[DEVELOPMENT] Campaign 4 Development Thread

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Revenant86
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Re: [Renamed] Campaign 4 Development Thread

Post by Revenant86 »

I think the scavs should team up with the project to defeat the bad guy. (nexus or Collective)
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Rman Virgil
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Re: [Renamed] Campaign 4 Development Thread

Post by Rman Virgil »

Revenant86 wrote:I think the scavs should team up with the project to defeat the bad guy. (nexus or Collective)
It is assumed that Scavs are not a monolithic, unified, nation across a post-nuke holocaust Earth but rather more like various, widely scattered and disparate tribes. Within that assumption some Scavs can be co-opted by the Collective or NEXUS.... and some can be allied with the Project, which actually leads to a far richer substrate of narrative and game play possibilities.

- RV :hmm:
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Would make for an interesting story. Will definitely consider it for a future Campaign, depending on how Campaign 4 is received by the Warzone-playing world in general. Lots of ideas being tossed around for good stories to turn into Campaigns. :)

[EDIT] We should think about developing some sort of Roadmap. There's SO many good ideas about Campaigns floating around, and now that we're sure we CAN actually make them happen, maybe it's a good time to discuss future endeavors.
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

Goth Zagog-Thou wrote: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
:stressed: I KNEW I forgot something (else :P ).
As for them attacking from long range I just gave them a DORDER_SCOUT to the transport location, I should probably change it to a move order that changes to a scout order when they get there.

I didn't get any scripting done over the weekend, blame it on Fallout 3 :lol2:

I don't think the scavs need an AI at all. I lose at least 2-3 borgs when assaulting their base as-is (mostly guys who don't retreat fast enough) A few more (2-3) more fixed defenses and we're golden as far as I'm concerned.
With the way I'm writing the scripts if we decide they need one it wouldn't be hard to drop in a (very slightly modified) copy of DyDo scav later.
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Re: [Renamed] Campaign 4 Development Thread

Post by Rman Virgil »

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From left field: In addition to Jorzi's New Transport I'd like to nominate just one more new model for inclusion - Olrox's New Truck:

viewtopic.php?f=33&t=3535&hilit=New+Tru ... k&start=75


Next on my end: Over the next couple days I'll go through the Sgt. Gibbs M2 - M5 dialogue for any characterization consistency syntactical changes which I'll then send back to you Goth for review & any further revisions before I proceed with the recordings.

- RV :hmm:

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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

As far as the new Truck style, I'd consider it as much of an honor to have THAT in the Campaign as Jorzi's Transport model. It's THAT good. :D

Good stuff on the scripting, Milo. Look forward to trying it out.

Rman, I'll need the updated M1 audio from the last revision set also, if you've made it yet. I *hope* I remembered to upload them, if not I can upload them again. Anyway if you prefer to wait until the main recoding session, that's fine -- I think I have all technical details worked out on my end, so whatever you do I can turn around rapidly (within a day for everything).

I've got a prototype M13 overview as well, it's about 75% done -- and yes, it's going to be the stuff of legend. Might be a few technical issues concerning what I have in mind, so we'll see if it works out. We'll be using forces ON FOOT for this one, folks. And Sgt. Gibbs will be leading the assault INSIDE (yes, INSIDE) the facility. ON FOOT. Himself. Just requires some new templates and creative use of tiles -- which, by the way, I've figured out how to get customs working in the current flaME after all. Of course, it means that it will likely be messed up in 3.0 ... we'll cross that bridge when we come to it. I might even have a way to do nearly-vertical walls too. I haven't tried it out yet but I will soon.

What I've been working on this morning (since 4:30 am when I got up) has been the final touches to the "Foley Boards". The M1 audio, for example, now has:

- Weather (self-generated, on the fly, and MINE so there's no issues of any kind with royalties and whatnot)
- Post-nuclear EM interference (again, done on the fly) which would be noticeable if one were speaking on a radio
- Environmental things that fill the game world and its' occupants, both organic and technological.

So I'm ALL set on my end to do the full audio set and all FMV's. As per Project Policy, these will be GPL 2.0 and CC licenced. They're mine, after all. :D

We have need of a female to do voice sets. I'm looking for someone to bring NODE to life... well, as much alive as she CAN be, since she's an artificial lifeform. :D This individual should have smooth, stable, consistent and mid-low range voice characteristics. If you've ever played EVE-Online, you know the voice range and steadiness I'm looking for. All I ask is that your accent is neutral, if you have one. Otherwise I'll have to resort to voice transposition and that's dodgy at best. The other qualification is you must be willing to license your voice work as Creative Commons / Share Alike, GPL or LGPL, and be available for voice work in future campaign projects. Anyone wishing to volunteer their services in this regard please PM me.

I have an idea for Track #3 music. Anyone wishing to have their own music included as part of the campaign please PM me with a download link to it. Again, must be licenced CC-SA or LGPL or GPL.

So, work proceeds. Excellent job so far, people. We're many steps closer to pulling off the impossible. :D
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Re: [Renamed] Campaign 4 Development Thread

Post by Rman Virgil »

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Rman, I'll need the updated M1 audio from the last revision set also, if you've made it yet. I *hope* I remembered to upload them, if not I can upload them again. Anyway if you prefer to wait until the main recoding session, that's fine -- I think I have all technical details worked out on my end, so whatever you do I can turn around rapidly (within a day for everything).
The last revisions of yours I have are from 5/5 - the ones I'm going through now. I'll focus on M1-M5, starting with an updated M1 voice audio. Did my other WZ commitment over the weekend so I can zone-in on this audio for the rest of the week. :)

Goth Zagog-Thou wrote:As far as the new Truck style, I'd consider it as much of an honor to have THAT in the Campaign as Jorzi's Transport model. It's THAT good. :D
Cool. :3


Goth Zagog-Thou wrote:I've got a prototype M13 overview as well, it's about 75% done -- and yes, it's going to be the stuff of legend. Might be a few technical issues concerning what I have in mind, so we'll see if it works out. We'll be using forces ON FOOT for this one, folks. And Sgt. Gibbs will be leading the assault INSIDE (yes, INSIDE) the facility. ON FOOT. Himself. Just requires some new templates and creative use of tiles -- which, by the way, I've figured out how to get customs working in the current flaME after all. Of course, it means that it will likely be messed up in 3.0 ... we'll cross that bridge when we come to it. I might even have a way to do nearly-vertical walls too. I haven't tried it out yet but I will soon.
"Creative use of tiles".... I like it. :D Creative use of Features is an other totally unexplored realm (as in implemented) for future consideration - like destructible terrain and swamp land. :wink:
Goth Zagog-Thou wrote:What I've been working on this morning (since 4:30 am when I got up) has been the final touches to the "Foley Boards". The M1 audio, for example, now has:

- Weather (self-generated, on the fly, and MINE so there's no issues of any kind with royalties and whatnot)

- Post-nuclear EM interference (again, done on the fly) which would be noticeable if one were speaking on a radio

- Environmental things that fill the game world and its' occupants, both organic and technological.
Sweet. A powerful dimension missing in the original - a total soundscape.
Goth Zagog-Thou wrote:So I'm ALL set on my end to do the full audio set and all FMV's. As per Project Policy, these will be GPL 2.0 and CC licenced. They're mine, after all. :D
What are you gonna use to record the game world visuals for the FMV ?
Goth Zagog-Thou wrote:We have need of a female to do voice sets. I'm looking for someone to bring NODE to life... well, as much alive as she CAN be, since she's an artificial lifeform. :D This individual should have smooth, stable, consistent and mid-low range voice characteristics. If you've ever played EVE-Online, you know the voice range and steadiness I'm looking for. All I ask is that your accent is neutral, if you have one. Otherwise I'll have to resort to voice transposition and that's dodgy at best. The other qualification is you must be willing to license your voice work as Creative Commons / Share Alike, GPL or LGPL, and be available for voice work in future campaign projects. Anyone wishing to volunteer their services in this regard please PM me.
Very interesting. Hope we can get a female fan inspired to give it a shot.

- RV :hmm:
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

I meant audio for the FMV's. oops. :oops: I'm still thinking we'll try our hand at Machinima for those. I'll look into it and see if it's what we want, and can use.
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Re: [Renamed] Campaign 4 Development Thread

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Goth Zagog-Thou wrote:I meant audio for the FMV's. oops. :oops: I'm still thinking we'll try our hand at Machinima for those. I'll look into it and see if it's what we want, and can use.
If you achieve a good res Macinima recording running the new terrain renderer then it really all goes back to your in-game scene stagings, camera work & what you do in editing (movies are made or broken in editing).

If you're really ambitious you can even do a little 3D anim that frames a green screen/chroma key area where you can insert in-game footage (like a scene with a character looking at an intel monitor).

Course an other way is to build 'em from in-game stills and montage, quick cut, editing. These are feasible options and you can mix the different techniques mentioned.

What I don't see happening is building the FMVs entirely as 3D animations from scratch duplicating WZ art assets as animations along the way - aka, CGI cut scenes.

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

Post by Goth Zagog-Thou »

I might use game stills as a storyboard for the video, assuming that I can make anything happen in Machinima at all. It's vastly more complicated to essentially make short films than it is to just do audio stuff.

I really need to learn to pace myself. :lol2: It dosen't need to be finished by tomorrow. :D That's step 58 -- we're still on step 14. :P

On a positive note, I got my Audigy II ZS Platinum back installed into my machine. Last time I used it was three computers ago, doing the mix-down for music my band and I were recording. So I guess it's serious! :lol:

Take your time doing the audio. I have two maps and three missions left to fully finish first.
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Re: [Renamed] Campaign 4 Development Thread

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Goth Zagog-Thou wrote:....... It's vastly more complicated to essentially make short films than it is to just do audio stuff.
That it is.... & very time consuming too (the composition AND the rendering). :hmm:
Goth Zagog-Thou wrote:I really need to learn to pace myself. :lol2: It dosen't need to be finished by tomorrow. :D That's step 58 -- we're still on step 14. :P
When you have a Renaissance spirit that's always a challenge. :3
Goth Zagog-Thou wrote:On a positive note, I got my Audigy II ZS Platinum back installed into my machine. Last time I used it was three computers ago, doing the mix-down for music my band and I were recording. So I guess it's serious! :lol:
I've heard their latest - the X-Fi Titanium HD Internal Sound Card with THX SB1270 - is pretty kick a$$. :shock:
Goth Zagog-Thou wrote:Take your time doing the audio. I have two maps and three missions left to fully finish first.
K. Won't rush it but will stick to it steady so that I may carve out space & time to fiddle about with musical ideas. :wink:

- RV 8)
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

Mission 1 scripting is all finished except for the objective markers and proximity messages. Proximity messages will have to wait for the .ogg files to be finished and I have NO idea how to make objective markers :( I took a good close look at the cam 1a scripts and I "think" they use messages somehow but I cant find any docs on how the message text files work :stressed:
Oh well... on to mission 2 :)

I forgot to package a test version this time but the next one should have the bones of mission 2 included :)

BTW: I think I read some thing about sound files being hard coded? Adding new ogg files may not be possible with out over writing old ones :cry:
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Proximity messages will have to wait for the .ogg files to be finished and I have NO idea how to make objective markers :( I took a good close look at the cam 1a scripts and I "think" they use messages somehow but I cant find any docs on how the message text files work
I think I read about that in the scripting functions reference somewhere. I'll check it again.

As for the .ogg files, I actually think I have yet to even plan all of them out. Heh. It's always the little things that we overlook. :P Anywho, that's not a problem either; if things work like I *think* they do we can add new sound files in the mod and then rename them to the appropriate filenames so that it's Gibbs talking instead of the Project Computer. I'll definitely need to write an overview JUST for audio stuff.
I forgot to package a test version this time but the next one should have the bones of mission 2 included
Boooo! Nah, just kidding. Upload them when M2 is done, or something. Whenever you feel like it.

Machinima is not going to happen for us. The software is proprietary, and expensive. The "demo version" provided by someone else is a scam... at BEST. I nearly hosed my machine installing the crapware they switch you to. We'll need to figure another way to do FMV's.

Track #3 is done, track #4 is part 2 of Track #3 --- and you'll understand why when you guys hear it. This will close out the music-making side of things on my end, unless I have another "eureka" moment -- still room for other tracks, though. Feel free to make submissions, everyone. The best three will go into the campaign. So that makes seven tracks of new music for the game. I hope the Pumpkins would be proud of us. I know I'm proud of us. :D

Bak too wok !!! *singapore cane in hand*
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Oh -- we potentially have the person who will voice the new NEXUS content. Test dialogue has been sent for recording. After I get it back, I'll work my wizardry on it and see how it does. :P

Still need the female voice actress position filled. If nobody steps up, I have someone in mind who just might do that for us... Yes, it's a small but very, very important role, leading into MUCH larger roles for the next TWO Campaigns. Community ideas for the scenarios have been that good. I'd like us to be in a position to do one new Campaign per year. We all have lives, of course. :D
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Re: [Renamed] Campaign 4 Development Thread

Post by Rman Virgil »

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Goth - what software did you use to record /capture the game running ?
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