[Campaign 4] Release & Development topic

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Goth Zagog-Thou
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Re: [Campaign 4] Development topic

Post by Goth Zagog-Thou »

@ Rman: I'll take a look at your savegame, Rman. Something is definitely screwy. The dataset is self-contained and should not require you to update anything. You likewise don't need to load Contingency or anything else alongside it. Sorry you're having so much trouble. :(

@ Anilaco: It's an issue with 3.1 and large maps with a lot of features. 3.2 (Master) has already fixed this. After Release-20 (or Release-21, if it requires it) we'll be running on the latest Master build available on the wz2100 buildbot repo.
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Re: [Campaign 4] Development topic

Post by Rman Virgil »

Goth Zagog-Thou wrote:@ Rman: I'll take a look at your savegame, Rman. Something is definitely screwy. The dataset is self-contained and should not require you to update anything. You likewise don't need to load Contingency or anything else alongside it. Sorry you're having so much trouble. :(
NP, Goth. Really. Comes with the territory.... play-testing and playing are different. My main mindset and approach is play-testing. :) I'm clear which mindset I bring to the engagement with each play through.... some of which have been just playing.

Been auto-loading just CAM 4.

Took a closer look at what v. 3.1 I'm running - RC 3. Could be an issue. Will dl the final ver. and replay to eliminate that possibility. :3 I'll do that tomorrow.

BTW.... I've not had any frame rate issues.... maybe 'cause I'm running SLI. Dunno, really.
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Last edited by Rman Virgil on 03 Sep 2013, 03:51, edited 2 times in total.
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Goth Zagog-Thou
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Re: [Campaign 4] Development topic

Post by Goth Zagog-Thou »

Okay now that IS strange, Rman. Your savegame is doing exactly what you said it was doing. Super Engineer with rank, half of M2's map greyed out, etc. I've never observed that behavior before.

The first thing I noticed is Warzone doing a partial crash saying it can't load mods -- are you loading additional mods aside from Cam 4? And where are you placing Cam 4 to load from? I use the /global folder and a modded shortcut that uses --mod=cam4-cont-r19.wz (for example). Oh, and Cam 4 is the only thing I'm loading.

The only other thing I could think of is to re-download Cam 4 and replace your current one with the new one. Possibly a corrupted download, which I will check myself to make sure.

The other mods could be throwing Cam 4 off. Still shouldn't happen, but it could be the other mods. /shrug

[EDIT] Yeah, try using the final release of 3.1 -- RC3 had some other unusual behavior (aside from what you've experienced). I'm using the special T4 build that addressed the GFX lag issue (found here ). Possibly try that build once you have 3.1 installed. :P
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Re: [Campaign 4] Development topic

Post by Goth Zagog-Thou »

Oh -- with that T4 build, you have to specify your --configdir="" in the shortcut (Windows-only build). Point it to your Warzone 2100 directory in Documents. For example, mine reads:

--configdir="G:\Documents and Settings\GZT\My Documents\Warzone 2100 3.1" --mod=cam4-cont-r19.wz

Otherwise it'll load as portable and not do anything it's supposed to. :P
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Re: [Campaign 4] Development topic

Post by Rman Virgil »

Goth Zagog-Thou wrote:Oh -- with that T4 build, you have to specify your --configdir="" in the shortcut (Windows-only build). Point it to your Warzone 2100 directory in Documents. For example, mine reads:

--configdir="G:\Documents and Settings\GZT\My Documents\Warzone 2100 3.1" --mod=cam4-cont-r19.wz

Otherwise it'll load as portable and not do anything it's supposed to. :P
Thanks.... will do. :D

My bad, anyway. I shoulda double checked that I was running the latest binary from the get go. My apology. :oops:
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Re: [Campaign 4] Development topic

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Goth Zagog-Thou wrote:Oh -- with that T4 build, you have to specify your --configdir="" in the shortcut (Windows-only build). Point it to your Warzone 2100 directory in Documents. For example, mine reads:

--configdir="G:\Documents and Settings\GZT\My Documents\Warzone 2100 3.1" --mod=cam4-cont-r19.wz

Otherwise it'll load as portable and not do anything it's supposed to. :P
O_o
There would be no reason, at all, that I can think of, besides a faulty packaged mod for it to require that, or user error.
No, I haven't tested your stuff, but I can assure you, that you don't need to change the config dir to make it work.
I also am not sure what 'load as portable' means. Of course, if you downloaded the portable builds, then, everything is meant to run from the directory you installed it to. This should NOT be any protected area that you normally install warzone's main (non-portable) installer to, these builds are self-contained. They are used to install to a USB flash device, or some location that isn't protected by Windows. (Basically, anything on the C: drive, is protected by the OS)
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Goth Zagog-Thou
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Re: [Campaign 4] Development topic

Post by Goth Zagog-Thou »

Yep, I know. I use it for performance reasons only. I simply added my personal experience with that particular build and how to deal with it.

3.1 release runs a bit too laggy for my liking is all. The T4 portable simply runs better.

Never said anyone had to use it. :P
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Re: [Campaign 4] Development topic

Post by Rman Virgil »

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To date, my performance has been excellent - FPS and script execution. But should that change, it's good to have an alternate option to fall back on. :)

I'll dl the latest stock WIN v.3.1 and re dl v.19 and start from scratch Tues.. :3
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Re: [Campaign 4] Development topic

Post by Goth Zagog-Thou »

Yep, pretty much an alternative option. Not saying anyone must use it.

Moving right along, bit more changelog for Release-20:

- Spiced up the map in the last Scav Base of M1. Not really more or less difficult as it is more appropriate.
- Jazzed up the Southeast Base area for a new mission we'll perform for our Coalition allies before M4. This will give me a chance to get the "Joint Missions" thing sorted out for M12's map later on. Call it a "proof-of-concept". ;)
- Slight geography change for the AA Base where the player first enters the base at.
- Begun code work that should allow faster debugging/testing of Mission hubs.
- Begun the structural changes to make use of the .js API includes. This will mark the beginning of the transition to using the new API away from wzscript.
- Two more BGM tracks in production now -- "MDF (Modern-Day Frankenstein)" and "One With The System".

Still taking map design ideas for M4's area.
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Re: [Campaign 4] Development topic

Post by Anillaco_ »

Goth Zagog-Thou wrote:@ Anilaco: It's an issue with 3.1 and large maps with a lot of features. 3.2 (Master) has already fixed this. After Release-20 (or Release-21, if it requires it) we'll be running on the latest Master build available on the wz2100 buildbot repo.
Thanks for the reply. That's great news, I'm looking forward to it. :)

Despite the low framerate, I spent a little more time playing the mod. It's a completely refreshing experience compared to regular Warzone. Giving the player a Nexus Link Turret droid is a very nice idea. It gives the choice between just killing those cyborgs and Wyvern tanks you have to face, or going out of your way to absorb them (I had to put my squad in "hold fire", then approach them carefully with the Nexus tank, trying not to get it destroyed) and assemble a bigger and more diverse army. Sadly your new friends don't last long given what happens shortly afterwards ;)

About that, when you reach the Nexus base near the second downed transport, you can't absorb Nexus' structures, but the two trucks behind the factory can be taken over and used to build a small base early on, and research some stuff. Is this intended?
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Re: [Campaign 4] Development topic

Post by Rman Virgil »

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After fresh installs, played from scratch through to base occupation without a hitch - Jenks and company reporting as they should. :) Moving forward from there, turtle paradise as such, will report tomorrow on the experience - playing into the Jenks triggered event. :3
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Re: [Campaign 4] Development topic

Post by Goth Zagog-Thou »

Glad it's sorted. :D
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Re: [Campaign 4] Development topic

Post by vexed »

Rman Virgil wrote:.

After fresh installs, played from scratch through to base occupation without a hitch - Jenks and company reporting as they should. :) Moving forward from there, turtle paradise as such, will report tomorrow on the experience - playing into the Jenks triggered event. :3
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Can you clarify what version did you install, and by 'fresh install' do you mean you deleted the old config directory (if it wasn't the portable version) ?
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Re: [Campaign 4] Development topic

Post by Goth Zagog-Thou »

@ Vexxed: I think he was using 3.1 RC3 and went to 3.1 release.

Status update:

- I've moved the weapon paths into dedicated include files. MUCH easier to work with them now and the script engine doesn't feel quite as stressed. :3 Easier to pick up errors as well, which lets me fix things much more quickly. Yay! I must say I enjoy working with .js much more than wzscript. Far easier to get things done. So far nothing I've scripted has really needed 3.2 thus far -- although when I port the actual Cam 4 guts over, that will change. A good solid read-through of the api already tells me that, as there are very useful functions that require 3.2 (such as placing beacons, etc). I also need to prepare the map by doing all of the labels (again ... *sigh* ) and recompiling. Lots of preparation work to do for the 3.2 port.
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Re: [Campaign 4] Development topic

Post by Rman Virgil »

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Goth is correct. :3

Yup... deleted everything and installed the last WIN v. 3.1 (not port.... no vids). Did create an auto-load folder & am using it for CAM 4 (also fresh dl). And still no performance issues - in FPS or script execution.
.
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.