[DEVELOPMENT] Campaign 4 Development Thread

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Rman Virgil
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Re: [Renamed] Campaign 4 Development Thread

Post by Rman Virgil »

Goth Zagog-Thou wrote:Yeah, I prefer the 2.x.stable branch, please. It'll still work on master that way.

Yes... & specifically that Master will be able to run WZscript in the old script system / engine as well the New Javascript / Script Engine.
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Re: [Renamed] Campaign 4 Development Thread

Post by Rman Virgil »

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@ Goth: Looking to those who might wanna try their hand at creating FMV Machinima for the Mission Briefs ... what kinda baseline specs are we looking at ? Duration, aspect ratio, etc. ?

- Regards, Rman :hmm:
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

I'm uploading final maps and overviews for everything except missions 9 and 13. Those aren't ready yet (bit of designers' block on mission 9's map). Everyone who needs it will receive it via PM.

@ Rman: The final dialogue has changed a bit for appropriateness. You'll need to look at that for changes. Not sure how far you are with voice stuff yet. I'm still waiting for the samples of what you've got so far. The dialog is final for each overview, unless there are any problems (I'm sure you'll let me know). 9 & 13 don't have overviews yet, as I'm still figuring out exactly what I want to do there. I have a general idea, but nothing final.

@ Milo & Flail: The final version of the main map is included, along with the original for comparison if needed. Only things missing are maps for 9 and 13 & their corresponding overviews. 9 is going to take a while to get right. All other mission overviews and maps are done, and included, so go ahead and do your thing. They're considered final unless there are any problems.

FMV's -- I don't have a problem with extended ones as long as they are appropriate to the mission and the dialogue. Feel free to be creative. We'll have to take them on a case-by-case basis. I can't really explain many of the ideas I have in a general sense, but they should be consistent in feel and atmosphere.
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

Goth Zagog-Thou wrote:1) Goes into 'mods/campaign' folder, right?
2) Needs raw maps? As in compile for campaign and put it in the Cam4-1 folder in /wrf ?
3) Get rid of the addon.lev and add what for the entry, and where
1) --mod_cam= does not work for some reason, so you need to put it in mods/global and run with --mod=

2) You need to compile with the appropriate scroll limits and place the resulting folder and file (I forget the extension) in wrf. Then you need to make a wrf file for the mission, if your only replacing a map you can use the old one as long as you used the same name for the map. The naming convention I use is "cam4-<missionnumber>". If you modified any units or buildings on the map you should also check the mission vlos to make sure the unit and building IDs are correct.

3) There is a .lev file in the root of the mod (forgot what its named) that contains a list of all the missions and their wrf and data set.


Be warned: you can not win mission 1 yet I need to replace anyStructButWallsLeft(PLAYER) with structButNoWallsInArea(PLAYER, X1, Y1, X2, Y2) in the win condition.

As for 2.3.7: I don't use it myself so I test with master. 2.x is dead or dieing but if you want to support it just replace the files I used from mp.wz with the ones from your desired version of warzone.
Last edited by milo christiansen on 03 May 2011, 18:03, edited 1 time in total.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

I'll wait till you guys are done scripting the stuff. All that's left is mission 9 and 13. I only wanted to know how to do it so that down the road I can do it myself. There dosen't seem to be any documentation on this, that's why I was at a loss.

Anyway, I'll work on missions 9 and 13 over the next couple of days. Mission 9 is giving me fits, I'm not happy with the map that I've been working on and I'm not sure what else to do. Total designer's block.
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

I downloaded and installed 2.3.7 and used the latest set of maps to make a new test mod. It took a lot of work to get working and everything for mission 1 works fine except the repair cyborgs don't O_o
I looked at all the files and I can't find anything wrong with the template. Also the repair cyborg template appearers to be a renamed copy of the base repair cyborg template. Why would you need to copy a template?

No AI yet, but win/lose conditions should work fine.
cam4.wz
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Rman Virgil
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Re: [Renamed] Campaign 4 Development Thread

Post by Rman Virgil »

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Goth: I had to go on unplanned biz trip a few days ago thinking it wouldn't impact what I was doing based on "take your time". My apology if that assumption threw a curve ball into the mix for you here. :3

Right now I only have my Honeycomb tablet comp that has nothing WZ on it and I can't even dl your latest files 'cause it's strictly my biz comp.

That said, I'll be back home tomorrow evening at which time I will send you what I have.

What I have is my final vocal characterization of Sgt. Gibbs M1 Brief .ogg and corresponding dialogue .rtf. In that characterization I went for a clipped military tone-modulation of a subordinate reporting to superior - per my ear, natch. In order to get there I revised the syntax thoroughly while, of course, retaining ALL your information. I did not proceed any further because this was all subject to your assessment. In other words I was not gonna do any more briefs without your feedback because you may not like any of it. But if you do, then it becomes the template for all the mission briefs of that character. And, to reiterate, if it's not agreeable what I've done, that's totally cool. :)

I should have sent you these files before I left on my trip, & I regret that but honestly WZ was not in the forefront of my thinking in preparing for this trip.

On the FMV Machinima: I think we should make a separate thread with some basic guidelines to see if any of our local Machinima talent are interested in the artistic challenge of creating these cut-scenes. The sooner we know, one way or another, the better. At the very least, we'll have more of a bead on the work load & timeline for completion than we do at present.

milo christiansen wrote:
No AI yet, but win/lose conditions should work fine.
"No AI yet..." - quick question. How are you distinguishing Campaign Scripts from AI ? I mean, I've never seen win / lose condition scripts as anything but being part and parcel of Campaign A.I..

Well then, till tomorrow evening. :)

- Regards, Rman. :hmm:
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Also the repair cyborg template appearers to be a renamed copy of the base repair cyborg template. Why would you need to copy a template?
Just for simplicity. I have a heck of a time searching for unit templates in flaME, so I copied the Repair Borg one and appended its' name so we could find it easily. If it's a problem we can remove the one with the custom name and use the stock one, no biggie.
What I have is my final vocal characterization of Sgt. Gibbs M1 Brief .ogg and corresponding dialogue .rtf. In that characterization I went for a clipped military tone-modulation of a subordinate reporting to superior - per my ear, natch. In order to get there I revised the syntax thoroughly while, of course, retaining ALL your information.
That's exactly what I wanted, Rman. :D Sgt. Gibbs should sound like he's speaking on military-band comm equipment. Can't wait to hear what you've come up with.

I'll give the above a spin and see how we're doing. Victory conditions working? Gotta try it. :D

Good stuff guys. We're moving along nicely. :)
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

It's crashing on game startup due to being unable to find the frontend.wrf again. This is a stock 2.3.7 install. Placing the frontend.wrf into /wrf does nothing.

*sigh* there's *gotta* be some finer point I'm missing here. I'm following the instructions as best I can.

1) Copying mp.wz files, extracting them.
2) Copying Cam4.wz files and overwriting the mp.wz ones.
3) remaking the cam4.wz with the above, placing the cam4.wz into /mods/global.
4) loading with --mod=cam4.wz
5) Crash on startup due to missing frontend.wrf

What am I doing wrong here?
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Yeah, I can't get it working. What have you done differently? I even went so far as to copy base.wz stuff in, and overwrote with mp and cam4 stuff, and I get all sorts of other errors.

It shouldn't be this difficult. That's why I think I"m messing it up, somehow. Step-by-step instructions would be extremely helpful.
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Re: [Renamed] Campaign 4 Development Thread

Post by Rman Virgil »

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Just to make sure we're understanding each other....

The recording is pure vocals - NO audio processing & NO mixing-in of any SFX. That clear - there is room for both as you see fit. :3

- RV :ninja:
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Re: [Renamed] Campaign 4 Development Thread

Post by Black Project »

Goth Zagog-Thou, could you please reproduce the crash then upload the stderr.txt generated in the WZ root folder here, i think i might be useful to solve this annoying error.

BP
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Re: [Renamed] Campaign 4 Development Thread

Post by Flail13 »

Goth Zagog-Thou, I think you can leave out your steps 1,2 and 3. For me it works just loading the file as a mod, in 2.3.7.

I noticed the scroll limits on the first mission are different from what's written in the overview. Some of the north and most of the east is missing.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

I think you can leave out your steps 1,2 and 3. For me it works just loading the file as a mod, in 2.3.7.
Ok. I'll give it a try.
could you please reproduce the crash then upload the stderr.txt generated in the WZ root folder here, i think i might be useful to solve this annoying error

Code: Select all

info    |01:31:37: [SDL_main] (global) mod (cam4.wz) is enabled
error   |01:31:37: [iV_loadImage_PNG] pie_PNGLoadFile: PHYSFS_openRead(texpages/bdrops/backdrop1.png) failed with error: File not found
error   |01:31:37: [loadLevFile] loadLevFile: File not found: addon.lev
error   |01:31:38: [PlayList_Read] PHYSFS_openRead("music/music.wpl") failed with error: File not found
error   |01:31:38: [openLoadFile] file wrf/frontend.wrf could not be opened: File not found
error   |01:31:38: [openLoadFile] Assert in Warzone: ../../../../lib/framework/frame.c:323 (!"unable to open file"), last script event: '<none>'
fatal   |01:31:38: [resLoad] Could not open file wrf/frontend.wrf
fatal   |01:31:40: [startTitleLoop] Shutting down after failure
Weird. All of that stuff is where it's supposed to be.
The recording is pure vocals - NO audio processing & NO mixing-in of any SFX. That clear - there is room for both as you see fit.
No problem, I can add that myself.
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Never mind. I found the problem. It seems that it needed to be in the Warzone ROOT folder/mods/global, not Documents/mods/global.

Argh >.<

Ok, now to fix the scroll limits thing.