[DEVELOPMENT] Campaign 4 Development Thread
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Milo, are you using the updated files I put up? With the scroll limits fixes?
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread
Yes. Why, is something wrong? 
In general, if you see glowing, pulsating things in the game, you should click on them.
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Buginator
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Re: [Renamed] Campaign 4 Development Thread
While that may be the case right now, for how long you can use both types of scripts is a different story.Rman Virgil wrote:Yes... & specifically that Master will be able to run WZscript in the old script system / engine as well the New Javascript / Script Engine.Goth Zagog-Thou wrote:Yeah, I prefer the 2.x.stable branch, please. It'll still work on master that way.
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Once all currents scripts are converted (by hand), then the intention is to flush the old scripting system.
Perhaps for 2.X, but for master, it is best to merge the slo & vlo files together.milo christiansen wrote:I try to keep the scripts separated into as many independent parts as possible to make it easier to reuse parts later. Anything that pertains to a player other than player 0 should go in "AI - P<playernumber>.vlo" and "AI - P<playernumber>.slo" all player 0 stuff and other non AI things should go in "main.vlo" and "main.slo". Apart from needing to be split up, your scripts look fine, better than fine actually, You already did the part I like least, syncing the slo and vlo![]()
A little copy/paste and implementing the events and mission 1 will be finished. Mission 2 will be a simple matter of copying the scripts and editing them to fit.I'll see about finishing mission 1 tonight.
ps. As for splitting the scripts, maybe I write a little too much C++, but it's still a good thing to do.
There isn't a good way to make 'header files' (for a lack of a better word) in Qtscript. You can't do #include blah, hence the need for the merge.
If this is supposed to be integrated into Warzone proper, then you should be using the SP stat files, which are different than the MP stat files--for a very good reason!
If this is meant as a stand alone 'chapter', it can still confuse people who got done with the SP game, and have familiarized themselves with the old tech tree/stats, only to be thrown a curve with the new tech tree/stats if they differ much.
I do look forward at what you guys can come up with though.
Sorry for not commenting sooner, just been too busy, and I only skim stuff.
and it ends here.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Wow, a 12-hour sleep. Can't remember the last time I did that.
@ Milo: The scroll limits seem to be messed up again on the M1 you posted. I recommend that we set them in the scripts rather than on the map. I'll try to do this myself and see how it goes, using your updated scripts. That's how the Pumpkins were doing it for the original Campaign.
@Buginator: Yes, I understand. How do you recommend we proceed? My feeling is that we do the scripts now, in WZScript, and when the change of languages takes place we convert. Documentation for the new scripting method will be vital.
Also, I haven't really thought about incorporating the new Campaign into Warzone proper. My thinking is that we should leave it as an add-on for now, then decide later. It is a "semi-official" way to get all of the MP tech into a campaign and explain how it got there, since this community has (for all intents and purposes) taken over management of Warzone and is doing what was really meant for Warzone 2120. I view MP and SP tech being separate as a travesty.
Anyway, I digress. How should be proceed, Buginator? Should we merge the .vlo's and .slo's as you suggested?
@ Milo: The scroll limits seem to be messed up again on the M1 you posted. I recommend that we set them in the scripts rather than on the map. I'll try to do this myself and see how it goes, using your updated scripts. That's how the Pumpkins were doing it for the original Campaign.
@Buginator: Yes, I understand. How do you recommend we proceed? My feeling is that we do the scripts now, in WZScript, and when the change of languages takes place we convert. Documentation for the new scripting method will be vital.
Also, I haven't really thought about incorporating the new Campaign into Warzone proper. My thinking is that we should leave it as an add-on for now, then decide later. It is a "semi-official" way to get all of the MP tech into a campaign and explain how it got there, since this community has (for all intents and purposes) taken over management of Warzone and is doing what was really meant for Warzone 2120. I view MP and SP tech being separate as a travesty.
Anyway, I digress. How should be proceed, Buginator? Should we merge the .vlo's and .slo's as you suggested?
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Buginator
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Re: [Renamed] Campaign 4 Development Thread
You can keep doing what you are doing, I wouldn't merge the slo & vlo files, since 2.X still needs it that way (well, not really, but, you should split them for another reason that I won't get into right now.) The things I mention were not meant to derail you in any way, just some things to think about for a future date.
The new scripting code is just javascript.
The new scripting code is just javascript.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
OK, that'll work. I was under the impression that the Main & AI .vlo and .slo's needed to be merged with each other, not combining vlo and slo into one file (although that WOULD be handy, hehe... ).
Javascript is as foreign to me as WZScript is, so I'm fine either way. Dosen't javascript require some sort of runtime environment on Windows and Linux alike? Last I knew, there were some issues on Linux systems as it concerned Java in general? Something about patents and whatnot?
Javascript is as foreign to me as WZScript is, so I'm fine either way. Dosen't javascript require some sort of runtime environment on Windows and Linux alike? Last I knew, there were some issues on Linux systems as it concerned Java in general? Something about patents and whatnot?
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Moving along.
@ Milo: I recompiled the main map in flaME with corrected Scroll Limits again. Trying to do it via script just crashed the game outright with no error message of any kind (nor anything in stderr.txt). Does that command even WORK in the game anymore?
The Recon Force works as intended, although they are attacking the Scavenger base on the way. The Scavengers are working with/for NEXUS, so we should form an alliance there.
Scavenger factory isn't able to find a drop-off location for the stuff it wants to make. We'll get the Scavs fixed later on, after the Recon force stuff is all sorted out.
Please note that Scroll Limits are set as minX, maxX, minY, maxY in the overviews. Just making sure you know that, hehe.
First event works as intended (as I said), but I'd like them a little closer to the Transport before they start shooting, so the player can actually SEE them do it. Right now, they are at max range when they open fire and you can't see anything except laser fire.
Good work though.
@ Milo: I recompiled the main map in flaME with corrected Scroll Limits again. Trying to do it via script just crashed the game outright with no error message of any kind (nor anything in stderr.txt). Does that command even WORK in the game anymore?
The Recon Force works as intended, although they are attacking the Scavenger base on the way. The Scavengers are working with/for NEXUS, so we should form an alliance there.
Scavenger factory isn't able to find a drop-off location for the stuff it wants to make. We'll get the Scavs fixed later on, after the Recon force stuff is all sorted out.
Please note that Scroll Limits are set as minX, maxX, minY, maxY in the overviews. Just making sure you know that, hehe.
First event works as intended (as I said), but I'd like them a little closer to the Transport before they start shooting, so the player can actually SEE them do it. Right now, they are at max range when they open fire and you can't see anything except laser fire.
Good work though.
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cybersphinx
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Re: [Renamed] Campaign 4 Development Thread
Whoever named the later one of those two languages needs to be shot. Java and Javascript are two completely separate things (and Qt provides a complete Javascript implementation).Goth Zagog-Thou wrote:Dosen't javascript require some sort of runtime environment on Windows and Linux alike? Last I knew, there were some issues on Linux systems as it concerned Java in general?
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Excellent. Didn't want to see any problems arise.
First FX Processed (!!!!) Mission brief audio is being uploaded for review. Check your PM box, Rman. I think you're going to like what you hear. I've added the processing & layering but not the "unstable post-nuclear EM fields" automation yet. This is just the baseline stuff that will applied to all audio coming from our friend from the East Coast. I think we should re-work some of the verbage, there's a little bit here and there that dosen't fit with the character.
For those who don't know, Tactical Sergeant Gibbs' character indeed has a pulse.
First FX Processed (!!!!) Mission brief audio is being uploaded for review. Check your PM box, Rman. I think you're going to like what you hear. I've added the processing & layering but not the "unstable post-nuclear EM fields" automation yet. This is just the baseline stuff that will applied to all audio coming from our friend from the East Coast. I think we should re-work some of the verbage, there's a little bit here and there that dosen't fit with the character.
For those who don't know, Tactical Sergeant Gibbs' character indeed has a pulse.
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Rman Virgil
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Re: [Renamed] Campaign 4 Development Thread
Beautiful audio work Goth, even at this yet evolving stage.Goth Zagog-Thou wrote:Excellent. Didn't want to see any problems arise.
First FX Processed (!!!!) Mission brief audio is being uploaded for review. Check your PM box, Rman. I think you're going to like what you hear. I've added the processing & layering but not the "unstable post-nuclear EM fields" automation yet. This is just the baseline stuff that will applied to all audio coming from our friend from the East Coast. I think we should re-work some of the verbage, there's a little bit here and there that dosen't fit with the character.
For those who don't know, Tactical Sergeant Gibbs' character indeed has a pulse.
Also started feeling excited to have soundtracks running with FMV.
BTW, I was thinking that all the images for the M-1 FMV could come directly from Sgt Gibb's M1 audio transmission and, also, of having the imagery synced to the dialogue. But that's just one approach. I'm sure there could be others as viable that haven't occurred to me that you may already be mulling over.
Re-working some of the verbiage, as appropriate, is an essential part of getting the characterization nailed, I agree. It's fun too, to work out all those nuances.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Thanks, Rman. I knew you'd like it. 
I've already been thinking about sequences too, and the approach and procedure we need to take to make the FMV's themselves. Everything is procedure in that regard. Audio first, then create the video in synch to the audio, and voila. I'm thinking the sooner we start that work the better.
As far as length, the Cam1 sequences were generally one or two minutes for missions, then you would have the "halftime", "campaign start" and "campaign end" ones that would be longer and more informative. One thing I noticed (and I recently watched most of the sequences in VLC) was there were inconsistencies with style and appearance of the bases compared to how they *actually* look in-game. I'm all for dressing stuff up, but it must be consistent.
Likewise they were recycling footage, and I for one hate shortcuts like that when context demands something more involved. The video and audio is meant to DRIVE the story.
I'm going to play around with getting NEXUS sounding like NEXUS, for NEW content. This will take some wizardry but I think I can pull it off. This will be required for us to use NEXUS in FMV's -- otherwise, it will diminish the story and we can't have that.
I'm also looking for ideas for a "filler" mission for M6 -- and map ideas for M9 and M13. My ideas didn't pan out like I had hoped, and I think it's an issue of burnout in regards to map-making. I don't want to clutter up the forum with separate threads for stuff if it can be avoided. The forum proprietors have been kind enough to let us park development here.
This was meant to be community developed, and so far it's four of us doing it. 
I've already been thinking about sequences too, and the approach and procedure we need to take to make the FMV's themselves. Everything is procedure in that regard. Audio first, then create the video in synch to the audio, and voila. I'm thinking the sooner we start that work the better.
As far as length, the Cam1 sequences were generally one or two minutes for missions, then you would have the "halftime", "campaign start" and "campaign end" ones that would be longer and more informative. One thing I noticed (and I recently watched most of the sequences in VLC) was there were inconsistencies with style and appearance of the bases compared to how they *actually* look in-game. I'm all for dressing stuff up, but it must be consistent.
Likewise they were recycling footage, and I for one hate shortcuts like that when context demands something more involved. The video and audio is meant to DRIVE the story.
I'm going to play around with getting NEXUS sounding like NEXUS, for NEW content. This will take some wizardry but I think I can pull it off. This will be required for us to use NEXUS in FMV's -- otherwise, it will diminish the story and we can't have that.
I'm also looking for ideas for a "filler" mission for M6 -- and map ideas for M9 and M13. My ideas didn't pan out like I had hoped, and I think it's an issue of burnout in regards to map-making. I don't want to clutter up the forum with separate threads for stuff if it can be avoided. The forum proprietors have been kind enough to let us park development here.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Track 2 of the in-game music is done. 
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Campaign start FMV FX Audio DONE! All it needs is dialogue. There's intentional areas in the file which are present to enhance the visuals when they are made.
And to let you all listen to what you're in for, here's the mixed and processed audio file.
m1intro_crashevent.ogg (1.66mb)
Critique is welcomed. Enjoy!
And to let you all listen to what you're in for, here's the mixed and processed audio file.
m1intro_crashevent.ogg (1.66mb)
Critique is welcomed. Enjoy!
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Rman Virgil
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Re: [Renamed] Campaign 4 Development Thread
Perfect soundscape for the event. Would it be the intro dialogue / FMV you have in mind - setting the stage for the unfolding campaign; like a summary of what has taken place from the end of the original Cam 3 to just before the beginning of Cam 4 ?Goth Zagog-Thou wrote:Campaign start FMV FX Audio DONE! All it needs is dialogue. There's intentional areas in the file which are present to enhance the visuals when they are made.
And to let you all listen to what you're in for, here's the mixed and processed audio file.
m1intro_crashevent.ogg (1.66mb)
Critique is welcomed. Enjoy!
I'm also thinking about Jorzi's New Transport - we have to get that bad boy in the FMVs.
Orchestrating all these components much resembles making a major Hollywood motion picture (actually a little more complex because of the interactive dynamic) and the ability to concurrent engineer is essential and can only really work well if all understand how the myriad pieces fit together in the end - an understanding based on multiple skill set competency which is clearly the reality here.
I can appreciate that procedure. Only thing going forward would be using Jorzi's New Transport.Goth Zagog-Thou wrote:......
I've already been thinking about sequences too, and the approach and procedure we need to take to make the FMV's themselves. Everything is procedure in that regard. Audio first, then create the video in synch to the audio, and voila. I'm thinking the sooner we start that work the better.
Yup.Goth Zagog-Thou wrote:As far as length, the Cam1 sequences were generally one or two minutes for missions, then you would have the "halftime", "campaign start" and "campaign end" ones that would be longer and more informative. One thing I noticed (and I recently watched most of the sequences in VLC) was there were inconsistencies with style and appearance of the bases compared to how they *actually* look in-game. I'm all for dressing stuff up, but it must be consistent.
Pumpkin's short-cuts were because of 3 constraints we do not have: Eidos financing / release schedule, PS1 console concurrent engineering and 1999 audience common denominator HW resources.Goth Zagog-Thou wrote:Likewise they were recycling footage, and I for one hate shortcuts like that when context demands something more involved.
Absolutely.Goth Zagog-Thou wrote:The video and audio is meant to DRIVE the story.
All true, I believe as well.Goth Zagog-Thou wrote:I'm going to play around with getting NEXUS sounding like NEXUS, for NEW content. This will take some wizardry but I think I can pull it off. This will be required for us to use NEXUS in FMV's -- otherwise, it will diminish the story and we can't have that.
Only thing I've thought of is that Pumpkin's melodramatic, 1930's pulp mag Fu Manchu, approach was just a bit over the top with the Dr Reed avatar FMVs. I'm more inclined to something between how the Borg were portrayed in ST/TNG/Voyager and the re-visioning of Cylons in the last BSG. That's a very personal take, I admit.
There are definitely folks in the community that have the skill sets, comprehensive understanding of WZ and imagination to pitch-in here.Goth Zagog-Thou wrote:I'm also looking for ideas for a "filler" mission for M6 -- and map ideas for M9 and M13. My ideas didn't pan out like I had hoped, and I think it's an issue of burnout in regards to map-making. I don't want to clutter up the forum with separate threads for stuff if it can be avoided. The forum proprietors have been kind enough to let us park development here.This was meant to be community developed, and so far it's four of us doing it.
- Regards, RV
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Last edited by Rman Virgil on 08 May 2011, 19:03, edited 1 time in total.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Taken in order:


Ideas that lead to more ideas. Gotta love it.
No, that's the FMV that gets us into the scenario. We could definitely do what you're suggesting, though. That would work nicely for the opening FMV.Would it be the intro dialogue / FMV you have in mind - setting the stage for the unfolding campaign; like a summary of what has taken place from the end of the original Cam 3 to just before the beginning of Cam 4 ?
Agreed, in spades. In fact, I made the audio with TWO of those puppies in mind.Only thing going forward would be using Jorzi's New Transport.
I admit that I also didn't like it. Too predictable, too worn down. Rebooting NEXUS would be an interesting idea ... the BSG reboot was EPIC, and worthy of being remade. Perhaps at the end, during the final FMV, we give everyone a little "surprise"...? After all, The Collective IS in the area, having been summoned to do NEXUS's bidding...Only thing I've thought of is that Pumpkin's melodramatic, 1930's pulp mag Fu Manchu, approach was just a bit over the top with the Dr Reed avatar FMVs. I'm more inclined to something between how the Borg were portrayed in ST/TNG/Voyager and the re-visioning of Cylons in the last BSG. That's a very personal take, I admit.
Ideas that lead to more ideas. Gotta love it.