[DEPRECIATED] Campaign 4 (Old thread)

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I figured it would be something akin to that. It'll mature over time, and that's fine.

I plan to become well-versed in the .js API soon.
User avatar
Tenoh
Trained
Trained
Posts: 359
Joined: 18 Nov 2008, 15:06

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Tenoh »

Hi!
Got version 11 and put it in 3.1 beta 7.... nothing happend,put it in autoloader and campaign doesnt start at all.crash.what a my doing wrong?
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by NoQ »

what a my doing wrong?
put it in 3.1 beta 7....
User avatar
Tenoh
Trained
Trained
Posts: 359
Joined: 18 Nov 2008, 15:06

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Tenoh »

NoQ wrote:
what a my doing wrong?
put it in 3.1 beta 7....
oh, i see, they are not compatible?
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by NoQ »

Not yet, as far as i understand what's written.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

That's correct. It works on 2.3.9 for the time being. One of the devs (perhaps several) are looking into the issue. The ticket is here.
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Giani »

I have to install the mod in autoload or campaing?
I installed it in autoload, i started campaing and it crashed :(
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Yes, /mods/autoload folder. For Linux users it'll be /usr/share/warzone2100/mods/autoload (that's the default location if installed from the repositiories), Windows users need to put it in their Warzone install folder/mods/autoload). And there's no reason for it to crash on Warzone 2.3.9. I make sure it works before I release the snapshot builds.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Rman Virgil »

.

Did some tests and I'm confident Machinima is gonna work. Quality res is excellent. :)

Started a new map / mod project that I gonna use to prototype a cinematic combining Machinima with 1st person POV animation.

Story-script done and working on the storyboards now (along with the map-mod). Once done with the storyboards I'll start setting up and shooting Machinima and creating the animation inserts. I'm gonna create some music and do the voice-over narration too. Then there's the post production.

It's going to take a some weeks even at just a min. max running time, which is what I'm estimating. I want it to be keenly representative of the possibilities, both technically and dramatically, so I'm not gonna rush it. I'll keep you posted. :3

- Regards, RV :hmm:
.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Sweet! I am in the process of getting cam0 assets and work folders together. I have an idea of putting cam0 and cam4 data together into a single mod so that everything that comes with USM and Cam4 is available globally. It hopefully will address the problems with getting Cam 4 assets working in the 3.1 branch.

It's been suggested (and seconded) that the new technologies I wanted to introduce in Cam4 should be scaled back, and the Pumpkin assets introduced in the MP side of things (Super Bodies, Fortresses, etc) should be those new technologies. Any thoughts on that?
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Rman Virgil »

Goth Zagog-Thou wrote:Sweet! I am in the process of getting cam0 assets and work folders together. I have an idea of putting cam0 and cam4 data together into a single mod so that everything that comes with USM and Cam4 is available globally. It hopefully will address the problems with getting Cam 4 assets working in the 3.1 branch.
Good strategy. :3
It's been suggested (and seconded) that the new technologies I wanted to introduce in Cam4 should be scaled back, and the Pumpkin assets introduced in the MP side of things (Super Bodies, Fortresses, etc) should be those new technologies. Any thoughts on that?
That's consistent, maintains continuity. Go at least to the halfway mark. Maybe wrap it up with some of your new stuff. Also an opportunity to take the familiar and create fresh situations unlikely experienced in Ski or MP. :hmm:

.

.
User avatar
Tenoh
Trained
Trained
Posts: 359
Joined: 18 Nov 2008, 15:06

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Tenoh »

Any eta for the cam 4 on 3.1? cant wait to try this out!
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I'm working on it as we speak. I have a problem with it loading features for some reason. According to the logs, it gets to 'Loading new style features ()' and simply dies with an access violation. The debug output (run warzone with --debug=all) is not being very useful at all.

Maps with and without features end up the same way -- crash with access violation. If it was missing a feature, it would tell me so (and already did, several hours ago -- all of which I've fixed).

So there's something in my mod it isn't happy with, and I'm not sure what. I'll get to the bottom of it.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Well, well, well. It's our old friend 'Missing Research Messages' again, causing the whole mess.

Problem is, it HAS the research messages and isn't using them for some reason.

Hrmph.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Okay, upon further investigation into the problem, it seems my stats.wrf is NOT loading my .rmsg files, even though they are definitely specified to load. Furthermore, modding base.wz does NOT help.

I'm missing some finer point here, I think. Something I've overlooked. Knowing me,it's something simple and stupid.

And excuse my ranting everyone. This has been two months in the making. :lol2: