*Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

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whippersnapper
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*Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by whippersnapper »

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Some interest was expressed about making this happen and so I did it. You can check it out in this thread where I also give some key details of my journey in figuring out what was wrong and how to fix it. If you have old incompatible mods by comparing this New grim.wz with the original .wz you can teach yourself all that's involved in getting such done. I say that last because I won't be doing this again as I want to stay focused with my WZ time on my own "War School" Project.

This is the download link: http://www.filedropper.com/extractgrimwzmod

It's a .zip and you extract it's contents to > Warzone 2100\mods\multiplay

And do your short-cut something like this (depends on where you have the game installed):

"C:\WRP WZ 2100 v 221\Warzone 2100\warzone2100.exe" --mod_mp grim.wz

In addition to being compatible with the v.2.2.1 Binary / Data.... It also runs with Zarel's "Re-Balance", NiKer's "Become Prey", i-Nods new feature GFX and my "War School" mod-map.... beyond that I have not tested and it could well conflict with other mods using like resources in a different way... so you are on your own there. O_O

I was tempted to throw an "Easter Egg" in the mix (like "Flying Trucks") but Grim would have had my head on a platter if I did - I'm sure of that. ;)

Enjoy, whip :cool:


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lav_coyote25
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by lav_coyote25 »

whippersnapper wrote:.
I was tempted to throw an "Easter Egg" in the mix (like "Flying Trucks") but Grim would have had my head on a platter if I did - I'm sure of that. ;)

no he wouldnt have your head.... think lower.... :3 xD xD xD xD xD xD xD xD xD xD xD xD xD
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whippersnapper
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by whippersnapper »

lav_coyote25 wrote:
"whippersnapper": I was tempted to throw an "Easter Egg" in the mix (like "Flying Trucks") but Grim would have had my head on a platter if I did - I'm sure of that. ;)

no he wouldnt have your head.... think lower.... :3 xD xD xD xD xD xD xD xD xD xD xD xD xD
Haha.... I think you got that right, Lav. :stressed: ;)

Regards, whip :cool:

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whippersnapper
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by whippersnapper »

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If you like the walls Black Project is using in his 2120 Mod WIP, these is them in their original incarnation. The mod was part of the game distro for many years till it was no longer compatible with the game binary. It is now. That includes v.2.2.2 which I would edit myself in the topic's first post but, whatever. :rolleyes:

Regards, whip :ninja:

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Tenoh
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by Tenoh »

Cannon looks neat,wish it would be separate mod.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
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whippersnapper
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by whippersnapper »

Tenoh wrote:Cannon looks neat,wish it would be separate mod.
My friend, feel at liberty to separate out the new cannon GFX from the rest of Grim's Mod for your personal preference usage. It's pretty easy if you compare the old version to my updated version. What gave me the biggest fits in the conversion was creating the mip-maps for the custom tertile set to work in the current binary.

Regards, whip :ninja:
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by Zarel »

Tenoh wrote:Cannon looks neat,wish it would be separate mod.
They're not going into trunk; they look too much like rails, btw.
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whippersnapper
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by whippersnapper »

Zarel wrote:
They're not going into trunk; they look too much like rails, btw.
Image


Hmmm...... I just don't see the close resemblance you see. O_o


But then again wither the GFX goest in Trunk or not is totally irrelevant to me as it is to Grim.

As I tried to make clear in the interview I did last weekend on WZ 2100 over the last decade (we will see if it makes it into "print" as such...) there are only 3 areas of this project I look to with any "stake" in the outcome:

1.) Net Code - in so far as robust 8-player gaming and anti-cheat

2.) BetaWidget

3.) Stability of binary-base.wz

#1 and #2 are not practically on the immediate horizon.

#3 presents an additional concern for moders-mappers-scriptors at present (which is atypical in commercial products) in so far as the WRP's modifications to the binary-base.wz obsolesce mods-maps-a.i.s within months compelling deeply re-working "Un-Official" modifications to be compatible with "Official" modifications.

It's not so much this pattern's type of hegemony as it is the frequency of the compulsion which I guess is just another typical manifestation of the OSS modus-style which is why I used the word "stability" vis-a-vis the binary-base.wz. If you must put more energy into maintaining compatibility of your work instead of growing the depth and breathe of it then you are less inclined over time to do either and thus over-all the project must rely on "fresh infusions of new blood" to compensate for a lack of continuity with any active vet culture.

Commercial game ventures-products understand that dynamic and valuate it as part of the equation to their successful longevity. Once you see that is the cycle in operation for the duration then you accept it's very transitory rewards for hard work or move-on to more stable-richer "pastures" with a longer "shelf-life" to offer what you do. There really are no more than those 2 options at present.

This last observation is NOT intended to persuade anyone of anything - just stating my PoV without equivocation. I've been playing mostly a variety of modified versions of WZ for a decade and will continue regardless of what others state or decide is canonically acceptable. (Heck, retail release v.1.10 was a modified version of v.1.0 ten times over and yet provided a stable frame of reference for a half dozen years of creative work.... actually, it still does.)

Regards, whip :ninja:

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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by Zarel »

whippersnapper wrote:Hmmm...... I just don't see the close resemblance you see. O_o
The color scheme and general shape are enough. I mean, you don't exactly play Warzone zoomed in, and have your face inches from the screen all the time, do you?

Sure, they're different, but when you're playing an RTS, you need to tell them apart at a glance.
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by whippersnapper »

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Perhaps this is what you had in mind ?

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And I can relate it's not at a glance, at a distance, readily distinguishable visually.....

..... especially if you're absent minded in what you have built. O_o

And if you are on the other end of the fire, seeing and hearing the havoc being wrecked upon your chit - well the consequences will bring ya to the light quick enough as to what you're dealing with. ;)

'Course there could be the whining -

"I attacked cause I thoughts they was cannons with navel punch but they was hellish rails and chit !, it just ain't fair ! I was fooled.... boo-hoo, boo-hoo. "

Wonder how camo and the visual deception tacs from ALL wars would fit into this perception-presumption ? Maybe not at all ?

Regards, whip :ninja:

Side Bar: I'm gonna let the cat outta the bag. Grim has hated "Grim's Mod" for years and wishes it had never seen the light of day. I'm sure he's more than a little pissed at me for not just letting this mod die in the depths of incompatibility, forevermore. :gonk:

My main reason for making it compatible was as a learning tool for those who had an inclination to make some of the old v.1.10 mods/maps/custom tertiles compatible with the latest binary. That's it. If you compare the old files with the current set you can teach yourself how to do it with other mods like LOD, for example. And if you wonder why other oldies have not been made compatible you can also see for yourself why that may be. Purely an exercise in pedagogy for the greater good, you could say. :P
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by whippersnapper »

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Were I to replace the stock Pumpkin Rail GFX with Steve Pardon's design from his original and splendid LOD mod (or with Black Project's variant therefrom) then the Grim cannon GFX could readily be distinguished for what it was at any perspective I would guess.

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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by psychopompos »

i would rather grims cannon didnt go into the trunk for reason of... i think they look like rusty revolver barrels.
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by whippersnapper »

psychopompos wrote:i would rather grims cannon didnt go into the trunk for reason of... i think they look like rusty revolver barrels.
This thread has NEVER been about that !!

Neither Grim or I could give a chit about that. It's totally irrelevant. How can I make that any clearer ? Here, let me give it one last shot....

Zarel raised that point, why I do not know, because nobody was talking about. I certainly wasn't.

This whole thing with "trunk" and "official" this and that versus unsanctioned mods is just so much silliness and ultimately nothing but an illusory hegemony that has absolutely no real power on how you choose or wanna play WZ or how you'd prefer it to look the way you wanna play it.. That whole thing is just a flimsy contrivance fostered by the totally lazy in alliance with the self-anointed custodians of the moment. If you wanna buy into it - that's your prerogative. I don't.

As I said elsewhere:
....................

Gotta take a can-do attitude because modding the way WZ looks and plays takes some reasonable investment of time but absolutely no programming skills or genius or even art talent because there is quite a high quality and extensive pool of art assets from the last ten years to draw on / adapt.

But if you're gonna expend your time instead in attempts to persuade others to do the work you can do yourself, well, good luck with that.

The only practical diff between "officially" modified WZ and WZ mods is making sure when you play MP that all players have resident the same Mod installed and while not terribly convenient at the moment (though that too is evolving with sweet utilities being created by community fan members like Milo) it's hardly a deal-breaker or reason to kowtow for "official" action or sanction in what or how you'd like to play the game that departs from canonical presumptions or current state.

Anyhow, that's my simply stated PoV at face value and this is absolutely no attempt to persuade or champion a "cause" or debate any of it - be assured. ;)

Regards, whip :ninja:
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And if your gonna comment on this thread PLEASE read what I have said because THAT's what this is about and NOTHING more. Bejeezus, lord have mercy on me & my wearing thin patience with left-field irrelevance. O_O

Regards, whip :ninja:
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by A4tech »

Fix file droper's DL link, it's not working. Suggestion.: uploud to several sites, like mediafire.com , uploud.to , megauploud.com . :P Then we avoid of unworking links.
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Re: *Grim Mod* Made Compatible With v.2.2.1 Game Data / Binary

Post by whippersnapper »

A4tech wrote:Fix file droper's DL link, it's not working. Suggestion.: uploud to several sites, like mediafire.com , uploud.to , megauploud.com . :P Then we avoid of unworking links.
Thanks to Zarel, I have a better solution but it will have to wait till I get home from work - you know, from my real life job that pays my bills. :P

Heh, whip :ninja:
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