So what's under construction?

Discuss the future of Warzone 2100 with us.
Cranox
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So what's under construction?

Post by Cranox »

I was wondering what the coders are doing at this moment?
Ofcourse in human language i mean  :P

How does wz2100 work now? The wdg's got rid?
The pcx texure pallet still in use?
Already possible for others to build mods on this new version?
Is this the new standard version that everyone is aware of and uses?
What about gameplay?
-->Research limits gone?
--->unit cap set at ~300?
-->any limit?
Tools? modding tools?

Just to give me an idea what i can expect :)
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Watermelon
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Re: So what's under construction?

Post by Watermelon »

Cranox wrote: I was wondering what the coders are doing at this moment?
Ofcourse in human language i mean  :P

How does wz2100 work now? The wdg's got rid?
The pcx texure pallet still in use?
Already possible for others to build mods on this new version?
Is this the new standard version that everyone is aware of and uses?
What about gameplay?
-->Research limits gone?
--->unit cap set at ~300?
-->any limit?
Tools? modding tools?

Just to give me an idea what i can expect :)
wdg was replaced by .wz archive I think
pcx was replaced by png
research center limits is 5
unit cap unchange
tasks postponed until the trunk is relatively stable again.
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DevUrandom
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Re: So what's under construction?

Post by DevUrandom »

.wz is just a zipfile with another name...
Modding is possible, maybe easier than before, I don't know.
Scripting language has been extended a lot by Troman. Strings, functions with local variabes, saving and loading to files are the additions I remember in this area.
There are not many new tools, though. There is a mapeditor which works with the current .wz format and pngs afaik, but as I read in other threads it is not very nice from a usability point of view. An editor is currently not of high priority, but will be worked on when the 2.1 release comes near.

For some more details you could look into the ChangeLog. (The SVN part is not anywere near up to date. We are mostly lazy when it comes to updating the ChangeLog. ;) I'll fix that when I got some time...)
Cranox
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Re: So what's under construction?

Post by Cranox »

And what is our final goal?
What are you guys tryinbg to achieve?

I'm sure you guys want to make a stable version that everybody can use, wich wil be the standard, and that your community once that is done continues with making patches no?

From my pov i think that was the coolest thing about wz  8)

attending those new patches with new stuff  :P


(btw dx10+HDR+AA ??^^)
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kage
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Re: So what's under construction?

Post by kage »

open source projects often don't have budget nor deadline, so there really doesn't have to be a "final" anything for the project. i'm sure a lot of the dev's have their own personal goals for the project, though.
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Re: So what's under construction?

Post by Cranox »

kage wrote: open source projects often don't have budget nor deadline, so there really doesn't have to be a "final" anything for the project. i'm sure a lot of the dev's have their own personal goals for the project, though.
i can understand that :)

i hope someone is willing to remove those few limits :)

with priority this ones :)

//research is now loaded per campaign - this hopefully is the max there will be in any one campaign!
//changing above a UBYTE size will require changes throughout research - put the designers off if you can!
//PC and PSX are different because of the multiplayer research trees
#ifdef WIN32
//#define MAX_RESEARCH        (216 + 20)
//#define MAX_RESEARCH        (255)
//new levels required for Patch
#define MAX_RESEARCH        (450)
#else
#define MAX_RESEARCH        (211 + 20)
#endif

//need to define max's for each of the lists associated with the research - these
//values have been chosen based on the current research stats - 21/12/98
#ifdef WIN32
//#define MAX_RESEARCH_PR            (280 + 20)
/*#define MAX_RESEARCH_PR            (400)
#define MAX_RESEARCH_STRUCT_PR      (24 + 5)
#define MAX_RESEARCH_FUNC          (150 + 25)
#define MAX_RESEARCH_STRUCT_RED    (10 + 2)
#define MAX_RESEARCH_ARTE_RED      (20 + 5)
#define MAX_RESEARCH_STRUCT_RES    (44 + 5)
#define MAX_RESEARCH_ARTE_RES      (65 + 5)*/
//new levels required for Patches
#define MAX_RESEARCH_PR            (650)
#define MAX_RESEARCH_STRUCT_PR      (44 + 5)
#define MAX_RESEARCH_FUNC          (250 + 25)
#define MAX_RESEARCH_STRUCT_RED    (30 + 2)
#define MAX_RESEARCH_ARTE_RED      (40 + 5)
#define MAX_RESEARCH_STRUCT_RES    (84 + 5)
#define MAX_RESEARCH_ARTE_RES      (125 + 5)
#else
#define MAX_RESEARCH_PR            (180 + 20 + 4)
#define MAX_RESEARCH_STRUCT_PR      (24 + 5)
#define MAX_RESEARCH_FUNC          (150 + 25)
#define MAX_RESEARCH_STRUCT_RED    (10 + 2)
#define MAX_RESEARCH_ARTE_RED      (20 + 5)
//#define MAX_RESEARCH_STRUCT_RES    (28 + 5)
#define MAX_RESEARCH_STRUCT_RES    (44 + 5)
#define MAX_RESEARCH_ARTE_RES      (50 + 5)
#endif
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Delphinio
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Re: So what's under construction?

Post by Delphinio »

lol the wz limits are very good... it need no changes.
i hate the limits mod and no research mod.
u must be a nub  ;D
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Re: So what's under construction?

Post by Cranox »

Delphinio wrote: lol the wz limits are very good... it need no changes.
i hate the limits mod and no research mod.
u must be a nub  ;D
Dont know who you are but i already contributed more then you in the past, and the limits are not good for moderators.

There is no sense in making a mod when you have to replace stuff in order to get the new stuff.

I should watch in the mirro and aks who the real noob is ;)
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Rman Virgil
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Re: So what's under construction?

Post by Rman Virgil »

Cranox wrote:
There is no sense in making a mod when you have to replace stuff in order to get the new stuff.
* So true.

* I coulda swore those limits were lifted in v.1.10a.... 'course that doesn't mean it carried over to the current GPL WZ.

* Dev, Per, Troman, Geil, Watermelon  or Lav would probably be able to clear that up.
Last edited by Rman Virgil on 10 Feb 2007, 17:58, edited 1 time in total.
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Cranox
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Re: So what's under construction?

Post by Cranox »

Rman Virgil wrote: * So true.

* I coulda swore those limits were lifted in v.1.10a.... 'course that doesn't mean it carried over to the current GPL WZ.

* Dev, Per, Troman, Giel or Lav would probably be able to clear that up.



I noticed those two bodies were gone?
wyvern and dragon?
can someone confrim that?
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Rman Virgil
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Re: So what's under construction?

Post by Rman Virgil »

Cranox wrote: I noticed those two bodies were gone?
wyvern and dragon?
can someone confrim that?
* No chit.... dang those were 2 of my favorite Pumpkin bodies (a little under-powered in HP, though IMO).... hmmm.... I'm gonna go check it out now.
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Rman Virgil
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Re: So what's under construction?

Post by Rman Virgil »

Rman Virgil wrote: * No chit.... dang those were 2 of my favorite Pumpkin bodies (a little under-powered in HP, though IMO).... hmmm.... I'm gonna go check it out now.


* Just confirmed - both bodies are still available in-game. :)
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Cranox
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Re: So what's under construction?

Post by Cranox »

Rman Virgil wrote:
* Just confirmed - both bodies are still available in-game. :)

haha good very good ^^
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Watermelon
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Re: So what's under construction?

Post by Watermelon »

hmm do you mean increasing the max number of components per type?

I just noticed the max number of component per type is 255,actually the cap is applied by the variable type uint8 of droid's asBits(the index/id of components get converted to ubyte),componets with 256+ id/index would probably cause a crash due to this limitation,I think now I know what kage meant.
tasks postponed until the trunk is relatively stable again.
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Re: So what's under construction?

Post by Cranox »

Watermelon wrote: hmm do you mean increasing the max number of components per type?

I just noticed the max number of component per type is 255,actually the cap is applied by the variable type uint8 of droid's asBits(the index/id of components get converted to ubyte),componets with 256+ id/index would probably cause a crash due to this limitation,I think now I know what kage meant.
A year ago, i also messed with the source recompiling and stuff and i believe i was free back then, to raise those values, at the end it diw work properly without the overflow error.

except for the units...for some reason i could only build upto +400..more would occur in crash :/