Campaign Add-on Proposal - Need Ideas & Production Help

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KukY
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Re: Campaign Rebuilt - Need Advice

Post by KukY »

Olrox wrote:But about the cyborgs, I think it's interesting, with the exception of the super borg. That's because you can't find super borgs even on CAM3, and even though a single Super Heavy Gunner should be a nightmare for an average group of MG units, it is more advanced tech. As for the regular cyborgs, I think it is nice because then the Project would have a real motive to know about the existance of & want to dominate the Synaptic Link technology (they've entered in contact with cyborgs and could salvage a power-suit, but couldn't understand how it worked - the origin of the curiosity and top-priority of recovering this particular tech).
Note that The Project isn't intrested into cyborgs ; they only want Synaptic Link techology.
Maybe they wanted to do something like Nexus did?
Synaptic link isn't limited to cyborgs only...
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Olrox
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Re: Campaign Rebuilt - Need Advice

Post by Olrox »

KukY wrote:Note that The Project isn't intrested into cyborgs ; they only want Synaptic Link techology.
Maybe they wanted to do something like Nexus did?
Synaptic link isn't limited to cyborgs only...
Ok... If you find another explanation of how the Project got so interested and even got to know about the synaptic link, or can think about a more interesting story, please share it with us.
And if the project isn't interested in cyborgs, why would they even produce them? Note that I've said that the project would get interested in the synaptic link technology after salvaging cyborg parts, not that they would get interested in cyborgs only.
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Rman Virgil
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Re: Campaign Rebuilt - Need Advice

Post by Rman Virgil »

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It occured to me that if you guys do a good job of this it is a natural fit for it to be considered seriously for commiting to the official distro. Brand spanking new prologue to the Pumpkin Cam.

Btw there was an unreleased Pumpkin FMV included in the source liberation package back in '04. If I recall correctly it might fit your theme and time-frame for this Prologue Cam. Might wanna look into it.

Regards, RV :)

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Re: Campaign Rebuilt - Need Advice

Post by XboxJosh »

render.png
I rendered Olrox's version of the Cam0 map, for those in the community who maybe can't "read heightmaps" like some of us xD . I didn't bother to texture it though :stare: maybe another day.

EDIT: About the cyborgs, I think it's a good idea, having them get glimpses of cyborgs as a kind of "excuse" for so desperately wanting the Synaptic Link tech :)
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Olrox
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Re: Campaign Rebuilt - Need Advice

Post by Olrox »

XboxJosh wrote:
render.png
I rendered Olrox's version of the Cam0 map, for those in the community who maybe can't "read heightmaps" like some of us xD . I didn't bother to texture it though :stare: maybe another day.
Oh, my, use auto-triangles often!
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Olrox
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Re: Campaign Rebuilt - Need Advice

Post by Olrox »

I've made a larger "preview", with application of cliffs.
CAM0A.PNG
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Re: Campaign Rebuilt - Need Advice

Post by XboxJosh »

O_O Amazing. I don't know how to zoom out :stressed: and i don't know what auto-triangles are. :(

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Olrox
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Re: Campaign Rebuilt - Need Advice

Post by Olrox »

XboxJosh wrote:O_O Amazing. I don't know how to zoom out :stressed: and i don't know what auto-triangles are. :(
Generally I use E+S+F to zoom out and C+W+F to zoom in, to avoid messing up with the perspective (happens often when using / or * :P ). To change the view range, use ctrl+1~0.

Auto-triangles help you to change the diagonal line that divides each tile polygon into triangles.
Here's an instrutive pic:
Auto-triangles.png
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XboxJosh
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Re: Campaign Rebuilt - Need Advice

Post by XboxJosh »

Cool, good to know :).

Do you have the WZME of the map? Or do you want to add the scavenger objects? (I can't seem to rotate them in flaME :stressed: maybe i'm just stupid :3 just kidding xD )

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Olrox
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Re: Campaign Rebuilt - Need Advice

Post by Olrox »

XboxJosh wrote: Do you have the WZME of the map? Or do you want to add the scavenger objects? (I can't seem to rotate them in flaME :stressed: maybe i'm just stupid :3 just kidding xD )
Ok, I can make the map as a whole. Concentrate your efforts on studying the scripts necessary for moving the scavengers around, spawning FMV's (we can do those as well), adding buildings, spawning enemy forces in the "defend the base" stages etc.. It's not going to be easy so let's do our best ;)
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XboxJosh
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Re: Campaign Rebuilt - Need Advice

Post by XboxJosh »

I've been thumbing through the scripting guide, I just have one question (so far ;) )for a dev out there:

In the function "groupAddArea", what are the X1, Y1, X2, and Y2 coordinates described in?

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Per
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Re: Campaign Rebuilt - Need Advice

Post by Per »

XboxJosh wrote:In the function "groupAddArea", what are the X1, Y1, X2, and Y2 coordinates described in?
World coordinates, which is (tile * 128).
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Re: Campaign Rebuilt - Need Advice

Post by RBL-4NiK8r »

Olrox wrote:
KukY wrote:Note that The Project isn't intrested into cyborgs ; they only want Synaptic Link techology.
Maybe they wanted to do something like Nexus did?
Synaptic link isn't limited to cyborgs only...
Ok... If you find another explanation of how the Project got so interested and even got to know about the synaptic link, or can think about a more interesting story, please share it with us.
And if the project isn't interested in cyborgs, why would they even produce them? Note that I've said that the project would get interested in the synaptic link technology after salvaging cyborg parts, not that they would get interested in cyborgs only.
Well the New Paradin as well as NEXUS had to have all or most Tech long before the Project ever started, and just because you took out some of the bases in the game dont mean that all of them were taken out. You had 3 transports that went to different areas at the start of the game, but you dont really know what battles took place with the other 2 transports till much later in the game, and even then you dont know everything. So I dont see that Borgs being used by either one of the groups to defend a base out of the norm, plus do to the fact its a prequel we can make it up so it fits, we already know WHO we are going to fight, and as for what they were looking for, I would just let it that they were just out there looking, they didnt know what they would find there, but they knew that what was there was needed to go on in this new world.

Also the armor, defense and damage done and taken from Scavs will need to be adjusted, as well as the power it takes to make units, because 1 oil well is enough power to spams tons of units, not only that some of the units may need to be tweaked with time it takes to make and power cost.
XboxJosh wrote:I've been thumbing through the scripting guide, I just have one question (so far ;) )for a dev out there:

In the function "groupAddArea", what are the X1, Y1, X2, and Y2 coordinates described in?
In Edit World its the tile number or where the tile is on the map and the height of the tile, so basically when you add something or script, you need to know all of this on the map before adding it. I dont have EW loaded to give you what means what, its been awhile since I played with all that.


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Rman Virgil
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Re: Campaign Rebuilt - Need Advice

Post by Rman Virgil »

XboxJosh wrote:I've been thumbing through the scripting guide, I just have one question (so far ;) )for a dev out there:

In the function "groupAddArea", what are the X1, Y1, X2, and Y2 coordinates described in?
Per wrote: World coordinates, which is (tile * 128).
And this IS how it's used -
RBL-4NiK8r wrote:
In Edit World its the tile number or where the tile is on the map and the height of the tile, so basically when you add something or script, you need to know all of this on the map before adding it. I dont have EW loaded to give you what means what, its been awhile since I played with all that.

4nE
(Good memory 4nE...)

Plus what I posted in my second to last post above on the use of map coordinates in EW / 32EW and FlaME.

Plus what I initially posted a few days ago, but I'll give it another shot here.

Studying the script guide will be of some use if you are clear about the following -

"Cam A.I. scripting and Skirmish A.I. scripting are NOT the same."

The script guide mostly covers Skirmish A.I. scripting. Troman made this very clear years ago when he wrote the first iteration of the scripting guide.

What you need to do is study.... oh heck, let me just quote myself from a few days back:
Rman wrote

3.) Write a CAM Pre-Scripting Analysis Doc for each mission...

The following explains in detail what I mean: Pre-Scripting Analysis Template

4.) A scriptor will use # 3 to write the actual CAM scripts.

5.) Take a look at SCRIPT .slo file for Cam 1-5 HERE

& also HERE

,....then Cam .vlo HERE

AND, alas,

Cam1a.wrf on your hard drive in base.wz (base.wz\wrf\cam1) and all the files associated with it to get an overview of what comprises a working Campaign Map of multiple missions.
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Now let me elaborate some more on that....

You can potentially use many of the scav related scripts from the original Pumpkin cam 1 by adjusting their value components - like for example, your new map coordinates (as per above), spawn cycles, timer cycles, opposing force numbers, structure load placement and composition and so forth and so on.

Side Bar: I've very deliberately stayed away from offering any story input to focus on the nuts and bolts aspects of Cam construction even though I am a storyteller.

However, I will simply comment that 4nE's story telling input in his last post is very worth mulling over, IMHO.

And lastly, in keeping with my straight forward nature as a man - a simple and genuine "Thanks for the input, fellas." (or some such) is very appropriate in all the many cultures I'm familiar with across the planet earth in both cyber space and in face to face RL. At the first sign of its absence I would ordinarily vamoose the thread. I've made an exception here for 2 reasons: I'd very much like you all to succeed in your goal and 2, I have a very high regard for Olrox as an individual with clear ethical values and good manners first - to go along with his first class abilities / talents and personable communication skills.

- RV :cool:
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XboxJosh
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Re: Campaign Rebuilt - Need Advice

Post by XboxJosh »

Thanks for answering my question about that function ( I had thought it was in tiles, then I did a double take at the number 1,800 and something O_O)

I had another question regarding the source code. Is it possible to change the campaign entry point by mod? Or does "New Campaign" always point at the first campaign level?

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