yahodahan wrote:Hi all, and I have to say AWESOME work and so great to see Warzone 2100 being "resurrected"! I was hooked on WZ the first time I played it, and have never lost the love of playing it, no matter the shiny new toys these days...
Great to see you. It's always nice to see the old Warzone fans find us.
yahodahan wrote:That said, I WANNA HELP! I'm not certain if you have a set "standard"/other for helping with the process, but you can see examples of my work at "
www.ofgabriel.com", I would love to throw my 3D skills at WZ modding

I didn't see a forum just for this- is there a "doorman" i should speak to?
Well, there's:
Mapping/Modding, and
Showcase
Mapping/Modding is more for planning, while Showcase is for showing off finished works, but we don't enforce the difference
too much.
In any case, your works at ofgabriel.com are pretty awesome. I should point out that Warzone's current engine requires significantly lower poly counts.

Not as low as the current ones, but we don't want to break the engine. :/
If I could request somethign specific, one thing I'm looking for is new propulsion models - specifically, wheels, half-tracks, and tracks. Currently, the wheels look too much like tracks. I think it'd be better if the wheels didn't have guards that extended all the way across:

This is kind of what I'm thinking of.
And we might as well bump up the polycount.

Our current wheels are hexagons and octagons - I think we can have 12-sided polygons for wheels now.

(I don't want to go above 12 sides; though - the game is usually played with the tanks pretty small, so 128-sided near-circles would be strain on the rendering engine for no added benefits)
And next, maybe animated propulsions. Currently, the only animated model is the oil derrick, but propulsions should be animated too.
yahodahan wrote:One other thing- and believe me, I'm putting on the heavy-duty-flame-retardant-gear-and-helmet for this one - I am very experienced with several game engines (me quickly ducks and looks out for flames as it begins...) and would just like to say WARZONE 2100 DESERVES PORTING TO A NEXT GEN ENGINE!
And I would totally be willing to start the process, I do have plenty of experience, I know it would be a HUGE task, but it would be amazing and a triumph of the masses!
Oh, dear.
Our current engine is kind of custom-brewed, and supports Windows, Mac OS X, and Linux. It uses OpenGL for pretty much everything, and SDL for some other things. Very few current engines do this, which is the first problem with switching engines. Furthermore, our current engine, like the rest of the game, is written in C, which many modern engines are not, so that'd be a second problem. And although we have some support issues, we can also support some pretty old systems, and we'd like to keep that.
But if you can deal with all of those issues
and port the entire engine yourself, feel free. I'm afraid I won't be much help; rendering engines aren't exactly my strong spot (else I would've had colored cursors working in hardware by now. :/ I blame SDL.)
yahodahan wrote:Even better, the (smallish) 3D studio I work for is looking to get into games, and this would be right up our alley...
Keep note, we're free and open source. Not exactly revenue-generating, which is a pretty big turn-off for most 3D studios.