.WZ mods

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Tattorack
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.WZ mods

Post by Tattorack »

I've been trying to get the Art Revolution mod to work for a while now (latest WZ2100) but it doesn't seem to work!
I tried with a modified shortcut (\gamefilepath\warzone2100.exe" --mod modNAME.wz) and via the latest mod manager (v3.5?) but the results are both the same;
Nothing happens.
No starting up then suddenly crashing.
No error messages.
Just nothing.
Tried running in admin too to no prevail...
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Berg
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Re: .WZ mods

Post by Berg »

Tattorack wrote:I tried with a modified shortcut (\gamefilepath\warzone2100.exe" --mod modNAME.wz) and via the latest mod manager (v3.5?) but the results are both the same;
your command is wrong its missing "="

(\gamefilepath\warzone2100.exe" --mod=modNAME.wz)

Make sure you read the guide.
http://developer.wz2100.net/wiki/NewFAQ ... Iinstallit
http://developer.wz2100.net/wiki/Comman ... tions#Data
http://developer.wz2100.net/wiki/FileLocations#Mods
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Tattorack
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Re: .WZ mods

Post by Tattorack »

Yes, that seems to work, or at least, I managed to boot the game.
Funny, I did follow a guide and it forgot to mention anything about a "=".
Also, this would need to be fixed in the WZ mod manager, because if you look at what it uses when you select a mod it also has the "=" missing.
(Is there a special reason why Warzone requires the "=" symbole? Homeworld, Homeworld II, Star Trek Legacy, Oblivion (for the script extender) and a few others I played never needed the "=").
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NoQ
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Re: .WZ mods

Post by NoQ »

Funny, I did follow a guide and it forgot to mention anything about a "=".
via the latest mod manager (v3.5?)
What sort of a guide and what sort of a mod manager?
http://developer.wz2100.net/wiki/CommandLineOptions#InstallingMods wrote:--mod=MOD Enable global modification MOD
--mod_ca=MOD Enable campaign only modification MOD
--mod_mp=MOD Enable multiplay only modification MOD
warzone2100 --help wrote:Usage: wz/warzone2100/src/warzone2100 [OPTION...]
--configdir=configuration directory Set configuration directory
--datadir=data directory Set default data directory
--debug=debug level Show debug for given level
--debugfile=file Log debug output to file
--flush-debug-stderr Flush all debug output written to stderr
--fullscreen Play in fullscreen mode
--game=game-name Load a specific game
-h, --help Show this help message and exit
--mod=mod Enable a global mod
--mod_ca=mod Enable a campaign only mod
--mod_mp=mod Enable a multiplay only mod

--noassert Disable asserts
--crash Causes a crash to test the crash handler
--savegame=savegame Load a saved game
--window Play in windowed mode
--version Show version information and exit
--resolution=WIDTHxHEIGHT Set the resolution to use
--shadows Enable shadows
--noshadows Disable shadows
--sound Enable sound
--nosound Disable sound
--join=host connect directly to IP/hostname
--host go directly to host screen
--texturecompression Enable texture compression
--notexturecompression Disable texture compression
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Berg
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Re: .WZ mods

Post by Berg »

Tattorack wrote:Funny, I did follow a guide and it forgot to mention anything about a "=".
Also, this would need to be fixed in the WZ mod manager, because if you look at what it uses when you select a mod it also has the "=" missing.
(Is there a special reason why Warzone requires the "=" symbole? Homeworld, Homeworld II, Star Trek Legacy, Oblivion (for the script extender) and a few others I played never needed the "=").
What mod manager?
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Tattorack
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Re: .WZ mods

Post by Tattorack »

The only guide I could find via google:
http://www.wikihow.com/Install-Mods-in-Warzone-2100
Very similar to every other mod I had to play in other games.

And this, simply called "Warzone 2100 Mod Manager" is the only mod manager for WZ as far as I know;
viewtopic.php?f=10&t=4870
When you select a mod from the list you can see what command it uses to open the mod in the box besides the list (wich is the same as the command in the shortcut, but without "=", same as the above wiki).
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Berg
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Re: .WZ mods

Post by Berg »

You will find non warzone sites don't have the latest methods or games, addon and mods.
I suggest staying on this site for further guides and information.
That mod manager is over 4 years old things change.
Look through the forums there are several mod loaders and game starters if you have aneed for one.
viewtopic.php?f=49&t=11767&p=128624&hil ... er#p128624 here is one in python by JamesNz.
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Tattorack
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Re: .WZ mods

Post by Tattorack »

Right... ok.
I persumed that if I searched on google the I'd get something official.
Guess I was wrong.

Good to know there's an up-to-date loader.
Again, it didn't show up in google.
I wonder why...
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