[DEPRECIATED] Campaign 4 (Old thread)

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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Guys, seriously, thanks for jumping into this. :) And I'm *very* pleased that v8 is running for SOME people on Windows. The fact that XP *seems* to work is VERY interesting...

I'm going to run some tests of my own before commenting further -- but I have a lot to say with regards to the pictorial observations above.

More to come.
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

HOLY HANDBRAKE ON A STICK! :D

erm..

Okay. It works again. The fix seems to be to run Warzone in Windows XP SP3 Compatibility mode. So it's definitely something screwy with Windows 7 (and I suspect Vista will be affected by this as well). Remember to give it a full minute at the main screen to let it load up everything.

Linux and (I assume) Mac users are unaffected by this problem. In fact, the Campaign has been developed mostly on Linux the past six months.

Alrighty, moving right along.

@Effigy:

a) I can't do anything about interface elements.

b) Nor can I do anything about the map edges being shaded, sadly.

c) Blue derrick and base structures are for NODE -- whose prominence in the Campaign has been scaled back greatly. In fact, I probably will eliminate NODE completely and reset those blue player structures to NEXUS. Excellent idea! That fits way more into the scenario than NODE ever could. It would also put the newly-gained NEXUSLink (gotten in M3) to far greater use and make it VASTLY more important. Consider it a feature for Release-9. :D

d) The assertion errors you see (in yellow) are small glitches in the script that I will eventually address. There's a LOT less of them than there used to be. :lol2:

e) Droids auto-repairing is a feature I added to speed up debugging whilst playtesting (so that I spend less time repairing and more time seeing what is/isn't working), and I plan to remove that before the final release.

Great stuff. And I was almost going to purge the development folder and start over, hehe.
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Oh! That reminds me.

The dialogue at the top will be accompanied with voice clips. Since the dialogue has changed (and will even more), that work has been deferred until very late in the development process. I'll do a better job of differentiating who is speaking text-wise in the future.

@Milo: Yes, please do. I believe there are still some gaps in the API currently that would make porting difficult. But feel free to have a stab at it. :)

Really, thanks for jumping in and getting involved everyone. Glad to know interest hasn't faded.
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by effigy »

Goth Zagog-Thou wrote:...
c) Blue derrick and base structures are for NODE -- whose prominence in the Campaign has been scaled back greatly. In fact, I probably will eliminate NODE completely and reset those blue player structures to NEXUS. Excellent idea! That fits way more into the scenario than NODE ever could. It would also put the newly-gained NEXUSLink (gotten in M3) to far greater use and make it VASTLY more important. Consider it a feature for Release-9. :D
...
:O Well, I'm glad you like that idea, even though that's not what I was suggesting :) ... erm... at least I don't think I was... TBH, I'm skimming the console text just slow enough to get the gist of what's going on. I had noticed that the derrick belonged to the blue team, while the base def around it was cyan, and hadn't noticed other set-ups like that.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Progress on Release-9 is going VERY smoothly now. I should have the new changes finished by tomorrow.

The dialogue and Player 5 structures have all been changed as appropriate. Likewise, the 'zone blowing up' stuff has been removed, since it's doubtful Nexus would destroy THAT much of his stuff.. :P And the "unused base" in the north part of the M4 operations area is now .. well, an obstacle the player must deal with whilst trying to escape.

And a little .. well, BIG surprise awaits the player (in M2) who may be feeling a little smug at that particular time... :D

More to come.
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by vexed »

Goth Zagog-Thou wrote:Okay. It works again. The fix seems to be to run Warzone in Windows XP SP3 Compatibility mode. So it's definitely something screwy with Windows 7 (and I suspect Vista will be affected by this as well). Remember to give it a full minute at the main screen to let it load up everything.
That isn't logical. Doing that on win 7 / vista doesn't change anything at all as far as warzone is concerned, and waiting a full minute ? Eh ? That also don't make sense, once it loads, it loads, there is no partial loading done.

No, can't move any of the interface elements at this time.
milo christiansen wrote:About JSAPI: I don't think it has everything needed as of now. I did make a list of some of the things needed and AFAIK they have all been implemented but the list was by no means complete.

I'll see if I can come up with a new list to submit to per soon so hopefully every thing will be ready to port before too long.

As for other issues, I have no idea :wink: But I'll test v8.

Is v8 still for 2.3.x or is it for 3.x? if 2.3.x I'm still available to port the data-set :)
Not even close to get a working campaign in JS. I would say, roughly, we are at the same point as we were with LUA.

I did have all the routines ready as a drop in replacement for the Fastplay tutorial, and it worked as expected, but those were not added to the current codebase.

V8? We don't use that, we are using qtscript, which doesn't have V8 at this time--though, I do think that using V8 would make more sense from a debugging point of view. Yeah, I know Qt 5 might have V8 in it, but... :stressed:

I don't think 3.1 is getting any new JS routines (unless it fixes a certain bug), that is for 3.2 (or whatever it will be called), not sure about the reasoning behind that though, so using wzscript is pretty much your only option at this point.
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

v8 as in version 8 of the campaign mod. :)

Compatibility mode *does* change things a bit. At least in my experience. The game crashes like always without it. With it on, it runs. And the 'let it sit a minute' is to allow things to be loaded/debug text to be written in the logfile.
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by milo christiansen »

OK I'll start porting to the master data set. I think all I need to change are some WRFs so it shouldn't be too hard but I haven't cracked the latest WZs so I'm not sure :wink:

In any case it may be a while, depends on how inspired I get :P
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by aubergine »

As far as I can tell 3.1 won't be getting any more JS mods now, if you look at change log over recent betas it's stabilised on the current functionality set: https://warzone.atlassian.net/wiki/disp ... n+Sniffing
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Okay then. Milo, give me a bit to finish up Release-9 before you begin porting. Let's give the people a current version. :D
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

On second thought, I've uploaded release-9 to my Dropbox. Check the first post for link.
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by vexed »

Goth Zagog-Thou wrote:v8 as in version 8 of the campaign mod. :)
:lol2: :oops: :stressed:
Compatibility mode *does* change things a bit. At least in my experience. The game crashes like always without it. With it on, it runs. And the 'let it sit a minute' is to allow things to be loaded/debug text to be written in the logfile.
That doesn't do anything with the game though, that is only meant for things that won't work because of color mode, or registry settings, or things of that nature, really old win95 games. Doing that on 3.X does nothing, zero, nadda, zilch. It is only coincidence that it appears to be working.
I would run it with --debug=all and see what is going on.
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Post by effigy »

Goth Zagog-Thou wrote:Progress on Release-9 is going VERY smoothly now. I should have the new changes finished by tomorrow.

The dialogue and Player 5 structures have all been changed as appropriate. Likewise, the 'zone blowing up' stuff has been removed, since it's doubtful Nexus would destroy THAT much of his stuff.. :P And the "unused base" in the north part of the M4 operations area is now .. well, an obstacle the player must deal with whilst trying to escape.

And a little .. well, BIG surprise awaits the player (in M2) who may be feeling a little smug at that particular time... :D

More to come.
I've yet to try v9, haven't just discovered it, but I also suggest doing something about scroll limits putting you within range of enemy bases structures (and vice-versa). Sorry I didn't comment on that earlier. In one way it's annoying, in another I wonder if it could be used as an exploit to conquer bases uncontested. Actually, in one case you are able to destroy defenses in the blue base that you eventually take over.

:lecture:
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: [ALPHA][Curr.Ver: Release-9]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

@ effigy: Give Version-9 a spin. Blue structures are now all grey, and dialogue has been changed to be more instructive about what to do.

@ vexed: Good idea. I'll see what the output is. Hopefully it's more useful than the .RPT file.
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Re: [ALPHA][Curr.Ver: Release-9]Campaign 4 Preview & Bug Rep

Post by effigy »

Goth Zagog-Thou wrote:@ effigy: Give Version-9 a spin. Blue structures are now all grey, and dialogue has been changed to be more instructive about what to do.
...
I just took v9 for a quick test drive. I've attached a saved game, were CAM1A seems to not end. I poked around in debug, but I didn't notice any scavenger structures left. Could it be there's an issue with saving the transport at the begging? The only console messages I saw were instructions to either go to higher ground OR save the transport.

I had a 2nd stab, and was able to progress by letting the transport be destroyed.

I didn't notice the instructions being clarified, though I had another thought about how to do that: use the MP chat format.

Example:
Sgt Gibbs: "We're in Trouble! Help!"

Gamma Team: "We're unable to assist due to... AH! oh god! Helkapsoidjas;hi;lsfdnbi;s....."
Since I haven't been following these threads very closely, what is/was NODE? :oops:

I'll try to go deeper into v9 tonight. If I don't post more about it then, it'll be another week or so before I have time to. :(
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This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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