Warzone 2100: Contingency (Beta now released)

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Rommel
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Re: Warzone 2100: Contingency (Beta now released)

Post by Rommel »

Just installed and played a skirmish - the Rocketstorm (gatling rockets) is deadly lol
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Shadow Wolf TJC
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Re: Warzone 2100: Contingency (Beta now released)

Post by Shadow Wolf TJC »

Quick question for anyone playing this mod on multiplayer: Do the wind turbines generate power as intended? (You may need to build quite a few to notice their effects) If so, then do they cause any desyncs in multiplayer?
Last edited by Shadow Wolf TJC on 27 Nov 2012, 12:40, edited 1 time in total.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Shadow Wolf TJC »

Version 0.7.3 is out, and it comes with a few changes in how Insane AIs work:
- They no longer start games with their base defenses preserved (except in Advanced Bases of course).
- They now start with Engineering already researched for them, meaning that they'd have a head-start in terms of research and construction.
- They now start with twice as much power as normal.
- They now gain twice as much power from Wind Turbines than other players.
- They now gain a little extra power from each Oil Derrick they own (regardless of whether or not there are enough Power Generators).

This should make them play stronger in Advanced Bases settings (which preserve defenses for all players anyways).

By the way, I've been hearing many requests for a guide for this mod, but sadly, I've been too busy to be able to get much work done on one. Lately, I've been working on developing a new AI for Contingency (which would later be ported over to vanilla Warzone 2100) called ShadowBot, and developing that will likely take me several months, especially since I'm new to AI development.

If you wish to help create a guide for Contingency, then I'd be grateful. A few months ago, I founded a new Warzone 2100 wiki on Wikia, called Wikizone 2100, and a few weeks ago, I started to allow others to add stuff that's relevant to specific mods, including Contingency.
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Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
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Re: Warzone 2100: Contingency (Beta now released)

Post by Arreon »

Shadow Wolf TJC wrote:Version 0.7.3 is out, and it comes with a few changes in how Insane AIs work:
- They no longer start games with their base defenses preserved (except in Advanced Bases of course).
- They now start with Engineering already researched for them, meaning that they'd have a head-start in terms of research and construction.
- They now start with twice as much power as normal.
- They now gain twice as much power from Wind Turbines than other players.
- They now gain a little extra power from each Oil Derrick they own (regardless of whether or not there are enough Power Generators).

This should make them play stronger in Advanced Bases settings (which preserve defenses for all players anyways).

By the way, I've been hearing many requests for a guide for this mod, but sadly, I've been too busy to be able to get much work done on one. Lately, I've been working on developing a new AI for Contingency (which would later be ported over to vanilla Warzone 2100) called ShadowBot, and developing that will likely take me several months, especially since I'm new to AI development.

If you wish to help create a guide for Contingency, then I'd be grateful. A few months ago, I founded a new Warzone 2100 wiki on Wikia, called Wikizone 2100, and a few weeks ago, I started to allow others to add stuff that's relevant to specific mods, including Contingency.
Well I wish you the best with your new AI project. :) Take your time; that's what makes really good mods and AIs. Yours is by far the most entertaining and extensive of any mod I've ever played.
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Re: Warzone 2100: Contingency (Beta now released)

Post by NoQ »

developing that will likely take me several months
Release early, release often, don't take it all by yourself ;)
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Re: Warzone 2100: Contingency (Beta now released)

Post by iap »

Man I've just played it for the first time, and I must say - this is SO MUCH INTERESTING and FUN!

.... But it crashed:

Code: Select all

Program: C:\Program Files\Warzone 2100-3.1_rc3\warzone2100.exe(warzone2100)
Command line: "C:\Program Files\Warzone 2100-3.1_rc3\warzone2100.exe" 
Version: Version SDL-3.1 rc3 (modified locally) - Built Oct  8 2012
Distributor: wz2100.net
Compiled on: Oct  8 2012 15:27:25
Compiled by: GCC 4.7.0
Compiled mode: Release build
Executed on: Sat Dec 01 15:57:22 2012

Pointers: 32bit

Compiled against PhysicsFS version: 2.0.1
Running with PhysicsFS version: 2.0.1

Misc Data:
[15:57:22]mod: Readme.txt
[15:57:22]mod: T1Limiter.wz
[15:57:22]mod: T2Limiter.wz
[15:57:22]mod: addon-ultimate-scavs-contingency.wz
[15:57:22]mod: contingency_v0.7.3.wz
[15:57:24]Video Mode 1280 x 960 (fullscreen)
[15:57:24]OpenGL Vendor: NVIDIA Corporation
[15:57:24]OpenGL Renderer: GeForce 9400 GT/PCIe/SSE2
[15:57:24]OpenGL Version: 3.3.0
[15:57:24]GLEW Version: 1.7.0
[15:57:24]OpenGL GLSL Version : 3.30 NVIDIA via Cg compiler
[15:57:25]OpenAL Device Name: DirectSound Default
[15:57:25]OpenAL Vendor: OpenAL Community
[15:57:25]OpenAL Version: 1.1 ALSOFT 1.13
[15:57:25]OpenAL Renderer: OpenAL Soft
[15:57:25]OpenAL Extensions: AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_sub_data AL_SOFT_loop_points
[15:57:25]Using Backend: SDL
[15:57:25]Using language: System locale
[15:58:08]mod: Readme.txt
[15:58:08]mod: T1Limiter.wz
[15:58:08]mod: T2Limiter.wz
[15:58:08]mod: addon-ultimate-scavs-contingency.wz
[15:58:08]mod: contingency_v0.7.3.wz
[15:58:08]mod: Readme.txt
[15:58:08]mod: T1Limiter.wz
[15:58:08]mod: T2Limiter.wz
[15:58:08]mod: addon-ultimate-scavs-contingency.wz
[15:58:08]mod: contingency_v0.7.3.wz
[15:58:08]mod: Readme.txt
[15:58:08]mod: T1Limiter.wz
[15:58:08]mod: T2Limiter.wz
[15:58:08]mod: addon-ultimate-scavs-contingency.wz
[15:58:08]mod: contingency_v0.7.3.wz
[15:58:08]mod: Readme.txt
[15:58:08]mod: T1Limiter.wz
[15:58:08]mod: T2Limiter.wz
[15:58:08]mod: addon-ultimate-scavs-contingency.wz
[15:58:08]mod: contingency_v0.7.3.wz
[15:58:16]Current Level/map is Vision-T1


C:\Program Files\Warzone 2100-3.1_rc3\warzone2100.exe caused an Integer Divide By Zero at location 0040cbab in module C:\Program Files\Warzone 2100-3.1_rc3\warzone2100.exe.

Log message: info    |04:37:37: [structSetManufacture:997] Wrong template for player 1 factory, type 1.
Log message: info    |04:37:37: [structSetManufacture:997] Assert in Warzone: structure.cpp:997 ((validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A'
Log message: info    |04:37:37: [structSetManufacture:997] Wrong template for player 1 factory, type 1.
Log message: info    |04:37:37: [structSetManufacture:997] Assert in Warzone: structure.cpp:997 ((validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A'
Log message: info    |04:37:51: [structSetManufacture:997] Wrong template for player 1 factory, type 1.
Log message: info    |04:37:51: [structSetManufacture:997] Assert in Warzone: structure.cpp:997 ((validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A'
Log message: info    |04:37:51: [structSetManufacture:997] Wrong template for player 1 factory, type 1.
Log message: info    |04:37:51: [structSetManufacture:997] Assert in Warzone: structure.cpp:997 ((validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A'
Log message: info    |04:38:00: [structSetManufacture:997] Wrong template for player 1 factory, type 1.
Log message: info    |04:38:00: [structSetManufacture:997] Assert in Warzone: structure.cpp:997 ((validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A'
Log message: info    |04:38:00: [structSetManufacture:997] Wrong template for player 1 factory, type 1.
Log message: info    |04:38:00: [structSetManufacture:997] Assert in Warzone: structure.cpp:997 ((validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A'
Log message: info    |04:38:22: [structSetManufacture:997] Wrong template for player 1 factory, type 1.
Log message: info    |04:38:22: [structSetManufacture:997] Assert in Warzone: structure.cpp:997 ((validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A'
Log message: info    |04:38:22: [structSetManufacture:997] Wrong template for player 1 factory, type 1.
Log message: info    |04:38:22: [structSetManufacture:997] Assert in Warzone: structure.cpp:997 ((validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A'
Log message: info    |04:38:24: [destroyObject:272] destroyObject: object not found in list
Log message: info    |04:38:24: [destroyObject:272] Assert in Warzone: objmem.cpp:272 (psCurr != __null), last script event: 'N/A'
Log message: info    |04:38:36: [interpolateSpacetime:58] Spacetime overlap!
Log message: info    |04:38:36: [interpolateSpacetime:58] Assert in Warzone: baseobject.cpp:58 (st1.time != st2.time), last script event: '13 (CALL_NEWDROID)'

Registers:
eax=00000000 ebx=ffffffa8 ecx=00000000 edx=00000000 esi=0022eb82 edi=00000000
eip=0040cbab esp=0022eb0c ebp=00000000 iopl=0         nv up ei pl zr na po nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=0000             efl=00210246

Call stack:
Kargan3033
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Re: Warzone 2100: Contingency (Beta now released)

Post by Kargan3033 »

I'm going to give this a spin and I'll let you know what I think of it, thanks for making this mod it sounds prety damn good.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Kargan3033 »

I tried it and was off to a good start, I saved the game then got swamped, went to reload and the game crashed and burned on me, here the log file.

{{{{Log File}}}



--- Starting log [C:\Users\Owner\Documents\Warzone 2100 3.1\logs\WZlog-1202_184525.txt]---
info |06:45:25: [realmain:1133] Using C:\Users\Owner\Documents\Warzone 2100 3.1\logs\WZlog-1202_184525.txt debug file
popup |06:45:34: [rebuildSearchPath:421] The required mod could not be loaded: nullbot-1-38-extras.wz, contingency_v0.7.3.wz, addon-ultimate-scavs-contingency.wz, T2Limiter.wz, T1Limiter.wz

Warzone will try to load the game without it.

{{{End Log file}}}
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Re: Warzone 2100: Contingency (Beta now released)

Post by Arreon »

Kargan3033 wrote:I tried it and was off to a good start, I saved the game then got swamped, went to reload and the game crashed and burned on me, here the log file.

{{{{Log File}}}



--- Starting log [C:\Users\Owner\Documents\Warzone 2100 3.1\logs\WZlog-1202_184525.txt]---
info |06:45:25: [realmain:1133] Using C:\Users\Owner\Documents\Warzone 2100 3.1\logs\WZlog-1202_184525.txt debug file
popup |06:45:34: [rebuildSearchPath:421] The required mod could not be loaded: nullbot-1-38-extras.wz, contingency_v0.7.3.wz, addon-ultimate-scavs-contingency.wz, T2Limiter.wz, T1Limiter.wz

Warzone will try to load the game without it.

{{{End Log file}}}
Try taking one of the limiter mods out.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Shadow Wolf TJC »

@Kargan3033: This is, sadly, not the 1st time that I've heard of this issue. (see ticket #3816) Unfortunately, until this gets fixed, I'm guessing that the only way to avoid this problem is to use one mod at a time. Speaking of, I guess I'll have to start providing an alternate Contingency mod that has NullBot and Ultimate Scavengers AI fully integrated into the mod, as opposed tohaving them as separate add-on mods.
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Re: Warzone 2100: Contingency (Beta now released)

Post by NoQ »

NullBot-extras was never designed to be used with Contingency. It won't work anyway, so take *it* out first.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Shadow Wolf TJC »

An alternate version of Contingency v0.7.3 is now available for download, with NullBot Contingency v1.3.9 and Ultimate Scavengers AI built into the mod.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Goth Zagog-Thou »

Going to try this immediately. :D
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Re: Warzone 2100: Contingency (Beta now released)

Post by Shadow Wolf TJC »

Sorry for the delay, but working on ShadowBot has been keeping me busy as of late. (That, and trying to get a few commits submitted for Warzone 2100, though I'll probably be putting that on indefinite hold.) Anyways, while version 0.7.4 is now out, not a whole lot of new stuff was included, at least when it comes to gameplay. (Only the starting techs for base and advanced base setups has been changed.)

What has changed significantly is that I've started work on porting Contingency to master versions. (You may have noticed that several new .ini files are now present in the mod.) However, while I've started work on porting, I haven't yet finished. Weapons.ini still needs work in terms of importing the various weapons present in weapons.txt.
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Re: Warzone 2100: Contingency (Beta now released)

Post by aubergine »

It might be worth chatting to Felipe as I think he's got a tool that converts from .txt to .ini (or at least I assume so, he's been converting .txt to .ini in his WZ fork)

Also, would you consider setting up a github repo for Contingency? Would be nice to follow changes you make via github as I imagine I'll learn a lot from watching how you do things.
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