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Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 14 May 2008, 22:43
by The Shu Dragon Sniper
question, what folder do u put mods in?
im really sick of getting joint attacked at once, and having inferior units doesnt help.

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 14 May 2008, 23:21
by Sonsalt
the mod goes to \mods\multiplay

but atm the AI is not set yet. I altered the AI unit production of AIvolution for my self, but since I don't know how to set the baba units for the AI to be build first, the AI needs quite some time to build units, but it can research the command center requirement and the tanks faster than you so if you don't crush him right away, it will whoop your a**.

Also I noticed that if you play coop with AI there are multiple research bugs occeuring, like CAM1RESEARCH boxes or the opportunity to research high advanced stuff right away.

One solution would be to not combine the research trees for teams.

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 15 May 2008, 00:27
by Delphinio
BaBaPeople - light mg
BabaJeep - heavy mg
BabaFireTruck - flamer
BarbarianRKBuggy - rocket
BabaBusCan - cannon
BarbarianTrike - grenadier

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 15 May 2008, 00:51
by Black Project
day/night + changed weather is made by 1.12 patch.
How you did it by enabling the Day/Night feature? :o

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 15 May 2008, 20:39
by Sonsalt
Delphinio wrote: BaBaPeople - light mg
BabaJeep - heavy mg
BabaFireTruck - flamer
BarbarianRKBuggy - rocket
BabaBusCan - cannon
BarbarianTrike - grenadier
Thanks, I have used the names to change the build order for the AI. You can set the order for each player, (player1.vlo)
Unfortunately the AI doesn't accept the names mentioned above. I can change the build sequence to every name in the template, and it will build it, (Once it has researched it), but not those ones. Any idea why?

Code: Select all

	tmpl[0][0]	TEMPLATE	"BaBaPeople"		//"ViperMG01Wheels"		//MG
	tmpl[0][1]	TEMPLATE	"BarbarianTrike"		//"ViperMG02Wheels"	 //TMG
	tmpl[0][2]	TEMPLATE	"ViperHMGWheels"		//"ViperMG01Wheels"		//HMG

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 16 May 2008, 04:52
by crazybus
Does this only work on 2.1 beta2 or can use also use it on svn?  I'm trying it on the svn I built today and it doesn't seem to be loading.  I think I did everything correctly and I want to know if it's something I'm doing wrong, or if the svn version is just too different.

Should I downgrade to the beta2 version and compile that to get this mod working?

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 16 May 2008, 06:16
by Buginator
crazybus wrote: Does this only work on 2.1 beta2 or can use also use it on svn?  I'm trying it on the svn I built today and it doesn't seem to be loading.  I think I did everything correctly and I want to know if it's something I'm doing wrong, or if the svn version is just too different.

Should I downgrade to the beta2 version and compile that to get this mod working?
You should be able to use it with the latest version off of svn.

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 16 May 2008, 06:57
by crazybus
Hmm, then what would I be doing wrong.

I have the file here wz2100/trunk/data/mods/multiplay/NTW_Mod_v1.6.5.wz and I load it like this warzone2100 --mod_mp NTW_Mod_v1.6.5.wz

I then get the same splash screen, maps and everything else looks the same.  Is there a special option in the menus I should check or something?

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 16 May 2008, 10:39
by Sonsalt
I do too get a CTD right away, if I use the latest build r5123

"D:\Warzone 2100Beta2.12\warzone2100.exe"  --resolution 1920x1200  --mod aivolution.wz --mod_mp NTW_Mod_v1.6.5.wz

Code: Select all

error   : [iV_loadImage_PNG] pie_PNGLoadFile: PHYSFS_openRead(images/frend1.png) failed with error: File not found
error   : [dataImageLoad] IMGPAGE load failed
error   : [resLoadFile] resLoadFile: The load function for resource type "IMGPAGE" failed for file "frend1.png"
error   : [resLoad] resLoad: failed to parse wrf/frontend.wrf
error   : [startTitleLoop] Shutting down after failure

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 16 May 2008, 12:56
by DevUrandom
There will soon be a 1.6.6 release of NTW which is trunk compatible.

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 16 May 2008, 13:17
by Sonsalt
Awesome, I admire you guys.

NTW mod is so great, I just love the scavenger units, and mines ;)

Can't wait to get my hands on the new version  ::)

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 16 May 2008, 21:11
by The Shu Dragon Sniper
i know im probably doing this wrong, but i put the mod in multiplay, and see no difference, where or how do i activate mods or addons if ive put them in the multiplay folder?

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 16 May 2008, 22:06
by Delphinio
thats the folder for the NTW_Mod_v1.6.5.wz file.
\Warzone 2100\mods\multiplay\

if the file is in, then enter --mod_mp NTW_Mod_v1.6.5.wz to a shortcut as target.

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 16 May 2008, 23:59
by DevUrandom
Delphinio wrote: thats the folder for the NTW_Mod_v1.6.5.wz file.
\Warzone 2100\mods\multiplay\

if the file is in, then enter --mod_mp NTW_Mod_v1.6.5.wz to a shortcut as target.
That explanation image is a good idea! Can you put that into the wiki?
Possibly here: http://wiki.wz2100.net/Command_Line_Opt ... ng_modules
Maybe the information there can also be improved, since it is written by coders, not necessarily for users.

Re: NTW Mod v1.6.5 for Warzone 2100 v2.1 beta2 released

Posted: 20 May 2008, 19:53
by Sonsalt
Any eta on 1.6.6 ?  :-X

In between can you link some of the mines to technologies, so that not all mines are available at the beginning ?