[DEPRECIATED] Campaign 4 (Old thread)

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Rman Virgil »

.

Whatcha do when you modded base.wz? Substitution with original Cam files?

Sounds like parsing issue without a trace.

Dealing with Cam complexity seems like you gotta have the patience of Buddha & the analytical mind of Stephen Hawking pondering black holes in a cosmos of string theory. O_o Somehow that just ain't right... if you know what mean. ;)

~ RV :hmm:

.
User avatar
Tenoh
Trained
Trained
Posts: 359
Joined: 18 Nov 2008, 15:06

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Tenoh »

heh, i know the feeling! tryed adding new pow gen module mk2, failed lol... wasted days trying to find why it was crashing then gave up.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

It worked fine in 2.3.9, but broke in 3.1 for some ungodly reason. Simply copying the 2.3.9 version won't work, as there are things that need to be adjusted/changed.

I may have to outright remove research -- and that's not something I'm willing to do. I've already removed all of the custom tech as it is -- and that ended up not being the issue. Same crash as before. It gets to features and promptly dies. No matter whether there actually ARE features on the map or not.

I converted the main map to an MP one, and that pointed out some problems (too many features) which I corrected but otherwise the map loads fine. So it's not the map *itself*. It has to be something in the files, somewhere.

I've got my own stats.wrf file pointing at the things it needs to be pointed at. I've removed the need for it to require research messages (a long and grinding process, to be sure), so in that regard the research messages issue has been dealt with.

No idea what the problem is now, and I'd be grateful for any assistance. My Dropbox (56mb) is where anyone who'd like to have a look can find it.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Iluvalar »

Those messages should not be a priority right now. Even if it's more annoying in campaign i suppose. I'd try to give them the wrong message in research.txt to see if everything else is allright and it is really what stop you right now.
Heretic 2.3 improver and proud of it.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I've already taken care of that issue, I think. :P
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Anyway. I'm still working on the 2.3.9 branch, and getting some stuff done. Release-12 is still in the pipeline for a release either tonight or tomorrow. I've been tweaking the gameplay aspects to make better use of the map area, and I think you guys will enjoy getting your butts handed to you .. erm.. exploring the map. :lol2:

- Player unit bodies have been changed to Python (they're on wheels, so still fairly decent on speed) for the most part. This is a necessary change.

- I'm playing around with the idea of gradually implementing the research stuff as the player performs tasks (for example, you kill Research5 near Scav Base 3, and you get Auto-Repair) rather than enabling it all at once. There are some balance issues with that, but at the same time, it makes the whole 'tactics' and 'strategic retreats' ideas FAR more necessary and viable. The Scavengers pack a wallop .. NEXUS packs even MORE of a wallop. The 'Hard' game setting really MEANS hard, now. :)

- It's now possible to get Construction Vehicles far earlier (M2), if you know *how*. :D Little easter egg I put in. Of course, they'll be limited to what they can build until mid-M4. Wouldn't want the player cranking out Vengeance Gauss Cannon Halftracks, ya know. Remember, the player is REWARDED for exploring, and for taking unusual approaches. The "only path" is NOT ALWAYS the only path...

- Made the entire M1~M2 decision system much more resilient. Feel free to do what you like, player. We'll compensate. Let me know if something breaks, especially early on.

- Build Delta Base anywhere on the map you like.

More to come. :D
User avatar
aubergine
Professional
Professional
Posts: 3462
Joined: 10 Oct 2010, 00:58

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by aubergine »

This is sounding so damn awesome that I might have to re-install wz 2.3.9 to try it out. I assume it's just a case of installing wz then the cam mod?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Rman Virgil »

.

Goth has truly raised the bar way higher than the original CAM with his gameplay innovations that are 21st century warfare savvy and make for fresh fun that is deeply expansive with that holy grail of game creation - much replay value.

There is a core set of works being done now by various folks in the community (by devs & non-devs) that will ensure WZ continues to have a viable future for years to come and this project is one of those works, IMO. It also easily qualifies as one herculean effort to boot. :3

.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Thanks everyone. Now if we can get it running on 3.1+ it'll have a brighter future. :D

Looks like everything added to this release is working as it should be. I'm releasing two versions: Version 1 has the player strength as it has been thus far.

Version 2 is the 'modified' version in which the player must unlock technologies to make their units stronger, tougher, and better able to handle the conditions. I'll warn you ahead of time: it's difficult. More difficult than even the earliest versions of Cam 4 before I got the research tree working. Some of you may prefer this level of difficulty.

Please express which version you like better, everyone, and why. This will help me gauge where the difficulty level goes from here on. :)

Expect them to both be available within the hour.
User avatar
aubergine
Professional
Professional
Posts: 3462
Joined: 10 Oct 2010, 00:58

Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by aubergine »

Is there a "difficulty" setting for the campaign? If so, use the more difficult version but add some extra bonuses or something if the player chooses an easier difficulty setting?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I'd like to code that in once I have the scripting in place to make it happen. For example, the player types a command which will toggle 'insanity' difficulty or something of that nature.

Release-12 is now available, in both Normal and Modded flavours. :D
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Oh, and all of the scripting techniques developed in Cam 4 will, if possible, be applied to Cam 0 as well. So this here is "the testbed" and "proof of concept" stuff we'll use. :D
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Sorry everyone. Emergency hotfix time. They'll be available again as soon as they finish uploading. Notes on the first post about this as soon as I make them.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Alrighty folks, I'll be on IRC for the next couple of hours if anyone would care to chat about Release-12. #warzone2100-games room. See ya there!
User avatar
Tenoh
Trained
Trained
Posts: 359
Joined: 18 Nov 2008, 15:06

Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep

Post by Tenoh »

so i dont get this about cam4?! i defeat cam3 and it kicks me out as if there was no cam 4,a my missing something? using239 btw
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G