NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

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
Delphinio
Art contributor
Posts: 446
Joined: 21 Jan 2007, 06:04

NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Delphinio »

2 New Body Groups, Gates, Grim's desert Textures, Aivolution, AA Shield and EMP Tank Trap added.
A few Sounds, Textures and Buildings changed.
+ all what i forgott now ^^.

http://www.freewebtown.com/warzone2100/ ... _2.1.0.zip
happy x-mas : )
User avatar
manaze
Trained
Trained
Posts: 133
Joined: 23 Jun 2008, 17:31
Location: California USA

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by manaze »

testing...

Image

NTW - changing the warzone world one mod at a time...

ps: i love scavs :)
Chojun
Regular
Regular
Posts: 518
Joined: 25 Nov 2006, 17:49
Contact:

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Chojun »

Thanks, Merry Christmas to you, too :)
User avatar
Zi-Chan
Trained
Trained
Posts: 180
Joined: 12 Aug 2008, 01:06

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Zi-Chan »

Doesn't work with the latest Stable (2.1 Final / absolutely fresh and clean Installation).
Opponents don't have any Units, so i win after 10 Seconds automatically.
A Truck is shown at the Player-Screen at the Opponents, but they don't have any.
Tried Maps: 8c-NTW1_NTWMod (your Map), 2c-HighGround (Standard-Map) and 2c-BeNEXUS (other Map).

Code: Select all


error   : [SetUpInputFile] SetUpInputFile(): Couldn't open input file: 'multiplay/learndata/player6/Sk-NTW1_NTWMod-T1.lrn' for player 6: File not found
error   : [SetUpInputFile] SetUpInputFile(): Couldn't open input file: 'multiplay/learndata/player5/Sk-NTW1_NTWMod-T1.lrn' for player 5: File not found
error   : [SetUpInputFile] SetUpInputFile(): Couldn't open input file: 'multiplay/learndata/player4/Sk-NTW1_NTWMod-T1.lrn' for player 4: File not found
error   : [SetUpInputFile] SetUpInputFile(): Couldn't open input file: 'multiplay/learndata/player3/Sk-NTW1_NTWMod-T1.lrn' for player 3: File not found
error   : [SetUpInputFile] SetUpInputFile(): Couldn't open input file: 'multiplay/learndata/player2/Sk-NTW1_NTWMod-T1.lrn' for player 2: File not found
error   : [SetUpInputFile] SetUpInputFile(): Couldn't open input file: 'multiplay/learndata/player1/Sk-NTW1_NTWMod-T1.lrn' for player 1: File not found
error   : [SetUpInputFile] SetUpInputFile(): Couldn't open input file: 'multiplay/learndata/player0/Sk-NTW1_NTWMod-T1.lrn' for player 0: File not found
error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=311)
error   : [interpRunScript] Original event ID: 32 (of 370)
error   : [interpRunScript] Current event ID: 311 (of 370)
error   : [interpRunScript] Call depth : 7
error   : [scrOutputCallTrace]  *** Script call trace: ***
error   : [scrOutputCallTrace] 7: N/A (current event)
error   : [scrOutputCallTrace] 6: N/A (return address: 0F26A2F0)
error   : [scrOutputCallTrace] 5: N/A (return address: 0F267660)
error   : [scrOutputCallTrace] 4: N/A (return address: 0F262038)
error   : [scrOutputCallTrace] 3: N/A (return address: 0F25D660)
error   : [scrOutputCallTrace] 2: N/A (return address: 0F2523C8)
error   : [scrOutputCallTrace] 1: N/A (return address: 0F25C4F8)
error   : [scrOutputCallTrace] 0: N/A (return address: 0F25C0C0)
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   : [eventFireTrigger] Assert in Warzone: event.c:1128 (false), last script event: 'N/A'
error   : [stackReset] stackReset: stack is not empty
error   : [stackReset] Assert in Warzone: stack.c:1047 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=311)
error   : [interpRunScript] Original event ID: 0 (of 370)
error   : [interpRunScript] Current event ID: 311 (of 370)
error   : [interpRunScript] Call depth : 5
error   : [scrOutputCallTrace]  *** Script call trace: ***
error   : [scrOutputCallTrace] 5: N/A (current event)
error   : [scrOutputCallTrace] 4: N/A (return address: 0F0052F0)
error   : [scrOutputCallTrace] 3: N/A (return address: 0F002660)
error   : [scrOutputCallTrace] 2: N/A (return address: 0EFFD038)
error   : [scrOutputCallTrace] 1: N/A (return address: 0EFF8660)
error   : [scrOutputCallTrace] 0: N/A (return address: 0EFED3C8)
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   : [eventFireTrigger] Assert in Warzone: event.c:1128 (false), last script event: 'N/A'
error   : [stackReset] stackReset: stack is not empty
error   : [stackReset] Assert in Warzone: stack.c:1047 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=311)
error   : [interpRunScript] Original event ID: 0 (of 370)
error   : [interpRunScript] Current event ID: 311 (of 370)
error   : [interpRunScript] Call depth : 5
error   : [scrOutputCallTrace]  *** Script call trace: ***
error   : [scrOutputCallTrace] 5: N/A (current event)
error   : [scrOutputCallTrace] 4: N/A (return address: 0EF8A2F0)
error   : [scrOutputCallTrace] 3: N/A (return address: 0EF87660)
error   : [scrOutputCallTrace] 2: N/A (return address: 0EF82038)
error   : [scrOutputCallTrace] 1: N/A (return address: 0EF7D660)
error   : [scrOutputCallTrace] 0: N/A (return address: 0EF723C8)
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   : [eventFireTrigger] Assert in Warzone: event.c:1128 (false), last script event: 'N/A'
error   : [stackReset] stackReset: stack is not empty
error   : [stackReset] Assert in Warzone: stack.c:1047 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=311)
error   : [interpRunScript] Original event ID: 0 (of 370)
error   : [interpRunScript] Current event ID: 311 (of 370)
error   : [interpRunScript] Call depth : 5
error   : [scrOutputCallTrace]  *** Script call trace: ***
error   : [scrOutputCallTrace] 5: N/A (current event)
error   : [scrOutputCallTrace] 4: N/A (return address: 0F0802F0)
error   : [scrOutputCallTrace] 3: N/A (return address: 0F07D660)
error   : [scrOutputCallTrace] 2: N/A (return address: 0F078038)
error   : [scrOutputCallTrace] 1: N/A (return address: 0F073660)
error   : [scrOutputCallTrace] 0: N/A (return address: 0F0683C8)
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   : [eventFireTrigger] Assert in Warzone: event.c:1128 (false), last script event: 'N/A'
error   : [stackReset] stackReset: stack is not empty
error   : [stackReset] Assert in Warzone: stack.c:1047 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=88)
error   : [interpRunScript] Original event ID: 0 (of 370)
error   : [interpRunScript] Current event ID: 88 (of 370)
error   : [interpRunScript] Call depth : 4
error   : [scrOutputCallTrace]  *** Script call trace: ***
error   : [scrOutputCallTrace] 4: N/A (current event)
error   : [scrOutputCallTrace] 3: N/A (return address: 0F0F7760)
error   : [scrOutputCallTrace] 2: N/A (return address: 0F0F2038)
error   : [scrOutputCallTrace] 1: N/A (return address: 0F0ED660)
error   : [scrOutputCallTrace] 0: N/A (return address: 0F0E23C8)
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   : [eventFireTrigger] Assert in Warzone: event.c:1128 (false), last script event: 'N/A'
error   : [stackReset] stackReset: stack is not empty
error   : [stackReset] Assert in Warzone: stack.c:1047 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=103)
error   : [interpRunScript] Original event ID: 0 (of 370)
error   : [interpRunScript] Current event ID: 103 (of 370)
error   : [interpRunScript] Call depth : 4
error   : [scrOutputCallTrace]  *** Script call trace: ***
error   : [scrOutputCallTrace] 4: N/A (current event)
error   : [scrOutputCallTrace] 3: N/A (return address: 0F171660)
error   : [scrOutputCallTrace] 2: N/A (return address: 0F16C038)
error   : [scrOutputCallTrace] 1: N/A (return address: 0F167660)
error   : [scrOutputCallTrace] 0: N/A (return address: 0F15C3C8)
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   : [eventFireTrigger] Assert in Warzone: event.c:1128 (false), last script event: 'N/A'
error   : [stackReset] stackReset: stack is not empty
error   : [stackReset] Assert in Warzone: stack.c:1047 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=311)
error   : [interpRunScript] Original event ID: 0 (of 370)
error   : [interpRunScript] Current event ID: 311 (of 370)
error   : [interpRunScript] Call depth : 5
error   : [scrOutputCallTrace]  *** Script call trace: ***
error   : [scrOutputCallTrace] 5: N/A (current event)
error   : [scrOutputCallTrace] 4: N/A (return address: 0F1EE2F0)
error   : [scrOutputCallTrace] 3: N/A (return address: 0F1EB660)
error   : [scrOutputCallTrace] 2: N/A (return address: 0F1E6038)
error   : [scrOutputCallTrace] 1: N/A (return address: 0F1E1660)
error   : [scrOutputCallTrace] 0: N/A (return address: 0F1D63C8)
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   : [eventFireTrigger] Assert in Warzone: event.c:1128 (false), last script event: 'N/A'
error   : [stackReset] stackReset: stack is not empty
error   : [stackReset] Assert in Warzone: stack.c:1047 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   : [buildFeature] Warehouse(846) already placed at (30+2, 104+1) when trying to place Warehouse(161232) at (30+2, 104+1) - removing it
error   : [buildFeature] Warehouse(847) already placed at (31+2, 104+1) when trying to place Warehouse(161240) at (31+2, 104+1) - removing it
error   : [buildFeature] Warehouse(849) already placed at (30+2, 140+1) when trying to place Warehouse(161256) at (30+2, 140+1) - removing it
error   : [buildFeature] Warehouse(850) already placed at (31+2, 140+1) when trying to place Warehouse(161264) at (31+2, 140+1) - removing it
error   : [buildFeature] Warehouse(852) already placed at (70+2, 142+1) when trying to place Warehouse(161280) at (68+2, 142+1) - removing it
error   : [buildFeature] Warehouse(853) already placed at (69+2, 142+1) when trying to place Warehouse(161288) at (67+2, 142+1) - removing it
error   : [buildFeature] Warehouse(855) already placed at (70+2, 105+1) when trying to place Warehouse(161304) at (68+2, 105+1) - removing it
error   : [buildFeature] Warehouse(856) already placed at (69+2, 105+1) when trying to place Warehouse(161312) at (67+2, 105+1) - removing it
error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=311)
error   : [interpRunScript] Original event ID: 32 (of 370)
error   : [interpRunScript] Current event ID: 311 (of 370)
error   : [interpRunScript] Call depth : 7
error   : [scrOutputCallTrace]  *** Script call trace: ***
error   : [scrOutputCallTrace] 7: N/A (current event)
error   : [scrOutputCallTrace] 6: N/A (return address: 0F3390B8)
error   : [scrOutputCallTrace] 5: N/A (return address: 0F336660)
error   : [scrOutputCallTrace] 4: N/A (return address: 0F331038)
error   : [scrOutputCallTrace] 3: N/A (return address: 0F32C660)
error   : [scrOutputCallTrace] 2: N/A (return address: 0F3213C8)
error   : [scrOutputCallTrace] 1: N/A (return address: 0F32B4F8)
error   : [scrOutputCallTrace] 0: N/A (return address: 0F32B0C0)
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   : [eventFireTrigger] Assert in Warzone: event.c:1128 (false), last script event: 'N/A'
error   : [stackReset] stackReset: stack is not empty
error   : [stackReset] Assert in Warzone: stack.c:1047 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
Merry Christmas to you too ;)

P.S.: manaze, i see your Command Centre, but where's your MiniMap?

EDIT: For some Reason, it works now. Without any Errors. I didn't do anything different now. Computers...... O_o
Why is this naked Tower without any Turret on it, you can build from the Beginning on, called "Command Center2"?
And the AI still cheats with building the real Command Center before it could have it researched in that Time and you can't do that. No equal opportunities here, still. IMO the AI of Warzone cheats too much already with Energy, THIS is still just more than too much..

Nonetheless a great Mod.
:ninja:
User avatar
manaze
Trained
Trained
Posts: 133
Joined: 23 Jun 2008, 17:31
Location: California USA

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by manaze »

test results:

Trouble getting mod to run, eventually was able to with fresh 2.1.final

Crashed 10 times, spread accross multiple settings.

Still unable to have a 8c multiplayer game with 4v4

Works with some custom maps, others it doesnt.


Zi-Chan: The turrentless tower is the preliminary scav HQ.
Edit: Delphino - How do i use the gates. Very confusing.
User avatar
Zi-Chan
Trained
Trained
Posts: 180
Joined: 12 Aug 2008, 01:06

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Zi-Chan »

manaze wrote:Zi-Chan: The turrentless tower is the preliminary scav HQ.
But it does nothing at me but increasing Range of Sight like a normal Sensor-Tower.. No Design-Screen available. What for? :-S
:ninja:
User avatar
Delphinio
Art contributor
Posts: 446
Joined: 21 Jan 2007, 06:04

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Delphinio »

first, Command Center2 is wrong...
the name should be Scavenger Look Out Tower and its for your scavenger mortars or simply to get a bit more visibility. AI cheats hmm... well, maybe you turn them down : ).

second, i know that it makes sometimes some problems.
all maps works. if one doesnt load, then change your color and/or your position.
but its possible that it crash during the game too...
i didnt use the 3 makefiles for aivolution... maybe that was a misstake.

there are "2" gates
one
-----------
and one
|
|
|
|
your gate close his doors when an enemy is near by.
User avatar
DarkCheetah
Trained
Trained
Posts: 335
Joined: 30 Apr 2008, 19:44

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by DarkCheetah »

i haven't tested yet but i readed all these isues... maybe i test with fixed version ^^;
User avatar
Zi-Chan
Trained
Trained
Posts: 180
Joined: 12 Aug 2008, 01:06

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Zi-Chan »

Delphinio wrote:first, Command Center2 is wrong...
Image
Delphinio wrote:AI cheats hmm... well, maybe you turn them down : ).
For me it's Cheating, when my Opponents can do Things i can't do. Sorry. ;/
Delphinio wrote:but its possible that it crash during the game too...
Well, at me, it didn't crash yet, but that might be, because i havent played much with it yet.. I waited for the Ability to build the Command Center and design and build Tanks immediately, like the AI does.. I still can't and this is missing, IMHO. :gonk:

Old NTW-Mod, which is integrated in the Installation, ran flawless..
:ninja:
User avatar
manaze
Trained
Trained
Posts: 133
Joined: 23 Jun 2008, 17:31
Location: California USA

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by manaze »

DarkCheetah wrote:i haven't tested yet but i readed all these isues... maybe i test with fixed version ^^;

do not be fooled, this is still a great mod.
coolkid
Trained
Trained
Posts: 233
Joined: 23 Jul 2008, 02:52
Location: Parsons, Kansas USA

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by coolkid »

yes lots of new cool features but it crashes constantly cant wait for the next version good job ;)
the largest wz steam community http://steamcommunity.com/groups/wz2100 (all welcome to join help find matches find new relese and recruit new players)
User avatar
Delphinio
Art contributor
Posts: 446
Joined: 21 Jan 2007, 06:04

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Delphinio »

Command Center2 is wrong, wrong in ntw mod ; ).
User avatar
Zi-Chan
Trained
Trained
Posts: 180
Joined: 12 Aug 2008, 01:06

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Zi-Chan »

Delphinio wrote:Command Center2 is wrong, wrong in ntw mod ; ).
This Screeny is made while using NTW-Mod. I didn't say something else. O_o

Sure People, it's still a great Mod. Didn't say something else... blah xD
:ninja:
User avatar
Delphinio
Art contributor
Posts: 446
Joined: 21 Jan 2007, 06:04

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Delphinio »

This Screeny is made while using NTW-Mod. I didn't say something else.
yes i know... and? : )

version 1.7.9a:
ai changed into gk ai (still cheating).
it should run better now.
http://www.freewebtown.com/warzone2100/ ... _2.1.0.zip
User avatar
Zi-Chan
Trained
Trained
Posts: 180
Joined: 12 Aug 2008, 01:06

Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)

Post by Zi-Chan »

Delphinio wrote: yes i know... and? : )
hug :p
Delphinio wrote:it should run better now.
http://www.freewebtown.com/warzone2100/ ... _2.1.0.zip
Testing. God, is this Website slow. My Internet Connection sends faster. :/
:ninja:
Post Reply