[DEPRECIATED] Campaign 4 (Old thread)

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

Post by NoQ »

:shock: :shock: :shock: nice landscape design :shock:
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Giani
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Giani »

NoQ wrote::shock: :shock: :shock: nice landscape design :shock:
+1
That should be a new tipe of tileset :wink:
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by aubergine »

BEYOND AWESOME!!!

Love the textures and landscape. I'll have to get the new locations added to the wiki :)

BTW, have you tried some of these sky boxes: viewtopic.php?f=10&t=9545
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Ooh, hadn't thought of that! I'd like to use FluffyZone, it seems the most appropriate. :D
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I've had a little more time to process things since last night, and I've got a few more ideas.

To sum up: We've crash-landed in Southeastern Alaska, having been shot down by old AA emplacements. There are several warring Scavenger Factions in this area (note: NOT at the scale that the Scavenger Wars campaign will be -- that's a separate campaign and dataset), and Nexus is playing all sides of the conflict like some sort of twisted game for his own amusement. The atrocities include Nano-Assimilation, allowing Nexus to control organics as he does with machines, and that one of the Scavenger Factions (the Red Alphas) has suffered this fate.

Over the course of the Campaign, it will be discovered that Nexus was the one responsible for The Collapse. The warring Scavenger Factions will escalate their attacks upon each other, and the player will side with one of the more objective of these factions (The Coalition) in an attempt to bring the entire conflict to an end.

In so doing, the player will discover that all is not well within Nexus -- there's a "breakaway faction" that has discovered the truth of what Nexus (specifically, Dr. Reed) has done, and is working to reverse the damage. The player will come into contact with this faction (called NODE, and led by someone that you wouldn't expect!); and over the course of the remaining Campaign missions, the Nexus-NODE conflict will reach a boiling point and eventually one side or the other must lose.

The end of this Campaign will be the stepping-off point for Cam 5.

So what does all of this mean? Well, most of the old Cam 4 scripting will need to be rewritten. And that's fine. I have a direction and methodology in place now that will make this process MUCH more streamlined and more quickly put in place.

More to come as I have it. :)

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

Post by aubergine »

Just zoomed in on those previous pics and noticed the dirt tracks through the gravel - simply stunning! Would love to see those tiles in main WZ.

On to the campaign 4...

1. Why is the project flying over Alaska in the first place?

2. Don't they already know that Dr. Reed was responsible for Collapse - they found that out in Cam 2 or 3 IIRC (see "Important Sequences" page on the modding wiki).
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

True, but we get into the 'why' part of it. :)

The Project is flying over Alaska because they were conducting a search and inspection of the Northwestern US and Canada for anything they could salvage from the old NASDA bases in the region. Turns out Nexus has already found that tech .. but the Project forces didn't know that.

And for those interested, I've got a modded base.wz for Beta11 that has EVERYTHING enabled, right off the bat, along with the Alaska tileset and Cam 4 data. When a player starts a new campaign, they're on Cam 1a like usual -- but I've made some little additions. If there's some interest, I'll upload it to my Dropbox and provide a link.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Tenoh »

I know its nagging but when can we get something for betas?
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

When it's ready. :) I have a LOT to do.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Work on the Campaign has halted for the time being. Don't fret, though -- I just need a break, and will pick things back up when I've gotten RL sorted out.
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep

Post by milo christiansen »

Please don't let this die.

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

Post by Rman Virgil »

.

Echo the sentiment. :3

If / when you decide to go foward Goth, I can do the cut-scenes / cinematics as we talked about: machinima and 3D animation (model your main characters, etc.). Music, possibly. I'd back-burner my "Triumph In The Balance" cinematic and comic to work with you on this. I only started that project to figure out stuff for this project, afterall.

One thing I would suggest is creating a simple work site like a SF Project were we can collab. This thread is fine for announcements and such but - anyway, just a thought.

Based on your last postings about intergrating USM / Contingency, etc., plus the rewrite to the JS API... that alone is a HUGE amount of work for one person.... not to mention all the other stuff to be done. Just thinking aloud, and wishing. :hmm:

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

Post by Goth Zagog-Thou »

Heya folks, been a while. :P

It's not going to die. Instead, the project is in hibernation whilst the 3.1+ series Warzone 2100 is finalized / matures some more. I've been keeping up on the progress and I have to say that the 3.1 official release is going to be something special.

When that's out, work will continue on Campaign 4 in earnest. I have a ton of new ideas for it.

Right now my focus is on a new hip-hop artist whom I am recording / producing. I'll be pleased to provide more information when it's appropriate to do so. :)

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

Post by Rman Virgil »

.

I see. :hmm:
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Impact = C x (R + E + A + T + E)

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

Post by Goth Zagog-Thou »

I have some down-time, so I've picked up development again. Release-14 will still be for 2.3.9 Warzone, seeing as how it'll make more sense to port it over to 3.1+ (and the new API) once Cam 4 is completely finished. Plus, it'll be available for both editions of Warzone 2100 and nobody will feel obliged to upgrade if they don't want to / can't.

I played through the prototype Release-14 and there appears to be a serious condition that could result in an infinite loop (where it is impossible to finish out 1~7!), so I'll address that immediately. The condition is caused during the changeover to M4 when the player triggers Nexus too early and if your Commander is destroyed. I suggest that players avoid triggering Nexus in order to avoid said condition -- or keep your Commander alive if you do.

Aside from that, there are changes to the map (mainly functional), especially the M6 area. This is for gameplay purposes and should be an enjoyable experience.

Expect the release in a couple of days. :)