[DEPRECIATED] Campaign 4 (Old thread)

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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver: Release-9]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I'm of the same opinion as you are concerning the Transport One infinite loop when you save it. And I've spent most of last night and this morning REMAKING the script from the ground up. The code is MUCH cleaner now (I was green as GRASS when I first started working on M1) and I'm planning to do a lot of things that I simply didn't know HOW to do before which will make Cam 4 all the better.

Nothing in the dataset will be changed from current -- so no worries there (Milo is doing the porting work to 3.1, and I've been dabbling around with it). 3.1 is stable enough for me to develop on it, and the old API still works as far as I've seen.
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Re: [ALPHA][Curr.Ver: Release-9]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Good news -- I got the 'Save the Transport' AND 'Run Away' bits working as intended. I'll port that code into the current V10 branch and barring any problems it'll be tomorrow for release.

The changelog is going to be a hummer to write.. hehe! :lol2:
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Re: [ALPHA][Curr.Ver: Release-9]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Little status update:

M1 has been completely rescripted. Everything works how it's supposed to now. Porting it to the rest of the Cam 4 script took about an hour and a half of reading error logs and correcting things to make it work. :lol2:

The 'missing research messages' fix is in-progress -- in fact, that's what is taking this release so long to finish. I'm about 1/2 way done with applying the fixes, which has required me to go with the 'placeholder/dummy messages' plan I proposed last week. So that nobody thinks I'm simply doing it wary-nary, I *am* at least providing the correct names for each research item it was complaining about. :P

Next release should be available whenever I get the above finished up and tested in-game. :D
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Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep

Post by milo christiansen »

I feel a little dumb. :oops:

I got home re-installed 2.3.9, got the data files from the latest master unpacked, and in general got my environment setup.

Then I realized I had forgot to actually download v8 :stressed:

So the master port that would otherwise be done has not yet been started :(
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Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Ahh, that's ok Milo. :) Use v10 for that then.

My own attempts to get it ported haven't always gone well. SO... I'll try it again. I did it once with v5.
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Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep

Post by milo christiansen »

Well I must admit that my attemps aren't going so well ether :( The big problem is that is impossible (or more correctly hard) to tell what files are vanilla 2.3 and which have been modified, and for that matter how they have been modified. A close examination helps but its very slow going.
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Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

I have experienced similar problems. Lots of errors about missing .pie files was just the start (but that's easy to fix). Further in, there was an issue with NULLDESIGN being messed up somehow, even though it was a 1:1 port.

Once we get it ported I suggest we continue development on the 3.1 branch to keep the workload down to normal.
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Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Oh, I should point out that we should plan for V11 to be the last release until we get everything over to 3.1. There's too many important changes to that one compared to V10 that need to be kept.
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Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Milo, now that I think about it.

What if we were to incorporate Cam 4 into a 3.1 mod that's already working? Like, say, the Ultimate Scavenger Mod? It would be easy to add the Campaign bits to that.

Let me run it by the USM crew, and see what they think.
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Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep

Post by milo christiansen »

what I did to make the initial data files was take a clean copy of mp.wz remove all skirmish scripts and other MP/SK specific items and add all the modified files overwriting as necessary.

The problem now is that I have no idea which files have been modified :oops: The first time around it was easy because there were so few files but now there's all that stuff from vanilla 2.3 in the way. Like I said what needs to be done is for all the changes to be isolated and re-added to a clean copy of 3.1's mp.wz

I just keep thinking about how much work its going to be and chickening out.
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Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Would it help if I isolate the campaign stuff myself? And thank you for reminding me that we need to use mp.wz instead of base.wz. I had totally forgotten, since we need ALL of the MP tech and using base never worked.

I'll have this going in no time. What I'd like you to do is focus on the .js end of things, when the API is ready. You're the .js guy. :D
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Re: [ALPHA][Curr.Ver:Release-10]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Looks like we're good to go on 3.1 Warzone. :D Just gotta fix research messages again.

Development will continue on the 3.1 branch, everyone. This will be release-11, and the last (for now) one that will work on 2.3.9.

Huzzah!
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Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Rman Virgil »

.

Remember last early last year when we were talkin' 'bout the possibility of using Machinima technique for the cinematics...?

I had this great prog that made sweet in-game vids running DX games by capturing in the buffers before rendering.... but with WZ being Open GL those results were not possible. Well I wrote the devs back then and suggested supporting Open GL games likewise (what the heck nothing to lose by asking) and lo and behold they did with an experimental module recently made available. :) After I clear my plate some this week, I'll start experimenting with it in WZ and feeding results to the devs and see if this can, alas, be a viable technique for high quality FMVs for your CAM. I'll keep you posted. :3

- Regards, Rman. :cool:

.
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Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by Goth Zagog-Thou »

Very nice! That will help a lot.

You guys are all gonna like Release-12. Remember the 'fluid, more non-linear campaign' idea? I had another scripting breakthrough and it works (holy CRAP, does it work..). I've got a rudimentary Achievement system in place as well now.

This one may take another week or two to get all the new goodies scripted up the way I want them. I hope that this will become a permanent feature in future campaigns. More to come on this front, because there's a lot to tell about it. :)
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Re: [ALPHA][Curr.Ver:Release-11]Campaign 4 Preview & Bug Rep

Post by milo christiansen »

Ok I've been experimenting with warzone/js already but it'll be a while till the API is complete enough to start porting :wink:

One thing that will suck, the events system works a lot different with JavaScript than WZScript so some things will have to be redesigned, of course others will be vastly simplified (like running a piece of code when a specific unit dies)
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