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Old 3rd Aug 04, 9:26 AM Forum Rules   # 1
Mikail
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Campaign Menu Item Mod (currently v0.62)

Campaign Menu v0.62
Created: March 2004 by Mikail
Last updated: 9/11/05
Homepage: http://isometricland.com/homeworld/homeworld.php
Discussion: http://forums.relicnews.com/showthread.php?t=29956


==========================================================================

INTRODUCTION
This mod adds a "Campaign" menu item to the main menu enabling you to select a
single player campaign and mission to play. Currently, the Ascension and
Tutorial campaigns are listed, as well as the Postmortem campaign, which is
included.
The Postmortem campaign was created by following WyvernNZ's SP Campaign
tutorial.
Here's a link to the tutorial: http://forums.relicnews.com/showthread.php?t=21997

DOWNLOAD
http://www.geocities.com/Area51/Qua...4/homeworld.htm

INSTALLATION
Extract this archive into your "Homeworld2\Data" directory.
Copy the included shortcuts to your desktop.


==========================================================================


CHANGE LOG
v0.62
* Added a 12th mission. In this mission, the CPU player behaves just as it
would in multiplayer/skirmish.

v0.61
* Moved campaign data from "ModCheckList.lua" to "CampaignScreen.lua".
* Moved mission data from "ModCheckList.lua" to each campaign's ".lua" file.
* Removed "ModCheckList.lua".
* Made menu generation more automatic by reading mission titles and
descriptions directly from each campaign's ".campaign" file.
* Mission thumbnails now have to be listed in each campaign's ".lua" file.
* Added several new missions to the "Postmortem" campaign.
* Most recently played mission now selected by default.

v0.5
* Initial Release

TO DO
* Figure out how to get rid of the "Tutorial" and "Singleplayer Game" buttons.
* Make it so that the list is initially scrolled to the selected mission.
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Last edited by Mikail : 5th Dec 09 at 7:32 PM.
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Old 3rd Aug 04, 1:08 PM   # 2
movingtarget
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When can you get it to work
 
Old 27th Aug 04, 4:42 AM   # 3
asgard00
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Ya this was just what I was looking for. Oh are the ascension campaigns the homeworld 2 original campaign?
 
Old 27th Aug 04, 8:01 AM   # 4
Loki
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ok, ascension campaigns? wtf r they, there are alrdy a campaign menu,"when u complete HW2"
 
Old 27th Aug 04, 1:05 PM Forum Rules   # 5
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"Ascension" is the name for the default HW2 campaign.

Does this mean you've found a way to make non-default campaigns work? Or are you just making this mod to call attention to the problem and in anticipation of solution?
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Old 3rd Sep 04, 8:28 AM Child's Play Donator   # 6
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Mikail, you can activate a campaign with the following command-lines...

"-mod PastRelicsDEMO.big -campaign PastRelicsDEMO -startingLevel M01_Intro_DEMO"

Maybe you can use those????
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Old 17th Sep 04, 11:57 AM Forum Rules   # 7
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Update to v0.61

I've updated the mod to v0.61.

CHANGES IN 0.61
* Level descriptions no longer have to be specified explicitly. The mod now reads the necessary information directly from the "*.campaign" files.
* The file "ModCheckList.lua" has been removed, as it is no longer required.
* Added several new missions to the Postmortem campaign.
* Can't remember what else...

Double Post

Quote:
Originally Posted by Dark_Axel
Mikail, you can activate a campaign with the following command-lines...

"-mod PastRelicsDEMO.big -campaign PastRelicsDEMO -startingLevel M01_Intro_DEMO"

Maybe you can use those????


Can I execute this from within a LUA file?
Won't it cause problems if there are two instances of HW2 running at the same time?

Last edited by Mikail : 27th Sep 04 at 4:51 PM.
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Old 18th Sep 04, 12:05 PM   # 8
Tim
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@Loki: I think this is for choosing custom campaigns created by modders

@Mikail: some link to files on your page seems to be dead. Specifically, "Map Thumbnail Replacements 1.2", and "Campaign Menu Item Mod 0.61", the URL of the latter says "...CampaignMenu_v0_91.zip", shouldn't it be version 0.61? Can you fixed that please?
btw, what is this "Postmortem campaign"?
 
Old 19th Sep 04, 12:15 PM Forum Rules   # 9
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Quote:
Originally Posted by Tim
@Mikail: some link to files on your page seems to be dead. Specifically, "Map Thumbnail Replacements 1.2", and "Campaign Menu Item Mod 0.61", the URL of the latter says "...CampaignMenu_v0_91.zip", shouldn't it be version 0.61? Can you fixed that please?
btw, what is this "Postmortem campaign"?

Fixed. Thanks for telling me!

"Postmortem" is a continuation of WyvernNZ's campaign mod, which is an implementation of the "Postmortem" tutorial found in the Relic documentation.
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Old 20th Oct 04, 7:27 AM   # 10
Mr. Pete
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Bumping is nasty i know, but extra campaigns would be godlike. any news?
 
Old 25th Oct 04, 5:59 PM Forum Rules   # 11
Mikail
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I've been thinking about a random campaign generator (all done in LUA)...

You'll notice that the Postmortem campaign in my mod has many missions, with each mission requiring that a separate action be done in order to complete the mission.
I've been considering how these "parts" might be assembled into a whole. But, the solution hasn't presented itself, yet.
There would need to be an unbalanced, player-vs-computer map generator, as well.

I had another thread discussing this, elsewhere, but without the search function I can't find it!
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Old 28th Oct 04, 9:17 AM   # 12
Avatar Terminus
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Silly search function. The Postmortem still isn't playable, then, unless you tweak the starting of Homeworld2?
 
Old 28th Oct 04, 4:39 PM Forum Rules   # 13
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Make sure that you are using the shortcut (included) to play the Postmortem campaign.
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Old 29th Oct 04, 3:26 PM Forum Rules   # 14
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I've tried experimenting with the 'execute' function in order to get another instance of Homeworld running, except with the desired campaign and level. But, so far I havan't had any luck. Maybe I got the syntax wrong. Any ideas?
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Old 31st Oct 04, 9:53 AM Child's Play Donator   # 15
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Mikail...
I don't think you can use the statement directly..
Since it would obviously create a second hw2.exe

But could it exit the current HW2.exe and start a new HW2.exe with the new custom parameters to fit the selected campaign...

Here by I will also like to donate my current campaign..
Which I created together with WyverNZ (he ain't around much anymore) and I stopped working on it and thus lost interest, because I hit a AI problem I couldn't fix, after many defferent attempts...
(also the lack of interest in the community for editing SP campaigns is a problem in helping finding anwsers, and the Devs are mostly working on DoW now)

PastRelics DEMO 0.99c BETA

I stopped working on 4 months ago...
But should somebody could help me on the AI fix then I will probably start working on it again...
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Old 7th Nov 04, 9:14 AM Forum Rules   # 16
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Quote:
But could it exit the current HW2.exe and start a new HW2.exe with the new custom parameters to fit the selected campaign...

Dunno. Do you think you could give it a try? The function intimidates me.
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Old 12th Nov 04, 4:16 PM Forum Rules   # 17
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@Dark Axel

What problems are you having, exactly, with the AI?
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Old 17th Nov 04, 1:26 AM Child's Play Donator   # 18
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Hmm, had a detailed description at an old thread...

In general the Ai is meant to assault the player...
I had an incomming fleet which was scripted to move/attack the player (several different commands used)... The commands weren't carried out...
Modding the ai also doesn't work..

Second the AI doesn't do anything untill you attack them..
The are only resourcing, after an attack they will start to pruduce ships...
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Old 17th Nov 04, 9:12 AM Forum Rules   # 19
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Could you be a liitle more specific about what it is that you want? You're still being kind of vague.
A) what is that you want them to do,...
B) what is that they are doing,...
C) what is it that you can't get them to do.

In my experience, they will build ships regardless of whether you attack them or not.
Also, if you set their tactics to aggressive, then they will eventually attack you. They won't be as aggressive about controlling the map as they are in multiplayer, though.
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Old 11th Dec 04, 2:56 AM   # 20
Major_Focker
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hey mikail let me know if you get the "Multiple Campaigns" thing working fully, because we're going to need it for our mod as im planing on having at least 2 seperate campaigns.... if this can actualy be set up to work.
 
Old 11th Sep 05, 5:49 PM Forum Rules   # 21
Mikail
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I was able to get the AI to behave the way it does in multiplayer, so I added another mission featuring this, and updated the mod to v0.62.

(At some point previously I had made four additional missions and added them to the campaign. However, I seem to have misplaced them, as they weren't in the archive last time I checked.)
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