Goth Zagog-Thou wrote:Alrighty. Got my problems with the Prox messages sorted out. We really should make a wiki of building a Warzone 2100 campaign. Lot of stuff we've had to figure out through trial and error.
Moving right along. In order to accommodate certain technical challenges (such as not having the ability to move units to another map via a script other than a Transporter, which isn't appropriate before M7), I've gone ahead and integrated M4 and M6 onto the main map. How is this possible? An idea I had some time ago about making the best use of our 250x250 map area.
You guys will love it. I already do. All that was required (still in progress) was changing coordinates in the scripts and making sure things are how they're supposed to be (no duplicate structures, etc). I've solved a TON of errors in the log, in so doing.
Mission specs have been changed ever so slightly to make it work -- and work it does. M3 will last a little longer since there are now three main areas to deal with AND I've integrated parts of M5 into it. M5 will still be M5, but a little more direct than before.
The map is now quite unique compared to the previous iterations. Everything has now worked out as designed, and several technical hurdles were overcome. The map is pretty rich, now.
I've gone over the scripts (so far, M1 and M2 are done, M3 is almost done) and applied the changed to the coordinates. M4 and M6 need to be updated (and I'll do that this evening, along with finishing up the "user-friendly" protions). M5 hasn't been written yet but it's stubs are in place and should be pretty straightforward. M7 onward hasn't been done yet in any capacity.
I expect to have a Preview up for everyone to sink their teeth into by early next week. This will contain Missions 1-6.
Onward!
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OH MA GOD!!!!!!!! I dont believe it !!!!! actual documentation!!!! holy shmoley!!!!! yes please.!!! for those of you that dont know me - i did the documents project( http://members.shaw.ca/kgmetcalfe/) for the original warzone 2100. gathered all the tidbits i could find just prior to all those old sites going under or just getting deleted because the game was so old - this was prior to the source release... anyways , i was always asking for stuff to be documented so that someone wouldnt have to go searching for years to find stuff. been there , did that. thanks again goth!!
Thanks for the vote of confidence I'm thinking a new entry in the site's documentation would be quite appropriate -- a whole new section on campaign building.
I was once known as "The Lord of Documents" in the NEWST days, when we were on the ramp-up for Total Warzone. Ahhh, those were the days. Pretty sure I can live up to that moniker one more time. Lav_ took that position over (great stuff on your site, by the way).
Yeah .. once Cam 4 is done I'll be happy to write it up here on the site.
Goth Zagog-Thou wrote:And we have a script extender too? Like OBSE?!
Well WZSE uses an extended syntax that is then run through a generator to produce a valid slo/vlo pair and VLOGen uses a marked up valid slo to generate a valid vlo. Two products, one package, WZScript unleashed
I think I'll start on mission 7 so a rough draft is ready when the preview is (I hope... )
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
Awesome bud. M4's script is done. M5 is 3/4 done (still finalizing The Collective's activities -- they already patrol, attack the bases, build units and fly VTOLS... ). M6 just needs its' coords and ID's updated for the new map. Once the Preview scripts are done I'll spend the rest of the weekend testing and bugfixing. So it looks like Monday is a go for the Preview Release (which is essentially a public Beta test of 1-6) unless some catastrophe happens.
M8 will be the most technically challenging mission in our workload. Lots of stuff happening there but I definitely feel we're up to it.
*looks at Lav_ and salutes* Thank you for reminding me.
People can feel free to post screenies and vids once they have the Preview.
Remember everyone it's not feature-complete. Custom music is in, but new voice audio isn't finished and the cutscenes haven't been made yet. There are also little touches and doodads and things that need to be added in. This will be a test of the map, missions, and scripting along with some procedural stuff under the hood. I'll be requesting as much feedback as possible, from everyone who wants to send it.
Hey folks, little update. I didn't have a lot of time to myself this weekend, and what time I *did* have to code ended up running into technical issues. Preview should be up tomorrow (or later this evening depending on how it goes).
Sorry for the slight delay. I'm sure you all know how RL is sometimes.
Goth Zagog-Thou wrote:*looks at Lav_ and salutes* Thank you for reminding me.
after having editworld32bitbeta go into the oblivion after so much work on it, yeah, i will continue to remind you and others to ALWAYS have a current BACKUP!!!!!1
I need the new map before I feel comfortable doing much so until goth gets me a copy (poke) further work by me is suspended
I did do some cool work on the framework for a cam scripting system in JavaScript, I can't do much until the Warzone JavaScript API is finished but i can do general case code that doesn't depend on the warzone API
I hope to make an AI framework that can handle anything from a simple spawned in patrol to a full skirmish game.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual