[DEVELOPMENT] Campaign 4 Development Thread
-
Goth Zagog-Thou
- Regular

- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
Re: [Renamed] Campaign 4 Development Thread
How are things coming along, Milo? I recommend that if you're running into difficulty, send Flail what you've got and maybe he can help out. I kinda feel like we've left him out of the loop.
-
milo christiansen
- Regular

- Posts: 749
- Joined: 02 Jun 2009, 21:23
- Location: Perrinton Michigan
Re: [Renamed] Campaign 4 Development Thread
I'm not so much running into trouble as running out of time
Most of my scripting time has been spent on making a set of configurable AIs that should make things a little easier. but the base AI is not far past a outline and the patrol AI is only about half done.
I'll post what I've got in a day or so.
The more I script the less I like the language, if I have to make one more array set "object" I'll probably go berserk and kill something
. As far as I'm concerned 2.3.8 is dead as soon as JavaScript is ready
Most of my scripting time has been spent on making a set of configurable AIs that should make things a little easier. but the base AI is not far past a outline and the patrol AI is only about half done.
I'll post what I've got in a day or so.
The more I script the less I like the language, if I have to make one more array set "object" I'll probably go berserk and kill something
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual
-
Goth Zagog-Thou
- Regular

- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
Re: [Renamed] Campaign 4 Development Thread
Haha! I guess that settles which game version we'll be targeting.
That also buys us more time, since the community as a whole are doing new models, voice work is still being done, and my still not being happy with some of the maps. We're definitely heading to some sort of major meeting place, where everything that's going on will meet up at just about the same timeframe.
In that light, go ahead and continue to flush out the missions, but don't feel like you have a deadline. We'll just wait for the Javascript conversion.
Seeing as how there's (apparently) a good stretch of time now, I might just go ahead and start full-blown work on Cam 5.
That also buys us more time, since the community as a whole are doing new models, voice work is still being done, and my still not being happy with some of the maps. We're definitely heading to some sort of major meeting place, where everything that's going on will meet up at just about the same timeframe.
In that light, go ahead and continue to flush out the missions, but don't feel like you have a deadline. We'll just wait for the Javascript conversion.
Seeing as how there's (apparently) a good stretch of time now, I might just go ahead and start full-blown work on Cam 5.
-
Per
- Warzone 2100 Team Member

- Posts: 3780
- Joined: 03 Aug 2006, 19:39
Re: [Renamed] Campaign 4 Development Thread
What do you mean by "array set object"? It is nice to know what sucks most about the old system when designing the new 
-
Goth Zagog-Thou
- Regular

- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
Re: [Renamed] Campaign 4 Development Thread
Does that mean you're taking feature requests, Per? 
-
lav_coyote25
- Professional

- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: [Renamed] Campaign 4 Development Thread
what sucks right now is that the defense structures ( heavy cannon, or scourge missiles or... pick one) will not fire due to incomming fire from an NLOS - mortar / heavy howitzer / missles..... would be nice if the darn things could all fire until said enemy is fracking destroyed... in most cases it results in MY FRACKING DEFENSES getting blown up, blown up reaaaaal good!!!!
and the enemy unit 3 times out 10 escapes!!!! whats up with that!!!!!!

-
Per
- Warzone 2100 Team Member

- Posts: 3780
- Joined: 03 Aug 2006, 19:39
Re: [Renamed] Campaign 4 Development Thread
Absolutely.Goth Zagog-Thou wrote:Does that mean you're taking feature requests, Per?
-
Goth Zagog-Thou
- Regular

- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
Re: [Renamed] Campaign 4 Development Thread
Excellent. That's just for the Scripting changes, correct? Don't wanna get on a tangent or anything.. 
-
Per
- Warzone 2100 Team Member

- Posts: 3780
- Joined: 03 Aug 2006, 19:39
Re: [Renamed] Campaign 4 Development Thread
Yeah. Let's keep it somewhat on topic 
-
Goth Zagog-Thou
- Regular

- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
Re: [Renamed] Campaign 4 Development Thread
hehe very good. I wonder, has there been any consideration for the scripting additions to make scripted game engine cutscenes work? I'll refer you to this topic I started. Seeing as how that involves scripting, I figured I'd ask.
And also -- my main gripe with the scripting engine as it currently is are all the (imho) files needed to make anything work. For example, we need a .vlo and .slo, a .wrf -- then all the additional files like names.txt and so on. I'd really love to see this streamlined somehow. Especially concerning campaign AI and scripts. I think it's WAAAAAY more complex than it needs to be.
And also -- my main gripe with the scripting engine as it currently is are all the (imho) files needed to make anything work. For example, we need a .vlo and .slo, a .wrf -- then all the additional files like names.txt and so on. I'd really love to see this streamlined somehow. Especially concerning campaign AI and scripts. I think it's WAAAAAY more complex than it needs to be.
-
Per
- Warzone 2100 Team Member

- Posts: 3780
- Joined: 03 Aug 2006, 19:39
Re: [Renamed] Campaign 4 Development Thread
Streamlining -- check. .vlo and .wrf gets merged into .js, while I am thinking about a way to simplify the .wrf mess. There are ways to create templates and stuff dynamically from map editor or scripts, which I think should remove some of the need to edit txt files.
Cutscenes -- unsure what is needed here. I think you already have functions to hide the user interface and bring it back. Also at least some functions to make units do stuff. So what you need is a way to control the camera? And show some text on the screen? I imagine it will be difficult to make that by continuous iterations of writing script functions and testing how it actually looks in game... so maybe some support from the map editor will be needed for this to be practical?
Cutscenes -- unsure what is needed here. I think you already have functions to hide the user interface and bring it back. Also at least some functions to make units do stuff. So what you need is a way to control the camera? And show some text on the screen? I imagine it will be difficult to make that by continuous iterations of writing script functions and testing how it actually looks in game... so maybe some support from the map editor will be needed for this to be practical?
-
lav_coyote25
- Professional

- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: [Renamed] Campaign 4 Development Thread
or you can look to the battlefield series of in game machinima - perhaps get some modeler to scare up some Q&D models and do the cut scenes that way.... just a thought... 
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: [Renamed] Campaign 4 Development Thread
.
Cut Scenes via WZ Machinima - 3 Practical Considerations:
Edit: DELETED original post. It became clear the discussion was exclusive & concluded prior; thus this post deemed vestigial & aptly snipped.
- RV
Tangential thought:
.
Cut Scenes via WZ Machinima - 3 Practical Considerations:
Edit: DELETED original post. It became clear the discussion was exclusive & concluded prior; thus this post deemed vestigial & aptly snipped.
- RV
Tangential thought:
I'm lost. What is the connection here ?lav_coyote25 wrote:what sucks right now is that the defense structures ( heavy cannon, or scourge missiles or... pick one) will not fire due to incomming fire from an NLOS - mortar / heavy howitzer / missles..... would be nice if the darn things could all fire until said enemy is fracking destroyed... in most cases it results in MY FRACKING DEFENSES getting blown up, blown up reaaaaal good!!!!![]()
![]()
![]()
![]()
![]()
and the enemy unit 3 times out 10 escapes!!!! whats up with that!!!!!!
![]()
![]()
![]()
![]()
![]()
.
Last edited by Rman Virgil on 06 Aug 2011, 07:45, edited 3 times in total.
-
lav_coyote25
- Professional

- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: [Renamed] Campaign 4 Development Thread
no connection - just advising what i see in game...Tangential thought:
lav_coyote25 wrote:
what sucks right now is that the defense structures ( heavy cannon, or scourge missiles or... pick one) will not fire due to incomming fire from an NLOS - mortar / heavy howitzer / missles..... would be nice if the darn things could all fire until said enemy is fracking destroyed... in most cases it results in MY FRACKING DEFENSES getting blown up, blown up reaaaaal good!!!! and the enemy unit 3 times out 10 escapes!!!! whats up with that!!!!!!
I'm lost. What is the connection here ?
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: [Renamed] Campaign 4 Development Thread
Tangential thought:
lav_coyote25 wrote:
what sucks right now is that the defense structures ( heavy cannon, or scourge missiles or... pick one) will not fire due to incomming fire from an NLOS - mortar / heavy howitzer / missles..... would be nice if the darn things could all fire until said enemy is fracking destroyed... in most cases it results in MY FRACKING DEFENSES getting blown up, blown up reaaaaal good!!!! and the enemy unit 3 times out 10 escapes!!!! whats up with that!!!!!!
Rman wrote: I'm lost. What is the connection here ?
I c. Perchance should factor in mission designs..... Tanks for the timely heads-up.lav_coyote25 wrote:no connection - just advising what i see in game...
On to confirm if the other 3 points will flit over that familiar, & bemusing, event horizon. LOL
.