I'll wait till you've worked your magic -- this business venture is going to occupy a lot of my time for the next several weeks.
[DEVELOPMENT] Campaign 4 Development Thread
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Just something I was screwing around with. 
I'll wait till you've worked your magic -- this business venture is going to occupy a lot of my time for the next several weeks.
I'll wait till you've worked your magic -- this business venture is going to occupy a lot of my time for the next several weeks.
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread
I should have a script update ready soon
I hope to mostly complete missions 2 & 3 and make stubs for missions 4 & 5
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
The current version of the mod I have isn't working on the current nightly build on Linux.
I compiled the game myself, even. And yes, it built successfully as I'm able to play without the mod enabled. Booo.... 
We'll fix that later.
We'll fix that later.
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread
Goth, can you get me the unit id of the research facility for mission 3? My maps are good for coords and such but the unit ids don't match the compiled maps. Thanks.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Okay Milo, the ID of the M3 Research Facility *should* be 279. The one at NODE's base is 287 (the one that gets loaded in on M5).
That's all of them that are pre-placed on the map. NEXUS and The Collective are building theirs on the fly. If it's causing issues, we can delete NODE's Research Facility off the map (you'll find it on the .fme named 'Cam4MainMapM1Base' since that's the only time it's actually placed on the map). It's not critical for NODE to have one anyway.
That's all of them that are pre-placed on the map. NEXUS and The Collective are building theirs on the fly. If it's causing issues, we can delete NODE's Research Facility off the map (you'll find it on the .fme named 'Cam4MainMapM1Base' since that's the only time it's actually placed on the map). It's not critical for NODE to have one anyway.
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread
Thanks. I just needed the one from mission 3 so I could spawn in the reward unit after it's destroyed 
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Good stuff, Milo. 
I was thinking about something on M4 -- are we spawning enough NEXUS units to deal with the base there? I may have to re-design that mission anyway, seems a little ambitious both with scripting and the objective themselves & how the mission is supposed to work. Any thoughts on M4 yet, Milo?
I was thinking about something on M4 -- are we spawning enough NEXUS units to deal with the base there? I may have to re-design that mission anyway, seems a little ambitious both with scripting and the objective themselves & how the mission is supposed to work. Any thoughts on M4 yet, Milo?
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Milo, I've modded the M4 map to be a little more alive, and made some fixes.
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread
279 doesn't work
I need the id from the map you compiled to generate the mission 3 map...
you did keep a copy right?
I need the id from the map you compiled to generate the mission 3 map...
you did keep a copy right?
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Of course.
I keep multiple backups of everything. Lemme fire up flaME and check it. Says 279 still for the ID.
You know Milo, it could be from how I've compiled my maps. Remember all the errors about duplicate objects, and the glitches with things respawning from previous missions? What I did (aka what I *thought* I was supposed to do) was have a compile for each map, but anything past M1 I left the maps blank except for things that changed in-between missions to simulate "spawning things in". On my earlier tests (when I could get M3 to load) things *seemed* okay.
Weird.
You know Milo, it could be from how I've compiled my maps. Remember all the errors about duplicate objects, and the glitches with things respawning from previous missions? What I did (aka what I *thought* I was supposed to do) was have a compile for each map, but anything past M1 I left the maps blank except for things that changed in-between missions to simulate "spawning things in". On my earlier tests (when I could get M3 to load) things *seemed* okay.
Weird.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Milo, I was thinking about how the Pumpkins did the Campaigns, and I'm wondering -- were they reloading the Main Map every time they would expand the scroll limits, or did they use a "copy" for the specific mission state (like I've been doing)? I notice that some of missions don't have a map file when it would otherwise be appropriate to have one (when they aren't loading an FMV, for example).
Is this where we could be going wrong? If we're reloading things inappropriately, that would account for the engine not seeing the research facility for M3 and other glitches that we've been seeing (and possibly some of the other difficulties I've run into). What's your take on this, Milo? And Devs, please feel free to chime in -- if we're doing something against procedure, we need to know about it.
Is this where we could be going wrong? If we're reloading things inappropriately, that would account for the engine not seeing the research facility for M3 and other glitches that we've been seeing (and possibly some of the other difficulties I've run into). What's your take on this, Milo? And Devs, please feel free to chime in -- if we're doing something against procedure, we need to know about it.
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Buginator
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Re: [Renamed] Campaign 4 Development Thread
Nope, they don'tGoth Zagog-Thou wrote:Milo, I was thinking about how the Pumpkins did the Campaigns, and I'm wondering -- were they reloading the Main Map every time they would expand the scroll limits, or did they use a "copy" for the specific mission state (like I've been doing)? I notice that some of missions don't have a map file when it would otherwise be appropriate to have one (when they aren't loading an FMV, for example).
They used one big map, then modify the limits to get 'more/less access to the bigger map.
and it ends here.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Thanks Buggy. That's what I suspected. That's where we're going wrong then. How should we proceed? Just compile the Main Map (and of course, off-map missions) and do scroll limits via scripting?
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Per
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Re: [Renamed] Campaign 4 Development Thread
Yes. If you set the level to expand, it will keep the previous map, and then you use the script to change the limits.Goth Zagog-Thou wrote:Just compile the Main Map (and of course, off-map missions) and do scroll limits via scripting?
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread
Thanks a lot, people. That helps a lot. 
There's our answer, Milo.
There's our answer, Milo.