NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
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 : )
A few Sounds, Textures and Buildings changed.
+ all what i forgott now ^^.
http://www.freewebtown.com/warzone2100/ ... _2.1.0.zip
happy x-mas : )
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
testing...

NTW - changing the warzone world one mod at a time...
ps: i love scavs

NTW - changing the warzone world one mod at a time...
ps: i love scavs
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
Thanks, Merry Christmas to you, too 
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
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).
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......
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.
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'
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......
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.
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
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.
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.
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
But it does nothing at me but increasing Range of Sight like a normal Sensor-Tower.. No Design-Screen available. What for? :-Smanaze wrote:Zi-Chan: The turrentless tower is the preliminary scav HQ.
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
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.
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.
- DarkCheetah
- Trained

- Posts: 335
- Joined: 30 Apr 2008, 19:44
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
i haven't tested yet but i readed all these isues... maybe i test with fixed version ^^;
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
Delphinio wrote:first, Command Center2 is wrong...

For me it's Cheating, when my Opponents can do Things i can't do. Sorry. ;/Delphinio wrote:AI cheats hmm... well, maybe you turn them down : ).
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.Delphinio wrote:but its possible that it crash during the game too...
Old NTW-Mod, which is integrated in the Installation, ran flawless..
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
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.
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
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)
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
Command Center2 is wrong, wrong in ntw mod ; ).
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
This Screeny is made while using NTW-Mod. I didn't say something else.Delphinio wrote:Command Center2 is wrong, wrong in ntw mod ; ).
Sure People, it's still a great Mod. Didn't say something else... blah xD
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
yes i know... and? : )This Screeny is made while using NTW-Mod. I didn't say something else.
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
Re: NTW Mod 1.7.9 for 2.1 Released (Happy X-mas)
hug :pDelphinio wrote: yes i know... and? : )
Testing. God, is this Website slow. My Internet Connection sends faster. :/Delphinio wrote:it should run better now.
http://www.freewebtown.com/warzone2100/ ... _2.1.0.zip
