Tech Tree

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Freakyman
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Tech Tree

Post by Freakyman »

EDIT: please note it is now focused on the Campaign at the moment im gonna try and implement it into skirmish first then work on to Campaign hopefully.

Ok guys and girls i want to do my own personal revamp of the Campaign Tech Tree buy addind some minor researchables for example the twin machinegun guard tower that is available in the skirmish i would like to add that into the campaign and many other techs, and just incase people are wondering it is personal and i will not be going over the tech level requirements and i would also like to know how to add artifacts to the maps so i can put some justice behind gaining the tech for example if i wanted the twin machinegun gaurd tower i would have to go to the area i had like in a enemy base or compound etc,

i have been all over the forum and been on the sites that link me to the tools i am just not sure what version i should use of warzone 2100 to mod or the tools to use this is why i am asking your guys for help and when i get enough experience i will go higher and further and i am hoping to going into modeling etc.

EDIT: On another note i have noticed that after a quick check in skirmish i have noticed that the twin machinegun guard tower is not available i am now going to install my original Warzone 2100 to comfirm my thoughts because i think i am crossing them over from the old one to this one and i shall post to confirm with you all.

But still how do i go about adding these to the tech tree research ables or if possible make it auto available after a certain research has been done i have looked in the stats/research/ in base.wz and when looking at the .txt files i am confused on what i should do or on how to do it so if any help from anyone would be aprreciated, also please don't flame me for being a noob i mean we all gotta learn somewhere right once again thanks in advanced for any help you guys may intrust to me
Last edited by Freakyman on 31 Jan 2009, 02:55, edited 1 time in total.
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Zarel
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Re: Tech Tree

Post by Zarel »

Freakyman wrote:...for example the twin machinegun guard tower that is available in the skirmish...

EDIT: On another note i have noticed that after a quick check in skirmish i have noticed that the twin machinegun guard tower is not available i am now going to install my original Warzone 2100 to comfirm my thoughts because i think i am crossing them over from the old one to this one and i shall post to confirm with you all.
Nope, Twin Machinegun tower wasn't in the original game, either. It's never been there.
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Freakyman
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Re: Tech Tree

Post by Freakyman »

ok thanks but i have found it on a build list thorugh cheating i might add.

all i want to know is how to make it buildable by players i know it is not important but i like having everything i like to slowly progress in research i like trying to find out what works best againts what at early stages you no i am just curious so i am just wondering on why its not buildable and how to make it buildable so any help if you can would be appreciated thanks in advance

and yet again Zeral is the first to answer my post either everyone hates me or he LOVEs me :D :D O_o xD

Jokes Bud, :ninja:
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whippersnapper
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Re: Tech Tree

Post by whippersnapper »

.

I was curious so I made a quick close-up screen cap of the Twin MG Tower..

Freakyman, peeps do not answer because they don't know how to do it. Very few have learned how
over the years - Troman, Strata, Speedy, Laws 245, Dancing Moogle, me, a couple others and most recently
Delphinio & Black Project.

The best way to learn right now IMHO is to take apart and study Black Project's Zombie or Ultimate Killer Mods.... or
if you can get your hands on 'em v.1.11 or v. 1.12 MODs (esp.. Strata put all the new mine technology into the
Tech Tree to be researched) or, of course, Delphinio's MOD which is part of the WRP distro... studying any of those for
the new stuff they added, how it was named, where in the file structure additions have to be made etc...

I think, if I recall, there are some tutorials in Lav's Doc's Project that could be of help - I'm flashing on a Dancing Moogle
tutorial... but you'll have to double check that.

All that applies to SKI and MP..... Campaign opens up a whole other "can of worms" different than skirmish or MP... adding
new tech to Campaign can very easily "break" it.

Regards, whipper :ninja:
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Freakyman
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Re: Tech Tree

Post by Freakyman »

thanks whipper i was joking about the people hating me thing lol and i will also take your reply into regard and start looking at those mods and yeah i know what you mean about the campaign being so easy to break i have found out that the tech tree for the campaign is located in more than 4 locations which sucks horribly in other words i have to makes sure they correspond correctly before doing anything to it which made me think oh F##K that so i will only be aiming at a skirmish/mp based mod.

also on a side note i cant seem to find were the ranks are located for example rookie, greenhorn etc i want to give rankings an added bonus because if they do have one the are not very noticable.

once again thanks whipper
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Zarel
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Re: Tech Tree

Post by Zarel »

Freakyman wrote:ok thanks but i have found it on a build list thorugh cheating i might add.
Yeah, it's probably a scav-only structure.
Freakyman wrote:all i want to know is how to make it buildable by players i know it is not important but i like having everything i like to slowly progress in research i like trying to find out what works best againts what at early stages you no i am just curious so i am just wondering on why its not buildable and how to make it buildable so any help if you can would be appreciated thanks in advance
It's not only not important, it's actually rather useless, since the Machinegun Guard Tower has a heavy machinegun on it, a better weapon than twin machinegun.

It's not buildable since it's one of the structures only scavengers can use, and as mentioned earlier, you get a better structure earlier in the game anyway.

If you want to add it in, there are three things you'd need to do:
- Add an entry for the research in research.txt
- Add entries for its prerequisites in prresearch.txt
- Add an entry for making the tech add a structure in resultstructure.txt

research.txt is described in http://developer.wz2100.net/wiki/TxtEditing

The other two shouldn't be too hard to figure out by looking at them.
Freakyman wrote:also on a side note i cant seem to find were the ranks are located for example rookie, greenhorn etc i want to give rankings an added bonus because if they do have one the are not very noticable.
That involves messing with the source code. If you don't understand C, it probably won't be very easy for you to change them; sorry. :(
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Freakyman
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Re: Tech Tree

Post by Freakyman »

ok thanks Zarel thats a big help i LOVE YOU O_O xD

HEHE

Thanks Zarel and Whippersnapper :3
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whippersnapper
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Re: Tech Tree

Post by whippersnapper »

Freakyman wrote:a

lso on a side note i cant seem to find were the ranks are located for example rookie, greenhorn etc i want to give rankings an added bonus because if they do have one the are not very noticeable.
You might wanna chat a bit on the dev IRC channel (on freenode) with Developer Evil Guru (aka, Freddie) - he did some interesting and cool work on the Ranking with Experience Boons a while back that IMO are substantive improvements over the original (&, as Zarel said, it's gotta be done in the C source)...

I worked with the ranking some in scripting new WZ campaign missions - for example this start of mission state:

//PLACE COMMANDER
event addtocom(wait,0)
{
stopCDAudio();
droid2 = addDroid(tmpl[2],(68*128),(82*128),0);
setDroidKills(droid2, 9);
forceDamageObject(droid2, random(20) + 35);
initIterateGroup(startgr);
count = 0;
while (count < startgr.members)
{
droid = iterateGroup(startgr);
cmdDroidAddDroid(droid2, droid);
count = count + 1;
}
}

That had it's limits, naturally, but interestingly enough through conditional script triggers you could make ranking much more of a factor in over all game play than it normally is in skirmish or mp.

Your welcome Freakyman. All the best with your work.

Regards, whipper. :)
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
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whippersnapper
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Re: Tech Tree

Post by whippersnapper »

.

Btw Freakyman, if you decide you wanna get into Campaign stuff I would be glad to share my unreleased new campaign mission work -
pre-scripting analysis docs and working source... While the original Campaign source is a good learning tool seeing something new that has been thoroughly documented does make it a little easier to grasp the whole of the creation-making process, IMHO.

Regards, whipper :)
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

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Freakyman
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Re: Tech Tree

Post by Freakyman »

Yeah that would be pretty good whipper i just need to learn the basics of modding first before jumping on somthing big first, so ill give you a heads up when i think i am ready to try somthing like that, i hope it all goes well. :-S :rolleyes:
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whippersnapper
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Re: Tech Tree

Post by whippersnapper »

Freakyman wrote:Yeah that would be pretty good whipper i just need to learn the basics of modding first before jumping on somthing big first, so ill give you a heads up when i think i am ready to try somthing like that, i hope it all goes well. :-S :rolleyes:
.

Alrighty then. Good plan.

Regards, whipper. :cool:

.
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
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Tron
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Re: Tech Tree

Post by Tron »

Hi folks,

I rediscovered this great game after years in this free version (thx to you !) and want to mod it now : I'd like to simplify the tech tree by getting rid of all the "mk2, mk3" upgrades.

I used the Customizer Kit v20 1.55 to reorganize the techs and prerequisites and made a .wdg file out of it. As far as I understand is the .wz file the new archieve format and .wdg the former one ? So I used the WDG Explorer to extract the modified .txts, opened a .zip, copied the folder structure of the ntw mod, put in the .txts and renamed the thing to .wz. As expected, that "Frankenstein"-file didn't work.

So I got stuck now : how do I get that stuff into the game or into a .wz file ? I opened the ntw mod with WinZip and tried to figure out, what files I need to get a working mod file, but I don't get it.
So how do you create a .wz file ? (btw : are these .wdg files the old file format of the original game ?)
What files do you need to get a working mod ?
What are these files needed to contain ?
Is the format of the .txts from the Customizer Kit v20 1.55 compatible to the latest version (2.2.1) at all ?
What tools do you use or do you know any tutorials ?

I'm interested espcially in tutorials, cause you can only mod what you understand. But I didn't find anything on this forum or in the net. I'd appreciate any help !

Thx in advance for your help
Tron

Warzone 2100 2.2.1 - Win XP SP2 - Joybook S73G, 1.5 GB RAM, Ati 1600 Mobility
Thx in advance for your help
Tron

Warzone 2100 2.2.1 - Win XP SP2 - Joybook S73G, 1.5 GB RAM, Ati 1600 Mobility
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Zarel
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Re: Tech Tree

Post by Zarel »

Tron wrote:I rediscovered this great game after years in this free version (thx to you !) and want to mod it now : I'd like to simplify the tech tree by getting rid of all the "mk2, mk3" upgrades.

I used the Customizer Kit v20 1.55 to reorganize the techs and prerequisites and made a .wdg file out of it. As far as I understand is the .wz file the new archieve format and .wdg the former one ? So I used the WDG Explorer to extract the modified .txts, opened a .zip, copied the folder structure of the ntw mod, put in the .txts and renamed the thing to .wz. As expected, that "Frankenstein"-file didn't work.

So I got stuck now : how do I get that stuff into the game or into a .wz file ? I opened the ntw mod with WinZip and tried to figure out, what files I need to get a working mod file, but I don't get it.
So how do you create a .wz file ? (btw : are these .wdg files the old file format of the original game ?)
What files do you need to get a working mod ?
What are these files needed to contain ?
Is the format of the .txts from the Customizer Kit v20 1.55 compatible to the latest version (2.2.1) at all ?
What tools do you use or do you know any tutorials ?

I'm interested espcially in tutorials, cause you can only mod what you understand. But I didn't find anything on this forum or in the net. I'd appreciate any help !
Yes, .wdg is an outdated archive format that's been replaced with .wz, which is a normal ZIP archive (rename it to .zip and extract to get its contents; do that in reverse to get a working Warzone mod). The tech tree is in mp.wz/stats/research/multiplayer/

I believe the format of the .txts from WZCK is compatible with the latest version, as long as you remember to make them into a .wz archive. I might be wrong, though - upload/attach a the files (probably in a ZIP), and I"ll go look at it.
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Tron
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Re: Tech Tree

Post by Tron »

Hi Zarel,

thx for your fast reply ! Please find enclosed my "mod". Doesn't work either in skirmish as in multiplayer : the game starts, but there are still all mk2, mk3 upgrades available. Do I need some kind of "init file" that the modded files are activated ?

Another idea : did I missunderstood the Warzone Customer Kit ? I put all the techs I'd like to have in my mod in the left list and edited them. But the un-edited techs still appear in the game (see the pic)

So :

- maybe is the file corrupt ? (as you said before, you check this, thx)
- or maybe is the left list only a list of modded techs and the other techs remain unmodded in the list and are loaded
- or maybe does the game load the modded techs and adds automaticly the missing techs with the defaults ?

So do I have to make the unwanted techs "un-researchable" by adding a new tech as prerequisite, that can't be researched ?
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Thx in advance for your help
Tron

Warzone 2100 2.2.1 - Win XP SP2 - Joybook S73G, 1.5 GB RAM, Ati 1600 Mobility
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Zarel
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Re: Tech Tree

Post by Zarel »

Tron wrote:Hi Zarel,

thx for your fast reply ! Please find enclosed my "mod". Doesn't work either in skirmish as in multiplayer : the game starts, but there are still all mk2, mk3 upgrades available. Do I need some kind of "init file" that the modded files are activated ?

Another idea : did I missunderstood the Warzone Customer Kit ? I put all the techs I'd like to have in my mod in the left list and edited them. But the un-edited techs still appear in the game (see the pic)

So :

- maybe is the file corrupt ? (as you said before, you check this, thx)
- or maybe is the left list only a list of modded techs and the other techs remain unmodded in the list and are loaded
- or maybe does the game load the modded techs and adds automaticly the missing techs with the defaults ?

So do I have to make the unwanted techs "un-researchable" by adding a new tech as prerequisite, that can't be researched ?
Oh, I remember now; some formats have changed slightly. weapons.txt has an extra "penetrate" column, and body.txt has directional armor. You should be fine if you just use the .txt files in stats/research/multiplayer/