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Re: Warzone 2100: Contingency (Beta now released)

Posted: 09 May 2013, 16:16
by NoQ
But there are clear instructions how to install any mod.
You just throw the .wz file into autoload folder and that's it.
It's explained in the game's FAQ.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 09 May 2013, 16:58
by Arreon
NoQ wrote:But there are clear instructions how to install any mod.
You just throw the .wz file into autoload folder and that's it.
It's explained in the game's FAQ.
I did just that. I put the T1Limiter.wz into the autoload folder, but nothing happened.

I know how to install mods, but for some reason, this one in particular did not work under an ordinary method of installation. I had to copy and paste from a .js file into a .inc file to get the Limiter to work. Obviously, something's wrong with the mod if I have to resort to something like this.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 09 May 2013, 17:28
by NoQ
Yeah, clearly wrong. The file needs to be renamed in the tier limiter mods.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 09 May 2013, 22:27
by Shadow Wolf TJC
You're right. I changed Contingency's tier-limiting files from .js files into .inc files sometime in the past, but forgot to do the same for both tier-limiting mods that come bundled with Contingency. They should be fixed in the next release.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 11 May 2013, 05:43
by aubergine
1. Wind turbines seem to be showing up as radar blips after I build a radar detector.

2. I'm struggling to get the Rocketstorm turret/defence - any hints on what I need to research?

Re: Warzone 2100: Contingency (Beta now released)

Posted: 11 May 2013, 17:49
by Shadow Wolf TJC
aubergine wrote:1. Wind turbines seem to be showing up as radar blips after I build a radar detector.
Yeah. When I was making the Wind Turbines, I didn't know how to create animated structures, like what you see with the Factory's fan, or with the Oil Derricks, so I kinda cheated and made them into sensors with a visual range of zero. :|
2. I'm struggling to get the Rocketstorm turret/defence - any hints on what I need to research?
You'll need to research a lot of Machinegun ROF upgrades to unlock the Rocketstorm, which I'd imagine is a Minipod that uses a belt-fed mechanism to rapidly cycle in new rockets. :wink: (I'm thinking about adding an ammo belt on the Rocketstorm's graphics file to show people that it's belt-fed.)

Re: Warzone 2100: Contingency (Beta now released)

Posted: 11 May 2013, 23:37
by aubergine
I'd upgraded all the mg line ROF, damage, accuracy upgrades as far as I could tell. I didn't research all the MG line turrets though - are the turrets themselves part of the pre-requisites for Rocketstorm?

Re: Warzone 2100: Contingency (Beta now released)

Posted: 12 May 2013, 00:56
by Shadow Wolf TJC
The Assault Gun is needed.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 12 May 2013, 05:23
by aubergine
Ah, that would be why it never appears! Got it now, thanks! :)

Re: Warzone 2100: Contingency (Beta now released)

Posted: 19 May 2013, 17:17
by aubergine
Per and Berg got the old XanaxPrime mech mod working in 3.x series: viewtopic.php?f=30&t=10997#p121993

Image

Would be cool to have them in Contingency as mid-late game cyborg option.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 01 Jun 2013, 02:37
by Shadow Wolf TJC
I'm sorry that I haven't released any new versions of Contingency for the past 2 1/2 months, but I've been on a hiatus as of late. Unfortunately, I'm probably going to be on a hiatus for a while longer, as I believe that I'll be busy in real-life starting within the next week or 2.

Right now, I'm at the point where I would really appreciate any outside help in this project. While I probably won't be adding any new weapons or structures before the official release, I still have to finish working on .pie models and special effects before I can release the full version 1.0 of this mod. (I've decided to drop compatability with version 3.2 of Warzone 2100 as a goal for version 1.0 of Contingency, though I'm considering making it a version 2.0 goal for Contingency due to the presence of all sorts of new functions in version 3.2.)

Before I can release version 0.8, I'll need to work on phasing out NullBot with NullBotSW since I made some changes to some structures and researches that caused NullBot to no longer be compatable with Contingency (since it'll now most likely crash). Right now, I'm working on creating a Laser personality for NullBotSW, though I may also need to update NullBotSW's other personalities so that they can work with the new structures and researches.

Other things that need work before version 1.0 can be released:
- New graphical effects for many of the weapons that were added in Contingency (which started off with stats that were copy-pasted from existing weapons' stats before they were modified to what they are now).
- New .pie models for the new Cyborg weapons. (I'd eventually like for my Cyborgs to not have weapons that seem to float in midair. :P )
- New .pie models for the Falcon, Warhawk, Eagle, Phoenix, Gladius, Longsword, Claymore, Excalibur, Wyrmling, and Salamander bodies. (Up until now, the .pie models that were being used were just placeholders, though the general palette ideas are already in place.)
-- For the Birds of Prey line of bodies, I'm picturing them being mostly pink in color, sleek, and incorporating some sort of cockpit design, like with these vehicles:
Spoiler:
-- For the swords line, I'm picturing something blue (with possibly some green outlines), bulky, and box-like, like with these vehicles:
Spoiler:
-- Finally, for the Wyrmling and Salamander, I'm picturing them as red with yellow outlines, like with the Wyvern and Dragon, with a likewise sharp and angular shape, like with these vehicles:
Spoiler:
Keep in mind that, for performance reasons, I'm trying to limit how many polygons each of the .pie models would have, so that the game won't have to render so many polygons at a time. For example, the Dragon body, which has the most polygons out of any unit, has a total of only 28 vertices and 48 triangular polygons total, and most light bodies have no more than 14 vertices and 24 triangular polygons total. Also, while I won't impose any maximum limits to how detailed the bump-mapping may be, keep in mind that I may shrink the graphics' size so that they would take up less processing power to render. In short, I'm not necessarily looking for high-resolution graphics for this mod (although I could use them in a future version of Contingency that would also incorporate other high-resolution graphics, such as from the Art Revolution Project :wink: ).
aubergine wrote:Per and Berg got the old XanaxPrime mech mod working in 3.x series: viewtopic.php?f=30&t=10997#p121993

Image

Would be cool to have them in Contingency as mid-late game cyborg option.
Indeed, though I'd probably want to reduce their size so that they wouldn't dwarf heavy tanks. :wink:

Unfortunately, since my earlier attempts at making various Super Cyborg templates require researching a Super Cyborg body in order to be able to produce them from Cyborg Factories ended in disappointment, and since I doubt that players would want to have to go through the tedium of researching each individual Cyborg or mecha that's unlocked after researching their components, even if the research was completed instantaneously (especially since players already have to do this for structures), I doubt that I'd be able to add mecha to Contingency in a way that would be balanced. Besides, although I'd like to treat these mecha as oversized Cyborgs when it comes to damage calculation (for example, taking 100% damage from anti-personnel weapons), I doubt that Cyborg Transports would be able to handle carrying larger mecha in their cargo bays. The proper gameplay mechanics just don't seem to exist as of right now. :P

Re: Warzone 2100: Contingency (Beta now released)

Posted: 02 Aug 2013, 16:51
by crab_
Hello.

I've just tried the mod. Weapons looks very nice.
I was thinking about modding and finally i found many good ideas already implemented in Contingency :)


Should i read all 30 pages?
I have couple of questions:
1) What plans about turning Mod to master version (3.2)
2) How play this mod as map-mod. Is this impossible?

Re: Warzone 2100: Contingency (Beta now released)

Posted: 02 Aug 2013, 16:53
by NoQ
Whenever i complete the converter in wztools repo, it will be possible to run contingency on 3.2.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 03 Aug 2013, 02:02
by Iluvalar
crab_ wrote: 2) How play this mod as map-mod. Is this impossible?
Unzip the map, unzip de mod. Merge both together, Zip back, look if it work. If it does, you gonna need to edit a unique name in the .addon.lev before you play it online.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 05 Aug 2013, 10:48
by crab_
Iluvalar wrote:
crab_ wrote: 2) How play this mod as map-mod. Is this impossible?
Unzip the map, unzip de mod. Merge both together, Zip back, look if it work. If it does, you gonna need to edit a unique name in the .addon.lev before you play it online.
I did it already , of course.
I have better solution: open both in WinRar and drag&drop content from mod to map :)
So i did it and got weaird errors when tried to play map-mod. I think there is some bug with wrf-loading for map-mods,, not sure