shorter games without looong tech lists
- making it nice to play with alot possible tactics.
- having not so much junk stuff thats all alike, like bodies and weapons.


note : this is only the first version. I plan to improve this. Suggestions are very welcome.

If you want to play this with me, you can find me on IRC from 7AM GMT - 5 PM GMT

Thanks to watermelon for explaining me how to mod, and expecially explaining how vlo / slo files work.

Re: Quick Match v1.0 for wz 1.10

Posted: 03 Jul 2007, 19:38
by Kamaze
Ehm, the (our) open source version isn't compatible to the retail version of warzone 2100.

See: http://wz2100.net/wiki/development:modding_mapping

Re: Quick Match v1.0 for wz 1.10

Posted: 04 Jul 2007, 08:29
by dabest
Kamaze wrote: Ehm, the (our) open source version isn't compatible to the retail version of warzone 2100.

See: http://wz2100.net/wiki/development:modding_mapping
Ehm, I know? Thats why I said its for 1.10?

Re: Quick Match v1.0 for wz 1.10

Posted: 04 Jul 2007, 09:26
by Watermelon
dabest wrote: I made a Quick Match mod for 1.10

You will start with no bases.
If you first build a factory you will have access to scavenger units.
After you build an (expensive) command center you will have access to the design screen and able to develop units with 3 kinds of bodies, 3 kinds of propulsions and 8 kinds of weapons.
the weapons all got their strength and weakness.

The main ideas are :
- people getting more tactical in destroying/making/protecting oil derricks and defending land areas. Also destruction of important buildings can be a tactic.
- have shorter games without looong tech lists
- making it nice to play with alot possible tactics.
- having not so much junk stuff thats all alike, like bodies and weapons.


note : this is only the first version. I plan to improve this. Suggestions are very welcome.

If you want to play this with me, you can find me on IRC from 7AM GMT - 5 PM GMT

Thanks to watermelon for explaining me how to mod, and expecially explaining how vlo / slo files work.
I think you can extract the slo/vlo generated by WZCK with wdg explorer and paste its contents into 2.0.x/trunk slo/vlo files,so you can make you minimod compatible with 2.0.x/trunk.

Re: Quick Match v1.0 for wz 1.10

Posted: 04 Jul 2007, 14:28
by Hatsjoe
Watermelon wrote: I think you can extract the slo/vlo generated by WZCK with wdg explorer and paste its contents into 2.0.x/trunk slo/vlo files,so you can make you minimod compatible with 2.0.x/trunk.
Although almost everybody here plays 2.0.x , he didn't say he wanted to make it 2.0.x compatible.

Re: Quick Match v1.0 for wz 1.10

Posted: 04 Jul 2007, 20:27
by dabest
hmm. ill try it some day.. But I need to change alot more in the trunk then.

I wont need wdg explorer, since I edited the .slo/vlo before compiling with makewdg, since WZCK wouldnt do what I wanted -.-


Anyways, Ill need to make improvements before I even go thinking about making it compatible with 2.0.x :P

Re: Quick Match v1.0 for wz 1.10

Posted: 05 Jul 2007, 20:15
by kage
if you know the basic internal directory structure the wdg contents are falling into, iirc, all you have to do is replicate that directory structure, throw all of it in a zip with a ".wz" extension and it's good for 2.x

Re: Quick Match v1.0 for wz 1.10

Posted: 13 Aug 2007, 12:50
by CMDBob
Sounded fun. Shame there isn't a .wz version.

Tried converting it to WZ myself, but there is 4 files in the wdg named:
  • $51B92AF.slo
  • $51B92AF.vlo
  • $D97923F.slo
  • $D97923F.vlo
Which i don't know what they are.

Re: Quick Match v1.0 for wz 1.10

Posted: 13 Aug 2007, 20:04
by kage
wdg's store files by hash (not by filename), and makewdg doesn't actually reverse the hash -- it just uses a predefined list of hashnames -> decoded filename pairs, and renames each recognized file on extraction -- if the hash isn't in that list, along with the original name, the file will just end up in your filesystem with a name like the ones you list below.

luckily, the hash was found to be reversable by someone a few years ago, but i don't recall where you can obtain the decoding algorithm.

Re: Quick Match v1.0 for wz 1.10

Posted: 13 Aug 2007, 23:47
by Deathguise
Have you tried opening them in a text editor?, a lot of the slo and vlo files have a header like multilim.slo or multilim.vlo if you can find that out then tracking down where the files belong and renaming them should do the trick.

Re: Quick Match v1.0 for wz 1.10

Posted: 14 Aug 2007, 08:35
by CMDBob
Hmm, yes, 2 I've been able to rename and place.

The other two, are a bit of a mystery. I'll have to do some digging.

Re: Quick Match v1.0 for wz 1.10

Posted: 14 Aug 2007, 09:07
by Deathguise
WZCK can include a simple script to auto enable components and structs, in the 2 mystery files is there any mention of auto enable, or something to that effect? if not ill have quick check later on.