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Re: WIP - Wargus Improvement Project

Posted: Tue Jul 30, 2013 3:36 pm
by b_o
Nice. What's planned for the next version?

Re: WIP - Wargus Improvement Project

Posted: Tue Jul 30, 2013 3:43 pm
by Kyran
A GPL-licensed campaign, perhaps?

We could think about merging this with Wargus, minus the graphics.

Re: WIP - Wargus Improvement Project

Posted: Wed Jul 31, 2013 9:36 pm
by Andrettin
b_o wrote:Nice. What's planned for the next version?
I want to add more graphics from the old WC2 mods, perhaps a new tileset, and a new minicampaign with the Orc levels from the WC2 demo, which detail the invasion and conquest of (southern) Khaz Modan.
Kyran wrote:A GPL-licensed campaign, perhaps?
That would be nice, but with what storyline?
We could think about merging this with Wargus, minus the graphics.
I would be glad to be able to contribute to the main project itself :)

Re: WIP - Wargus Improvement Project

Posted: Wed Jul 31, 2013 11:01 pm
by Kyran
Andrettin wrote:I would be glad to be able to contribute to the main project itself :)
I believe a good way to go about this would be similar to what I've done in Aleona's Tales.

All new scripts go in /scripts/addon/ without overriding anything.

For example, new units go in wip_units.lua, new spells go in wip.spells.lua.

Re: WIP - Wargus Improvement Project

Posted: Thu Aug 01, 2013 12:53 am
by Andrettin
Kyran wrote:
Andrettin wrote:I would be glad to be able to contribute to the main project itself :)
I believe a good way to go about this would be similar to what I've done in Aleona's Tales.

All new scripts go in /scripts/addon/ without overriding anything.

For example, new units go in wip_units.lua, new spells go in wip.spells.lua.
What about redefinition of units (i.e. making Lothar not able to cast spells), could that be done in such a modular fashion as well?

Re: WIP - Wargus Improvement Project

Posted: Thu Aug 01, 2013 8:49 am
by Kyran
I use override.lua to redefine units, however in this case you should apply the modification directly to Wargus.

So everything outside of making it more like War2 should go into /scripts/addon/

Re: WIP - Wargus Improvement Project

Posted: Thu Aug 01, 2013 6:59 pm
by Andrettin
Kyran wrote:I use override.lua to redefine units, however in this case you should apply the modification directly to Wargus.

So everything outside of making it more like War2 should go into /scripts/addon/
And if I redefine function in a modular file, would that work too?

Thanks for the help!

Re: WIP - Wargus Improvement Project

Posted: Fri Aug 02, 2013 11:51 am
by Big Daddy
Units can be defined and redefined, but the data for the units are spread across a couple lua files.

Some guy n here was posting graphics from his own stratagus game, and it had randomized unit graphics, IE, 3 designs for the same unit, and the graphic for a particular unit is chosen randomly upon unit generation.

I think this is a good idea for Wargus, eventually.

Re: WIP - Wargus Improvement Project

Posted: Sat Aug 03, 2013 12:07 am
by Andrettin
WIP 1.1 is out.

It makes the modification work in a modular fashion, incorporating Kyran's idea.

Re: WIP - Wargus Improvement Project

Posted: Mon Aug 05, 2013 9:50 pm
by Andrettin
Big Daddy wrote:Units can be defined and redefined, but the data for the units are spread across a couple lua files.

Some guy n here was posting graphics from his own stratagus game, and it had randomized unit graphics, IE, 3 designs for the same unit, and the graphic for a particular unit is chosen randomly upon unit generation.

I think this is a good idea for Wargus, eventually.
Do you know if he made the code for that publicly available?