[DEPRECIATED] Campaign 4 (Old thread)
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Tenoh
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
So what you think it can be?
"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
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
Wish I knew, to be honest. I have no idea why it's not working. It should be fine anywhere Warzone is installed.
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Tenoh
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
Its really wierd, it does says on main menu that the mod is loaded... its just not loaded lol.
"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
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milo christiansen
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
I've had a similar problem before but I forget what I did to fix it
Also: The mod may be placed in mods/global and started with the "--mod=modname" cmd line parameter
Also: The mod may be placed in mods/global and started with the "--mod=modname" cmd line parameter
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
Hmm. Very strange indeed. Sorry you're having trouble with it!
On to other things. I'm playtesting Release-13. Lots of fixes, changes & additions to this one, all with M4 onward. I promised to dedicate the next release entirely to the outstanding issues, and I'm keeping my word.
It also features more of the 'fluidity' -- the new LZ will appear underneath your Commander, and the conditions have changed for completing the 'Establish Delta Base' mission (it checks for the player actually having built the Uplink Center now!). And of course, build Delta Base wherever you darn well please. There are several decent locations one could build the base .. I'll leave it to you, dear player, to decide what location suits you. All of them have advantages and disadvantages, in keeping with the overall balance.
I have also fixed a longstanding issue with Nexus units not following assignments during M7. Remember that one, Milo?
M6 should be totally copacetic now. I've cleared away some of the clutter so that the player has room to build again.
And likewise I've actually fixed water triangles before compiling the map this time ... >.> It's always something, isn't it... and the oddball 'road' tiles being where they don't belong.
All that's left is to make Nexus units enter the map one at a time instead of just popping in. Easy code, that. Just gotta put it in. That's what Pumpkin would do.
If all goes well, I'll have the new release out tomorrow. Then I'll continue the work of porting everything over to the 3.2 branch.
(Think the API is ready for it, Milo?)
On to other things. I'm playtesting Release-13. Lots of fixes, changes & additions to this one, all with M4 onward. I promised to dedicate the next release entirely to the outstanding issues, and I'm keeping my word.
It also features more of the 'fluidity' -- the new LZ will appear underneath your Commander, and the conditions have changed for completing the 'Establish Delta Base' mission (it checks for the player actually having built the Uplink Center now!). And of course, build Delta Base wherever you darn well please. There are several decent locations one could build the base .. I'll leave it to you, dear player, to decide what location suits you. All of them have advantages and disadvantages, in keeping with the overall balance.
I have also fixed a longstanding issue with Nexus units not following assignments during M7. Remember that one, Milo?
M6 should be totally copacetic now. I've cleared away some of the clutter so that the player has room to build again.
And likewise I've actually fixed water triangles before compiling the map this time ... >.> It's always something, isn't it... and the oddball 'road' tiles being where they don't belong.
All that's left is to make Nexus units enter the map one at a time instead of just popping in. Easy code, that. Just gotta put it in. That's what Pumpkin would do.
If all goes well, I'll have the new release out tomorrow. Then I'll continue the work of porting everything over to the 3.2 branch.
(Think the API is ready for it, Milo?)
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aubergine
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
The JS API is a little clunky when it comes to adding LZs. Currently there's only this: https://warzone.atlassian.net/wiki/page ... eId=360504 -- I'm not aware of any other way to place an LZ.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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vexed
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
Goth Zagog-Thou wrote:Try running in XP SP3 compatibility mode if you're on Windows. There's some screwy (incompatible) stuff that happens on Vista/7 that cause access violations. That's what I have to do.
Fresh installs of the game on Linux work fine.
No, not possible.
Access violations in this case are because of crashes.
You should never have to run warzone as administrator or running in compatibility mode. Never.
You just need admin access to install the game, that is all.
/facepalm ...Grinch stole Warzone

contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
I'm just saying what works. No idea why it works, it just does. Wish I had an explanation. :shrug:
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
Okay, so moving along. Release-13 is still in the works. This is mainly a bugfix and enhancement release. I've also begun prepping the maps for using the .ini system (which means markers and areas everywhere when they are loaded in FlaME!). This could very well be part of the issues with getting it going on 3.1+, so I'm covering all the bases on my end that I am able to.
I'll be ready to try the 3.1+ port again after this release. I still have to finish scripting M9, of course. M8 works but is a little clunky still, and sometimes won't load after M1. Still working that issue out.
It'll be ready when it's ready, I guess.
I'll be ready to try the 3.1+ port again after this release. I still have to finish scripting M9, of course. M8 works but is a little clunky still, and sometimes won't load after M1. Still working that issue out.
It'll be ready when it's ready, I guess.
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Rman Virgil
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
.
Thought you might find this of interest Goth (maybe Jorzi as well).
The Lockheed Martin Hybrid Air Vehicle P-791... Closest RL analogue to the CAM Transport; cargo transport, surveillance, in theater mobile command maneuver coordination, no airfield needed, can land on water to deploy hover, and can be deployed manned or unmanned. In the WZ world of scarcity, multiple duty versatility makes plain sense.
Here's a 3+ minute official LM YouTube video: http://m.youtube.com/#/watch?desktop_ur ... KTus&gl=US
And the LM web site page: http://www.lockheedmartin.com/us/products/p-791.html
I'm sure you'll appreciate the possibilities.
~ Regards, RV.
.
Thought you might find this of interest Goth (maybe Jorzi as well).
The Lockheed Martin Hybrid Air Vehicle P-791... Closest RL analogue to the CAM Transport; cargo transport, surveillance, in theater mobile command maneuver coordination, no airfield needed, can land on water to deploy hover, and can be deployed manned or unmanned. In the WZ world of scarcity, multiple duty versatility makes plain sense.
Here's a 3+ minute official LM YouTube video: http://m.youtube.com/#/watch?desktop_ur ... KTus&gl=US
And the LM web site page: http://www.lockheedmartin.com/us/products/p-791.html
I'm sure you'll appreciate the possibilities.
~ Regards, RV.
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milo christiansen
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Re: [ALPHA][Curr.Ver:Release-12]Campaign 4 Preview & Bug Rep
As for 3.x, the API has most if not all that is needed but most of the critical functions are 3.2+ so it will be a bit before it would run on anything other than a master binary
I have yet to do much with the JavaScript API and most of my time is being consumed by other things so I don't think I'll have time to do more than a little
I have yet to do much with the JavaScript API and most of my time is being consumed by other things so I don't think I'll have time to do more than a little
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
Release-13 is available now. Check the first post for changelog and download. 
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
Release-14 is in the works already. Changes/fixes include:
- Apparently I did NOT completely fix the Nexus Units not following their orders on M7 -- but at least I know why now (oversight on my part).
- More graceful "spawning in of units" -- aka, they enter the zone properly, rather than just pop in. Meant to fix that for Release-13 and never got around to it. It makes the code larger by 1/6th, but it's worth it.
- Fixes to the map where the Scavs are (still) getting stuck on Features during M4. Thought I had taken care of that already. Argh.
- Make it possible for the player to actually lose during M7 ... by various (violent) means. You're welcome!
- Nexus is far tougher during M7 now. I wouldn't recommend that the player uses the Commander or Tac Sergeant for attacking Nexus Base ...
Anyone have any ideas on making M1~M7 more interesting? Time is running out to put in those requests! After Release-15 (in a month or so -- I need a break!) it's feature freeze, and ONLY bugfixes, new audio and finishing will be committed to M1 and M8.
- Apparently I did NOT completely fix the Nexus Units not following their orders on M7 -- but at least I know why now (oversight on my part).
- More graceful "spawning in of units" -- aka, they enter the zone properly, rather than just pop in. Meant to fix that for Release-13 and never got around to it. It makes the code larger by 1/6th, but it's worth it.
- Fixes to the map where the Scavs are (still) getting stuck on Features during M4. Thought I had taken care of that already. Argh.
- Make it possible for the player to actually lose during M7 ... by various (violent) means. You're welcome!
- Nexus is far tougher during M7 now. I wouldn't recommend that the player uses the Commander or Tac Sergeant for attacking Nexus Base ...
Anyone have any ideas on making M1~M7 more interesting? Time is running out to put in those requests! After Release-15 (in a month or so -- I need a break!) it's feature freeze, and ONLY bugfixes, new audio and finishing will be committed to M1 and M8.
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
Bad news, folks. Looks like Cam 4 on 3.1+ is going to require a total reset of the data files (meaning it needs STOCK files) that it uses in order to work. I'm not getting any useful debug messages from Master versions of Warzone in order to fix whatever is wrong.
The departure from 2.3.9 to 3.2 is too vast of a chasm to bridge.
What I intend to do is reset using 3.1 data, and then build back up from there. I fear the next release will be a long, long way off -- but it's completely necessary from where I sit in order to progress.
Play Release-13 on 2.3.9 as much as you like, everyone. Guess it turned out to be unlucky after all.
The departure from 2.3.9 to 3.2 is too vast of a chasm to bridge.
What I intend to do is reset using 3.1 data, and then build back up from there. I fear the next release will be a long, long way off -- but it's completely necessary from where I sit in order to progress.
Play Release-13 on 2.3.9 as much as you like, everyone. Guess it turned out to be unlucky after all.
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Dreadnough t62
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
im using windows, where do i move the mod to? 