[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
Boris
Trained
Trained
Posts: 283
Joined: 24 Apr 2010, 13:52
Location: About 10 years playing and creating warzone.

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by Boris »

Jorzi wrote:About new models: Unfortunately I'm up for a seriously packed schedule of studies including (but not limited to) electronics, hamiltonian mechanics, fourier series, number theory and game programming in XNA. This means I will not have much time to come up with new graphics, but I can still help with exporting etc if anyone else makes something. (Naiba said he was doing model requests)

what you need bro..??texture?? or models??
Jorzi
Regular
Regular
Posts: 2063
Joined: 11 Apr 2010, 00:14

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by Jorzi »

You misunderstand, Goth is the one who may need some models for eventual new weapons included in his campaign. Unfortunately I have too little time to do new stuff from scratch.
ImageImage
-insert deep philosophical statement here-
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

The new stuff will need weapon, system AND body models. I'm no modeler, otherwise I'd do it myself. I've dabbled, but that's about it.

This release cycle I've been getting the new stuff enabled and getting Research working (or trying to). I also have the maps up to 4-12 done (finally), and they'll need scripts.
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by milo christiansen »

Everybody is laughing at me I think :wink: Everything I said I would do or had just done was already done by Goth in release 5 :o Not getting on the forum very often really sucks

On a different note: I think I found a bug. In the first mission where the map extends south (I forgot the number) if you move a unit to the bottom left corner the map will drastically expand and your objectives will change even though you haven't finished the previous set of objectives. A 2.3.9 save file and my log are in the 7z
You do not have the required permissions to view the files attached to this post.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I'll take a look. If it's doing that, then it should be reproduceable. And the mission in question would be the Stage 2 ~ Stage 3 transition, it's the only one that extends a LOT south. It shouldn't be checking for that expand condition before the Recon Unit has been killed by your Gauss Pythons.

And nobody is laughing at ya bud. You have other things you're doing. Sorry I've been rushing ahead of you.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Yep, it's in the Stage 3 ~ Stage 4 trigger area. I wasn't aware that it was checking for the player being in that area that early. Thanks for pointing it out Milo, I'll have that fixed up for the next release.
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by milo christiansen »

Don't be sorry for getting things done :) Cam4 is really shaping up to be a cool mod, I am glad I was/am a part of getting it off the ground. Too bad I didn't have regular access to the internet so I could keep up with things better... :(

About the laughing part, I was joking :wink:

The combination of 4-1 - 4-6 into one monster mission kind of surprised me, but I think it was a good idea, the mission seems to flow now :geek:
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I'm glad you approve of "The Gauntlet" being just that. :P And it's Missions 1~7 -- I'm tightening the screws on Stage 7 (Nexus Base in the south) as we speak, and it really caps off the whole idea of making it one LONG mission. Why build up nearly the entire zone and not need to defend the base? I always wanted a mission where the AI brought the fight to you.

I've got the maps up to M12 ALL the way done now. You guys are gonna like M9. It's an actual mission instead of the flyover idea from before. I got to thinking (as I played thru the old Campaign) that maybe it would be a good idea to see the base that destroyed Alpha AND Beta bases... so that's M9.

M11 is the OLD half of M1 that I threw away. I figured we could do something with it. It's the "Beer Run" mission -- but we're picking up technology that is VITAL for M12's success.

M12 is gonna be a good one -- another Gauntlet, but not as long. I've designed the map for five stages -- and no, it won't take six hours to finish. :lol2: Then again, it might -- after all, you're dealing with Nexus in HIS backyard (southeast Texas) and the resistance you'll be facing is nothing short of brutal. Several surprises await the player there, and maybe even an answer to "why".
User avatar
NEXUS Destruction
Trained
Trained
Posts: 39
Joined: 11 Dec 2010, 23:50

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by NEXUS Destruction »

do we have another eta cos' winter is almost here?
Windows 7 Home Premium & Mac OS X
Computer 1: intel Pentium Dual-Core 2.66 Ghz Processor, Nvidia Ge-Force 9600GT & 3GB RAM
Computer 2:Mid-2010 Model 27" iMac (intel Core i3 3.2Ghz Dual-Core Processor, ATI Radeon HD 5670 1GB & 4GB RAM)
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

It'll be ready when it's ready?

The next release is almost ready. This one features PRE-Research, since (in my way of thinking) the player should come into the campaign having mid-T3 stuff researched. The result is the Campaign being at the intended difficulty level (aka MUCH easier than previous releases). The player then researches up TO endgame T3 once we start building Delta Base.

Also featured in this release is the new technology appropriate for The Gauntlet. You'll need to find the artifacts, of course, and then research as normal.

There are also tons of performance fixes. Players using Master should notice the improvement immediately. I changed the way area detection triggering works, and it's much better now.

Likewise the ONLY time the player should see a Scavenger Swarm is on Stage 4. The out-of-control reproduction should be well taken care of now.

I'll make the release sometime in the next day or two, after I've thoroughly tested it.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Made the new release available last night. It's for the 2.3.x series for now. A lot of stuff has changed and I'll need to re-port it to Master to get it working again -- and that's a few hours worth of work under the best of circumstances.

This go-around I'm particularly interested in how the overall balance is, start-to-finish. What with the T3 baseline level that the player starts off at, I want to make sure the difficulty is at the intended level.

And remember folks -- if something is behaving in an unexpected way, I want to know about it. And yes, I'm already aware of the loading lag. That's not something I'm able to fix right now.
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep

Post by milo christiansen »

Downloading now... :)
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
NEXUS Destruction
Trained
Trained
Posts: 39
Joined: 11 Dec 2010, 23:50

Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep

Post by NEXUS Destruction »

never mind that, lol, just found the SHOULD NOT SEE ME! unit, I can clearly see it. :laughingneq:
Last edited by NEXUS Destruction on 14 Nov 2011, 23:26, edited 1 time in total.
Windows 7 Home Premium & Mac OS X
Computer 1: intel Pentium Dual-Core 2.66 Ghz Processor, Nvidia Ge-Force 9600GT & 3GB RAM
Computer 2:Mid-2010 Model 27" iMac (intel Core i3 3.2Ghz Dual-Core Processor, ATI Radeon HD 5670 1GB & 4GB RAM)
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

The 'should not see me' structure is there so that the player has a radar. I haven't gotten around to making it something that works with the features and terrain since it's not a priority. It'll be changed up later.

Are there any issues (AI, mission flow, etc) that anyone is having? I'm more interested in *those* reports, please. That's why it's an open Alpha.
User avatar
NEXUS Destruction
Trained
Trained
Posts: 39
Joined: 11 Dec 2010, 23:50

Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep

Post by NEXUS Destruction »

While I was using cheats I got one error message which is lower than usual. You have scripted it very well and I hope you can get it done soon so that it can be integrated into the game. The AI can be rather weak in some instances but overall it is quite good. I would have liked NEXUS to have attacked me more but it is still a brilliant game. Hope this feedback is helpful and I will check if there was any error logs from it. It did not crash though.
Windows 7 Home Premium & Mac OS X
Computer 1: intel Pentium Dual-Core 2.66 Ghz Processor, Nvidia Ge-Force 9600GT & 3GB RAM
Computer 2:Mid-2010 Model 27" iMac (intel Core i3 3.2Ghz Dual-Core Processor, ATI Radeon HD 5670 1GB & 4GB RAM)