New feature: Gates

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Slye_Fox
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Re: New feature: Gates

Post by Slye_Fox »

in the skirmish game setup, when i go to change the structures limit, the game crashes.
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Tiuz
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Re: New feature: Gates

Post by Tiuz »

Slye_Fox wrote:in the skirmish game setup, when i go to change the structures limit, the game crashes.
Hi Slye_Fox,

thank you for testing. One *.wrf file was missing, therefore the chrash.

I attached an updated version.

Tiuz.
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torheiten_06_21b5.wz
Gate mod for Warzone 2.1 beta 5
(1.23 MiB) Downloaded 472 times
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Slye_Fox
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Re: New feature: Gates

Post by Slye_Fox »

works now
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Olrox
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Re: New feature: Gates

Post by Olrox »

Tiuz, do you have the 3ds to pie converter?
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Olrox
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Re: New feature: Gates

Post by Olrox »

because I don't have managed to get it compiled yet, so I coul send you the 3ds models for the structs you asked before :)
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Tiuz
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Re: New feature: Gates

Post by Tiuz »

Hi olrox,

this would be cool :D.
I'll look for this converter and try to assemble your new 3D models into the mod. If there are any problems with this, i'll post it here.

Thank you, Tiuz.
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Olrox
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Re: New feature: Gates

Post by Olrox »

Well, I've got to make my dwg a 3ds now, and I have yet to discover how do do it with 3DSMax not running on my computer (the .exe file screwed up and the reinstallation is very, very weird, as it does not recognize it's installed for uninstall nor does it reinstall because of the files remaining on the system O_o ).
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Skrim
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Re: New feature: Gates

Post by Skrim »

I just stumbled across this while rummaging through the Showcase for mods to download. I tested the 2.0.10 version - and it's awesome. It means that there are no more holes in a Hardcrete fortification, and it does an awesome job of baffling AI ground units when they are trying to drive towards my base but suddenly get stopped by the Gate's barrier. The poor AI droids have no clue as to what happened. Brilliant. It also adds more of a tough military-base feel to things.

Just a couple of requests though:
-Could you add the frontend.wrf fix to all the versions of the mod, instead of just the Beta 5 version?

-Could you add a reverse horizontal and reverse vertical gate as well? That would allow for two-square wide lanes by placing a reverse gate next to a normal gate, while maintaining the continuity of the fortification.

-Could you get this into the Campaign somehow? This could be very useful at Beta Base, as well as at several locations in Alpha and Gamma. Currently the campaign just crashes while this mod is loaded.
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Skrim
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Re: New feature: Gates

Post by Skrim »

Alright, I added a working frontend.wrf fix to the 2.0.10 version of the Gates mod myself, since I won't be upgrading to 2.1 soon, until I can force Vista to install a new graphics driver. Now the Structure Limits screen won't crash to desktop, and the textures have also been updated to those of the Beta 5 version(yellow striped). Everything else is original. Though 2.0.10 is now officially obsolete, I'll upload this anyway just in case anyone wants it.
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gates2010.wz
Fixed 2.0.10.
(745.74 KiB) Downloaded 407 times
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unknown3056
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Re: New feature: Gates

Post by unknown3056 »

cool mod i'm going to try it
i like grilled cheese :D
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Tiuz
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Re: New feature: Gates

Post by Tiuz »

Hello,

it seems to me, that the mod causes warzone crashes using it in long time multiplayer lan games. Did anyone of you observed the same problem?
I'm tying to fix this problem, any ideas or suggestions?

Thanks for help,
Tiuz.
Tucalipe
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Re: New feature: Gates

Post by Tucalipe »

Does your mod work only with the released 2.1 version, or does it work with betas and trunk too?
Also, when starting a skirmish game (with the trunk-debug version) I can't change the struct limits as well.
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Tiuz
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Re: New feature: Gates

Post by Tiuz »

Hi Tucalipe,

the main version "torheiten_06_21b5.wz" works up to version 2.1.1, including beta 5 and release candidates. Additional there is the version "gates2010.wz" for 2.0.10 release. Trunk doest work, debug versions should not make any differences using the mod, i think.
Please consider, this mod is only working with multiplayer and skirmish games, but no with the single player campain.
At the moment im looking into the above mentioned lan-game-problem, if this issue is solved, i will think about additional versions and improvments of this mod.

Thank you for testing,
Tiuz.
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Re: New feature: Gates

Post by PkK »

Somehow this gate looks unrealistic to me in two ways, both related to the big windows:

1) I assume the gate would be somehow automated, robotic: Gate communicates with own units via some encrypted wireless communication, or gate gets infor that enemies are nearby from sensors. I don't see a gatehouse with some guy checking passports inside in this postapocalyptic world of Warzone.

2) With those big windows the structure would be destroyed easily, one cannon shell shot through the window exploding inside would render the machinery inside inoperable.

I suggest to replace the gatehouse part with solid wall or a hardpoint.

Philipp
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Re: New feature: Gates

Post by DarkCheetah »

PkK wrote:Somehow this gate looks unrealistic to me in two ways, both related to the big windows:

1) I assume the gate would be somehow automated, robotic: Gate communicates with own units via some encrypted wireless communication, or gate gets infor that enemies are nearby from sensors. I don't see a gatehouse with some guy checking passports inside in this postapocalyptic world of Warzone.

2) With those big windows the structure would be destroyed easily, one cannon shell shot through the window exploding inside would render the machinery inside inoperable.

I suggest to replace the gatehouse part with solid wall or a hardpoint.

Philipp
hey! its only a game ;) when i shoot with hvy cannon on a viper with wheels , BUT heavlly upgraded it should be destroyed in 1 shot , but they arent, and they are just little wheely's
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