2.0.5 and mods
-
- Greenhorn
- Posts: 13
- Joined: 09 Jan 2007, 17:48
2.0.5 and mods
Do any of the old mods work with 2.0.5? I am looking to try the become prey AI with it if possible.
Thanks
Thanks
Re: 2.0.5 and mods
No, the old mods do not work with 2.0.5. The reason for this is, we have recoded the game to use .wz files, instead of .wdg, or .wzw. So, you'll have to remake the mods and AIs. Sorry. =/
- Goth Zagog-Thou
- Regular
- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
- Contact:
Re: 2.0.5 and mods
What is the procedure to convert them? I still have my Customizer Kit saves....and my AI was made on Notepad. 

- DevUrandom
- Regular
- Posts: 1690
- Joined: 31 Jul 2006, 23:14
Re: 2.0.5 and mods
If you got the sources to the mod, it's easy: Just zip it up in a standard zipfile and change the extension to .wz.
(It needs to have the *.addon.lev file in it's root.)
If you don't, I heard there is some kind of converter script around... Can't remember where I saw it, though.
(It needs to have the *.addon.lev file in it's root.)
If you don't, I heard there is some kind of converter script around... Can't remember where I saw it, though.
- Goth Zagog-Thou
- Regular
- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
- Contact:
Re: 2.0.5 and mods
Ah, well...that's easy enough.
As far as the .addonlevel...wasn't that generated when compiling to .wdg? How do I get that? Sorry if I seem daft, but some of the technical particulars have escaped me...
As far as the .addonlevel...wasn't that generated when compiling to .wdg? How do I get that? Sorry if I seem daft, but some of the technical particulars have escaped me...

- lav_coyote25
- Professional
- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: 2.0.5 and mods
DevUrandom wrote: If you got the sources to the mod, it's easy: Just zip it up in a standard zipfile and change the extension to .wz.
(It needs to have the *.addon.lev file in it's root.)
If you don't, I heard there is some kind of converter script around... Can't remember where I saw it, though.
is possible that was the same one that Rodzilla had /or / made??? ???
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
- DevUrandom
- Regular
- Posts: 1690
- Joined: 31 Jul 2006, 23:14
Re: 2.0.5 and mods
Yes, it was Rod's script. Lost as is Rod, it seems.
As for the .addon.lev: Yes, I think the .wdgs should have the same file. I don't think anything was changed with the actual data, was it?
As for the .addon.lev: Yes, I think the .wdgs should have the same file. I don't think anything was changed with the actual data, was it?
-
- Greenhorn
- Posts: 13
- Joined: 09 Jan 2007, 17:48
Re: 2.0.5 and mods
quote author=Lixtan link=topic=289.msg2407#msg2407 date=1168394603]
No, the old mods do not work with 2.0.5. The reason for this is, we have recoded the game to use .wz files, instead of .wdg, or .wzw. So, you'll have to remake the mods and AIs. Sorry. =/
[/quote]
Fair enough... are there any 2.x mods currently in existence?[
No, the old mods do not work with 2.0.5. The reason for this is, we have recoded the game to use .wz files, instead of .wdg, or .wzw. So, you'll have to remake the mods and AIs. Sorry. =/
[/quote]
Fair enough... are there any 2.x mods currently in existence?[
Re: 2.0.5 and mods
Grims graphics update (is shipped with the installer) and a art-update.
(Afaik posted somewhere in the forums)
//Edit: http://wz2100.net/forum/http://localhos ... 1950#p1950
Art-Update: http://wz2100.net/files/mods/art-update.wz
(Afaik posted somewhere in the forums)
//Edit: http://wz2100.net/forum/http://localhos ... 1950#p1950
Art-Update: http://wz2100.net/files/mods/art-update.wz
We all have the same heaven, but not the same horizon.