[DEPRECIATED] Campaign 4 (Old thread)

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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I've been thinking about the 3.1+ versions of Warzone for Cam 4 more and more. What I'd like to do (with everyone's permission) is base Cam 4 on the Contingency and Ultimate Scavenger Mod.

Such a good (great, in fact) underlying framework would be spot-on with what Cam 4 (and Cam 5-6) are supposed to be about. Contingency would need the entire USM (Tech 0, in my teminology) stuff added into it, and then I would simply add in the templates that Cam 4 would need (since Cam 4's tech tree can be dropped and can use Contingency's instead). I'd like NTW's stuff added in as well, but I'm not sure how that will go over.

Any thoughts on this? I want to make sure everyone is cool with it before I start conversion.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by aubergine »

What's cam4/5/6 supposed to be about? I've never been quite sure what the story/plot is for these cams.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Shadow Wolf TJC »

@Goth: Warzone 2100: Contingency is licensed under the CC-BY-SA license, so you may use some material from it to work on your campaign, provided that you give credit where credit is due, and provided that you likewise release your derivative work under an open-source license.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

@ Aubergine: Cam 5 & 6 are in the planning stages only. Cam 4 was really just something I wanted to see if it could be done -- for a lot of reasons, really (new game engine, new tools, etc). Never really had a focus until later on. Personally I think Cam 0 has more legs than 4 does.

@ Shadow Wolf: That's fine, Cam 4 is GPL 2. Are the licences compatible? And likewise I've never had any issue with anyone potentially using Cam 4's stuff.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Shadow Wolf TJC »

Personally, I don't know about GPL as much as I do the Creative Commons licenses, but whatever. :roll:
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Mine has to be GPL 2, as one of the music tracks is a 'Derivative Work', and because I use a little bit of Cam 1's 'Structure Under Attack' code. Those are two reasons I can think of right off the top of my head.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Rman Virgil »

Goth Zagog-Thou wrote: ...... I'd like NTW's stuff added in as well, but I'm not sure how that will go over.

Any thoughts on this? I want to make sure everyone is cool with it before I start conversion.

I haven't played NTW lately so I don't know if it's still in there. But one of the many things it aggregated from pre-liberation was Stratadrake's (along 4nE) Patch v.1.12 Mines Tech. That merit's consideration IMHO.

As well worth considering, Speedy's pre-liberation work from his "A.I. Boost" mod.... in particular his "Stargates" implemented instead as "Tunnels".

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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by NoQ »

Shadow Wolf TJC wrote:Personally, I don't know about GPL as much as I do the Creative Commons licenses, but whatever. :roll:
I think it's ok use CC-BY-SA within GPL projects, simply because CC-BY-SA maps were accepted in addons (if i didn't mix up the letters).
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Mines... :D We knew them and we loved them, way back when..

Ahh memories.

Okay, so looks like 2/3 'go aheads' so far. Just gotta get Delphino on board, last I knew he was working on a Cam 0 project of his own.

One mod to rule it all. Smells like a worthy base framework for a new set of Campaigns to me! The potential is astounding.

[EDIT]: I remember the Stargates/Teleporting/Tunnels stuff well. If I recall that was handled all via scripting.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by aubergine »

@Rman @Goth: If you have any more info on mines, please PM me or update the wiki: https://warzone.atlassian.net/wiki/disp ... edia/Mines I've been trying to find more infos about where those features came from.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Rman Virgil »

.

@ Goth: Yup. Purely scriptomatic. Could use Berg's model for the CAM 0 entrance to NORAD.

@ Aubergine: The idea for Mine Tech first came up in Pumpkin Studios Official WZ bbs. We took it up as a goal in NEWST. It became a reality about 3 years later after NEWST morphed into Pumpkin-2 and due to the efforts over those years of the legendary Stratadrake (along with 4nE) and released as part of the Patch-Mod dubbed v.1.12. Stratadrake also designed and coded "PIEslicer" (with a little inside info from an ex-Pumpkinite) and also "WZ Customizer Kit" - --- aka, WZCK, which was started by Troman but he handed it over to Strata early on cause he got caught up in multiple AI personality dev and in further deving Sputnick's ModSwitcher (which Pumpkin's AI guru Alex Lee helped us define in an IRC chat in June '99) into "WZ Starter" Utility (aka, WZS) which was absolutely essential for managing incompatible mods and, running multiple AI Personalities simultaneously, and finding other MP players online!! BTW, "WZCK" made makeing very complex mods a breeze - you could go through many testing iterations in a snap... awesome editor.

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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Too bad Strata isn't around to update WZCK for the current Warzone 2100. I gave WZCK a spin about two months ago and after converting .wdg to .wz the mods weren't useable. I'm sure it's something really small causing the problem, though.

Updating WZCK's database wouldn't be difficult, so much as time consuming. They're all just text files, renamed, openable in any text editor. I'll look into what I can do to update it. Perhaps I could build a 'WDG Converter' that can automate the process of conversion too.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Shadow Wolf TJC »

@Goth: Are you still interested in using the Contingency mod? I wouldn't mind at all if you did. In fact, I'm giving you my explicit permission to do so, even if you can't release your Campaign under the CC-BY-SA license. ;)
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Awesome, thanks buddy. And yes, I would very much like to use Contingency.

The game plan on my end is to start reworking Cam 4 for 3.1+ Warzone a little over a week from now. Got some life business to attend to the rest of this week. Once this work begins, I plan to incorporate Contingency, USM, and possibly NTW (if Delphino is agreeable with it). Now that I know what's been wrong with 3.1 Cam 4 I can fix it rather speedily and then go from there.

I suspect more changes are coming down the pike for USM and Contingency, so if you folks need me to hold off a bit then that's fine.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Shadow Wolf TJC »

Keep in mind that I'm still updating the mod with balance changes, and new additions. Recently, I added in 7 new weapon turrets, including the Proto-Railgun, Hellfury Gauss Minigun, and the Sonic Disrupter.
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