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Warzone 2200 : Updated FAQ: What Is This Project About
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| Posted by Rman Virgil on 2008/4/19 14:30:00 (32 reads) |
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* Among the many things going-on in preperation for our soon-a-coming first release, Chojun has UPDATED the Project FAQ page:
General Project FAQ
* Do check it out. I think it covers a lot of questions you may have in clear, precise, short order.
* If there is anything it doesn't speak to, please let us know. Thanks.
- RV 
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Warzone 2100 : SIX new rc1 Maps in our download section
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| Posted by Coyote on 2008/4/9 17:00:00 (27 reads) |
 ~ 4/13/08 Release:
250 by 250 Psycho A.I.: 8 player desert and water map
~ 4/09/08 Release:
three gorges mars map archives
rc1 - 250 by 250 - 8 player desert
~ 4/7/08 RELEASE:
250 by 250 version of the 128 by 128 the pit.
total redo of this map. with stock ai - players should expect to be attacked with in 10 mins or possibly less.
rc1 - 8 player
~ 4/6/08 RELEASE:
newbeachead is from the mars maps archives
250 250 map
8 player
~ 4/6/08 RELEASE:
cam1adv rc final
250 250 version of the original 128 128 cam 1a map
8 player
~ 4/5/08 RELEASE:
8 player
250 by 250 desert map
command centers and 2 trucks
UPDATED MAP FILE AND PIC
* EDIT: All these were made in the New EW Map Editor by Member Remus stocked with New Art by Grim.
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Warzone 2100 : WDG Explorer
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| Posted by Rman Virgil on 2008/4/5 20:20:00 (38 reads) |
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* Chojun has made available Bones0's "WDG Explorer" in our downloads module.
* An indispensible tool if you wanna work with older maps & mods (in .wdg format) without the original source files used to compile the .wdg
* Of course the main purpose for working with this tool is to "rescue" the kwel efforts of the past and make them compatible in the present format.
- RV  |
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Warzone 2100 : Development / Test Build Details
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| Posted by Rman Virgil on 2008/3/28 5:00:00 (26 reads) |
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* Development / Test Build Details:
Quote:
Chojun wrote:
Frank, Here are the details for the build. Coppercore is handling the release and as of this writing, should have the build up on the site momentarily.
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* Organizational changes for the Framework and AGI; removed a number of windows.h dependencies (cleanup of this nature is ongoing)
* Project configuration changes: Release mode now builds with level 2 warnings only (changed from level 4)
* Color-key fix for transparent images (Remus)
* The Framework will now create multiple dumps when an unhandeled exception is caught. The smaller dump is a stack trace and the larger dump is a (very large) dump of the program's memory space, extremely useful for debugging
* Enabled support for base structures with team colors
* Altered the PCX Loader class to accept a function pointer to allow it to use Warzone's custom memory management
* Warzone is now using the VisiRaptor Graphics Library. VisiRaptor.dll is required for the game to run.
* The game will no longer continue to scroll if the user clicks outside of the Warzone window (when running in windowed mode)
* Slightly alter the program flow for CNormalState to prevent stack thrashing
* Remove the Process Manager from the Framework
* Created a configuration file for Warzone. This allows the user to tweak #defines, as well as enable multi-platform support in VisiRaptor (such as for the XBox)
* Created an Ivis02 graphics driver for VisiRaptor
* Added the "Created/Developed by Pumpkin Studios/Eidos" text at the bottom of the screen (a bug was preventing the text from being drawn)
* Fixed a bug where the game crashes on exit
KNOWN ISSUES:
* In-game volume settings are a little strange as they flip back and forth, sometimes turning off completely.
* Crash in the sequence code when viewing intelligence display items (such as research-completed items)
* Occasional Cursor ghosting and double-cursors (needs more testing to verify the exact problem)
* Can sometimes get stuck in drive-mode
* TODO:
* Re-enable error checking in IManagedObject.h
----->Related:
* "Team Colors on Structures" is now working for the first time.
* Chojun implemented changes to the source essential to making this a reality.
* If you have any comments or are curious about this new features evolution just press THIS link
* Also on Warzone's new graphics engine tentatively called "VisiRaptor"....
* You can read all the details of VisiRaptor as Chojun has carefully described them, post your comments & questions in THIS thread
- RV 
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Warzone 2200 : Cyborgs, Synaptic-Link & Digital Battle Space
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| Posted by Rman Virgil on 2008/3/10 10:00:00 (64 reads) |
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Cyborgs, Synaptic-Link & Digital Battle Space...(DBS)
* I've given this a lot of thought & research. Besides my posted Refrences in our Wiki, here are 2 that are easily accessible on the Net:
* MIT's Institute for Soldier Nanotechnologies (ISN)
* Honeywell’s Augmented Cognition Technologies ...like their "The Honeywell Image Triage System"....
* First off - Cyborgs are not drones... there's peeps in there.
* Second, there are 2 key components to "Advanced C-3" for Commanders DBS: one, the "Synaptic Link" and two, deployed "U.A.V.s".
* What we are doing here is actually visioning in greater detail the "nuts & bolts" of the Synaptic Link and its battlefield applications.
* How about some buzz words that deal with just this:
* "Real-time cognitive state assessment," "Networked soldiers," "Augmented Cognition," "Human-computer warfighting integral."
* Translation: We're talking Cyborg Commanders in 2200 (including a meshed "Advanced Pilot Mode" & a "Player Avatar Immersion"...)
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3 Synaptic Link GPMs:
Quote:
author: psychopompos from the WRP bbs...
how, if the units in WZ have human occupants, does nexus take control of them?
is there some kind of story to it?
i could understand a virus disabling/affecting the performance of a computer reliant vehicle, but taking control permanently and entirely!
in current tanks for instance, if mechanical loading units break, the crew can still load manually.
* All borgs & unit pilots have "Synaptic Links" & this is the basis of 3 GPMs:
* (1.) Command & Control "Digital Battle Space" augmented by "U.A.V.s"
* (2.) "Mind-control" via the Nexus Link "Capture Turret"
* (3.) "Battlespace Info Disruption" via the Nexus "Intruder Virus"..
* At least, that is HOW it is playing out at present in WZ 2200.
* If you have something to contribute to this provocative subject, by all means please do so HERE
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Scav To Borg GPM ?:
* Another evolutionary slash expansion path we are exploring.
Quote: Rman Virgil wrote:
* This falls under the same motive of wanting to transcend the canon fodder state and make genuinely effective WZ Infantry.
* One KISS approach already put forth for Borgs is giving them "At-4s" & U.A.V. "Battle Space" awareness to mitigate "perpetual unpreparedness".
* Of late i've been mulling over a parallel roadmap for Scavs.
* Along the lines of "Cargo Containers" I've thought about heavy equipment like the dozers used in strip-mining ... armed with twin ATs... quite a bit more impressive than a buggy or school bus.
* Now I'm on a different track that comes down to a "Capture" GPM.
* I've stated elsewhere that I see units as Piloted by flesh & blood.... same with Borgs - under the armor & EXO there's a human being.
* Which brings us to Scavs...
* A GPM that enables Scavs to "Capture" units & borgs....
* First they need a means to disable or imobilize so as to create a "Capture" opportunity...
* My question - Is this a path worth pursuing ?
- RV 
* HERE is where you can have your say on this development if your interested
* EDIT: Thanks to Coppercore, Griff & Coyote we just may have come up with a working solution to this proposition...
* How attractive it is to WZ gamers at large - well that's up to you all to make your voices heard. 
- RV 
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Warzone 2200 : More On Factions
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| Posted by Rman Virgil on 2008/3/10 9:30:00 (46 reads) |
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* A little faction summing-up.
* I've expressed in detail how i'm proceeding to build the factions like so:
* "The Project" is modeled on the work of Amory Lovin's Rocky Mountain Institute (RMI), the Humanism of the Renaissance & the artistic temper of Elizabethan England
* "Nexus" (Dr. Reed & Synaptics, Inc) on the Transhumanism movement
* "The Luddites" on the Primitivism of John Zerzan, Edward Abbey's "Monkey-Wrench Gang" & the radical Eco-Terrorist Movement.
* "The 7 Scav Nations" on the historic Iroqouis Confederacy & the Lakota culture exemplified in the life of Black Elk
* "The ManGodAi" fashioned on anchient Spartan Warrior culture, Genghis Khan's conquest strats & cloned Neanderthals
* To that let me add that i'm in the midst modeling
* "The New Paradigm" on the 450 year heroic leadership history of the Jesuits.
* And
* "The Collective" i'm considering modeling on the Knights Templar or the Free Masons.
* The only thing I've suggested about "The Lunarians" and "The Apollonians" is that Dr. Reed planted Nexus sleeper splinter cells in both colonies as well as their origin dates on the Grand Timeline - that's it.
* With the "Titans" I've suggested nothing but a position on the Grand Timeline
* What I propose is that the "Lunarians" (Moon Colony), "Apollonians" (Mars Colony) and "Titans" (Saturn Moon Colony) be much more actively collaborative or even that I step aside entirely and you all define them.
* 'Course if you all prefer I go foward with them as well, I will. But I really want to afford our team an opportunity to very specifically shape the factions of 2200. That goes for the ones I've already started to define in addition to the 3 last mentioned that are totally undefined.
* It's a long journey, nothing is written in stone, so mull it over when you get a chance & donot hestitate to throw your 2 cents into the emerging faction constructs...
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* Very much connected to faction building are the defined "mind-sets", "personalities" or "worldviews" which factions one from the other....
~ The Code of a Warrior ~
* Shannon E. French teaches a Military Ethics class at the US Naval Academy called The Code of a Warrior werein the students are all
midshipmen preparing for careers as officers in the US Navy & Marine Corps.
* There is an interesting excercise they are asked to perform.
* They are asked to reflect on the meaning of "Warrior" by identifying if any of 5 words are a perfect synonym for "Warrior".
* Briefly (a sentence or 2 for each word) they must describe why each word succeeds or fails as a synonym.
* The 5 words are: "Murderer", "Killer", "Victor", "Fighter", "Conquerer".
* If you'd like to give it a shot - Go HERE
* Why ? You ask.
* We have identified 9 FACTIONS for WZ 2200 with 1st Cut "Mottos" HERE
* These "Mottos" will (in their final form) represent, in a nutshell, Faction Personalities (A.I. Mission Structures) / Societies (Back-Story),
deployed fighting styles, the core reason for their very existence (within the Grand TimeLine** see below) &
for clashing with each other, as well forming alliances in some cases.
* While the ball is rolling, plenty left to define & an interesting way to engage it is through "The Warrior Code" excercise.
** Note on the "Grand Timeline": Much to consider already - Original 1st Cut here
* 2nd Dr. Reed merged version here
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Warzone 2100 : Pathfinding Problems: A possible solution.
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| Posted by Rman Virgil on 2008/3/9 1:30:00 (37 reads) |
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* This is mainly for our project coders.
* As we all know WZ's Pathfinding sux & it's only gonna get worse for reasons I detail in team space.
* Now I think there is a best case solution.
* But I need the expertise of our coders to assess it.
* You will find the material in the same Team Space were I got into the details of implementing RT Physics into WZ..... HERE
* IMHO, on the Project Roadmap, this comes before revamped GUI Widgets, RT Physics and some other stuff I won't get into here.
* Please do review the materials & resources provided therein and share your analysis.
* Thanks guys.
- RV 
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Warzone 2200 : GPMs & Reverse Engineering from RL Military Doctrine
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| Posted by Rman Virgil on 2008/3/8 7:00:00 (50 reads) |
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* GPMs & Reverse Engineering from RL Military Doctrine
* That sums up my strat for designing the Mission GPM constructs of the 2200 Campaign.
* The various RL Military Doctrine I'm working off of are as follows:
* "Digital Battlespace"
* "Velocity" (NOT to be confused with "Rush")
* "Combined Arms"
* "Asymetric Conflicts"
* Basically I ask myself this question:
* Exactly HOW do I create thrilling, challenging, GPM opportunities for the player in the Mission Constructs to engage the enemy by having to utilize the above doctrines ?
* The ANSWER in turn becomes ultimately the actual Mission itself.
* Now, I don't know how familiar folks are with any of these doctrines but I have a lot of material I've already written that I will be posting in our wiki over the next couple weeks so that we can relate from a common reference in our various GPM development enagagements.
- RV 
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Warzone 2200 : 21st Century Military Doctrine
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| Posted by Rman Virgil on 2008/3/8 6:00:00 (42 reads) |
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* Here are the WZ 2200 wiki links to our first 3 articles in the 6-part series "21st Century Military Doctrine".
* "High Velocity Warfare: Part 1" HERE
* And "Part 2: Digital Battlespace" (DBS) & "Situational Awareness" (same location).
* All are jam-packed with concepts & a lexicon that most are probably unfamiliar with. You will have to think out of the conventional WW 2 "box".
* The 3rd article carries foward the concepts developed in Parts 1 & 2 .
* It is called: Perpetual Unreadiness Parts 1-4 and you can check it out HERE
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* Here you'll find the 4th article in the series "21st Century Military Doctrine".
* The title is "Deception In Combat" and you can hop over HERE and look it over.
* This is all about expanding GPMs (GamePlay Mechanics) and the final section deals with the nuts 'n bolts of doing Deception in "Warzone 2200". For now I simply pose it as a question, meaning HOW would YOU do it. I'm genuinely curious with what others come up with - including the use of ECMs. In a few days I'll share how I propose to do it (without ECMs, though I love the possibilities of implementing the ECM code.)
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* Article Five in the series "21st Century Military Doctrine" can be read here and it's called:
* Aufstragstaktik & BLITZKREIG: The "Army After Next" (AAN) ?
* That question is what we look to answer in this article along with laying the foundation for GPM implementation in Warzone 2200.
* HERE's the article
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* The Sixth and concluding article in the series "21st Century Military Doctrine" is called:
* Asymetric Warfare
* HERE's the article
* Forum Discussion Thread HERE if you have some ideas to share
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* Whether you've read or not read (esp. if you haven't) my 6-part series on "21st Century Military Doctrine" I very strongly encourage you read member Deus_Ars astute & cogent analysis of the issues at stake in his just posted comments.
* Yea, take me there. I wanna see what Deus_Ars has to say.
- RV 
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Warzone 2100 : Reconcieving Fog-of-War Implementation
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| Posted by Rman Virgil on 2008/3/5 5:00:00 (37 reads) |
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* Actually the discussion is called: WTF ! "Fog of War" Bull Chit which sounds totally impudient & irreverant.
* In truth, it goes to the heart of "C-3" evolution & how LOS is treated in WZ.
* FoW as implemented has shortcomings. FoW is also fundamental to RTS gameplay.
* We get into all this HERE if the subject whets your whistle.
- RV 
EDIT: In my last post (in which I just cleaned-up the garbled syntax) I take the reconceptualization of WZ's FoW as far as I can percieve it.
* I would appreciate if it can be deconstructed by someone with fresh, objective, eyes to uncover any drawbacks I may presently be blind to.
- Thanks. 
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