Galactic Conquest

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woner11
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Galactic Conquest

Post by woner11 »

Is it possible to make enough maps that you could create your own and "interweave" it into the actual game so that you could choose which galactic conquest to play? I doubt the whole part of it is possible, but are parts of it? :?
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Re: Galactic Conquest

Post by Teancum »

Nope. We didn't get any source files for GC.
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Re: Galactic Conquest

Post by woner11 »

Could you go into the original map files, such as DEA, COR, etc. and manually rename your maps after them (this is after munging) out your sides in the side folders and place everything appropriatly?
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Re: Galactic Conquest

Post by Maveritchell »

The only way I could see that being remotely possible is if everything were set up with the exact same names - e.g. layers. Even then, there's no guarantee, since, like Tean said - no source.
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Re: Galactic Conquest

Post by woner11 »

woner11 wrote:I've got two ideas and I'll give it a test quickly and post the results. :wink:

Edit: It resulted in a crash, :cpu: but I made an interesting discovery on instant action. I do have a plan still and if this one doesn't work I'll give up. I do have one question though, what is I beleive its something like: kasc_obj.lvl mean? The obj part to be specific?

Edit2: I think I may have found something when looking very closely through the odfs. It says "objective" conquest. Could you change that and change it in your mission.req to "galactic" conquest? Has anybody tried messing with it?
Edit3: Scratch all of that. We actually do have source files I beleive. I just found this in the assets:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- Empire Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "Capture all the CPs!", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

EnableSPHeroRules()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2497152 + 65536 * 0)
ReadDataFile("ingame.lvl")




ReadDataFile("sound\\dag.lvl;dag1cw")


--SetMaxFlyHeight(43)
--SetMaxPlayerFlyHeight (43)

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_yoda")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_countdooku")



-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
-- SetMemoryPoolSize ("MountedTurret",20)
-- SetMemoryPoolSize ("EntityTauntaun",0)
-- SetMemoryPoolSize ("EntitySoldier",0)
SetMemoryPoolSize ("EntityHover",0)
SetMemoryPoolSize ("EntityFlyer",0)
SetMemoryPoolSize ("EntityDroid",10)
SetMemoryPoolSize ("EntityCarrier",0)
SetMemoryPoolSize("Obstacle", 118)
SetMemoryPoolSize ("Weapon", 260)

SetupTeams{

rep = {
team = REP,
units = 25,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",11},
assault = { "rep_inf_ep3_rocketeer",4},
pilot = { "rep_inf_ep3_engineer",3},
sniper = { "rep_inf_ep3_sniper",2},
officer = {"rep_inf_ep3_officer",2},
special = { "rep_inf_ep3_jettrooper",3},

},
cis = {
team = CIS,
units = 25,
reinforcements = -1,
soldier = { "cis_inf_rifleman",11},
assault = { "cis_inf_rocketeer",4},
pilot = { "cis_inf_engineer",3},
sniper = { "cis_inf_sniper",2},
officer = {"cis_inf_officer",2},
special = { "cis_inf_droideka",3},
}
}


SetHeroClass(REP, "rep_hero_yoda")
SetHeroClass(CIS, "cis_hero_countdooku")

-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)

-- Attacker Stats
SetUnitCount(ATT, 25)
SetReinforcementCount(ATT, 200)


--SetTeamAsFriend(ATT, 3)


-- Defender Stats
SetUnitCount(DEF, 25)
SetReinforcementCount(DEF, 200)


--SetTeamAsEnemy(DEF, 3)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dag\\dag1.lvl", "dag1_conquest", "dag1_cw")
SetDenseEnvironment("false")
SetAIViewMultiplier(0.35)
--AddDeathRegion("deathregion")
--SetStayInTurrets(1)


-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound
OpenAudioStream("sound\\dag.lvl", "dagcw_music")
OpenAudioStream("sound\\global.lvl", "global_vo_quick")
OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\dag.lvl", "dag1")
OpenAudioStream("sound\\dag.lvl", "dag1")
-- OpenAudioStream("sound\\dag.lvl", "dag1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 1, "")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors")
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero")
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage")--sabotage
-- SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "")
-- SetPlanetaryBonusVoiceOver(CIS, REP, 6, "")
-- SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training")--advanced training
-- SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training")--advanced training

-- SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical")
-- SetPlanetaryBonusVoiceOver(REP, REP, 1, "")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 1, "")
-- SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors")
SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero")
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero")
-- SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves")
-- SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage")--sabotage
-- SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage")
-- SetPlanetaryBonusVoiceOver(REP, REP, 6, "")
-- SetPlanetaryBonusVoiceOver(REP, CIS, 6, "")
-- SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training")--advanced training
-- SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training")--advanced training

-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493)
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893)
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324)

end

[/code]
Go into scripts and into Dag. Look at dag1c_smuggler. Is that it? Also check out the test folder as at the bottom of the lua's in there it talks about sabatouge, garrison, leader bonus, etc.
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Re: Galactic Conquest

Post by Maveritchell »

"Smuggler" .luas are the .luas for the "smuggler" mode on PSP, and you'll notice that all those lines at the bottom relating to awards are commented out (so they might as well not be there).
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Re: Galactic Conquest

Post by Teancum »

woner11 wrote:We actually do have source files I beleive. I just found this in the assets:
No offense, but don't you think we've all looked multiple times??? There's no source for Galactic Conquest. At all.
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Re: Galactic Conquest

Post by woner11 »

Sorry, I thought you could have missed it. :oops:
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Re: Galactic Conquest

Post by Teancum »

I understand, really I do -- but it's been almost 3 years since the game came out. We would have found them long ago.
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Re: Galactic Conquest

Post by [RDH]Zerted »

woner11 wrote:...I do have one question though, what is I beleive its something like: kasc_obj.lvl mean? The obj part to be specific?

...It says "objective" conquest...
kasc_obj.lvl is just like any other map name: <map code><era>_<game mode>.

Just about every game mode is an Objective mode. Objective meaning that its a mission you have to do. You turn a sequence of Objective modes into a Campaign. You can consider Objective to the the root of all the game modes, sort of like how all the unit ODFs have a common parent, so too do all the game modes have a common parent: Objective. Of course, this is all info about the lua scripts, I don't know what Objective means in an ODF file.

I've never understood what you guys mean by no source? What exactly type of source are you looking for/need/expected/missing?
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Re: Galactic Conquest

Post by Maveritchell »

[RDH]Zerted wrote:I've never understood what you guys mean by no source? What exactly type of source are you looking for/need/expected/missing?
I would assume that galactic conquest would have some kind of .lua file munged into a .lvl that at the very least sets up the game itself (surely this isn't all done in the shell .lvl - it's not entirely a visual thing?).

Visualmunge doesn't support compiling anything into a .lvl file that could affect any part of the galactic conquest. Presumably there might be something in the game's mission.lvl, but we have no examples or documentation about how to create any sort of addon content that replicates their setup.
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Re: Galactic Conquest

Post by woner11 »

I'd bet a lot of money on the mission file being the thing that controls it, just because I changed the mission file around to something I know wouldn't work, and then when I played galactic conquest it said fatal couldn't find nab2c_con.lvl. However when I just renamed another map to MYG for mygeeto and substituted it in it crashed upon loading, but before showing the units. Therefore, meaning that it depends not on the world, but rather the mission file. :yes:
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Re: Galactic Conquest

Post by [RDH]Zerted »

With a voice of doom:
In a galaxy far far away full of planets and life, the force was once strong. Throughout the ages (4-5 hours), whole planets fought and were destroyed as the Light and Dark forces battled each other relentlessly across all know space. Now only two reamin :faint: One covered in ice the other in fire, both orbiting the final star... The Last Planets Will you survive? :sick:

The shell.lvl is a modded v1.3 patch version. You will need the v1.3 patch installed for it to work. If it wasn't broken already, I expect that I messed up some of the functions of Versus (the retail game didn't include that right?). You can try to play it if you want. The first test I did of it worked, but the second one failed. Expect it to crash to the desktop or just stop (its not frozen, its just the lua code died and it doesn't know what to do...) if it encounters a problem.
Maveritchell wrote:...Presumably there might be something in the game's mission.lvl...
extract.exe works on mission.lvl. mission.lvl has nothing hidden from us, we can even recreate it without problems. If theres anything hidden about galactic conquest, its gal1.lvl. The code calls it the galaxy map level. I'm not really sure whats in there...
Maveritchell wrote:I would assume that galactic conquest would have some kind of .lua file munged into a .lvl that at the very least sets up the game itself...
Yup, thats all those ifs_freeform scripts in shell.lvl. Maps played from the shell, like the Campaigns, Tutorial, and Galactic Conquest maps, are all setup as metagames. I've mentioned before that we can configure/have more control over metagames, such as playing custom starting and ending videos, but you'd have to edit the shell to add in new maps. Basically, the shell does all the setup stuff in a ScriptInit() then plays a normal map. I thought I had mentioned that before...
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Re: Galactic Conquest

Post by woner11 »

Wow... :roll: I read this right after sending you that pm on metagames and how it was related. lol. Sure, as I said in the pm I'd be happy to test out this mod! :yes:

Edit: That's really cool! Would you be able to post a tut on this? :P
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Re: Galactic Conquest

Post by [RDH]Zerted »

Its only something I threw together to make sure it was possible (and its finished since it works). I put the link twice in my last post. You can click on the large text or the shell.lvl. As for a tutorial, you would need to know Lua and understand a lot about how the game and the shell works. It took me 4 hours just to remove all but two of the maps and one of the stars, and I broke other things in the process. I'm not even sure how I fixed the last bug I was getting...
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Re: Galactic Conquest

Post by woner11 »

How would you reccomend I start learning about it?
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Re: Galactic Conquest

Post by DarthD.U.C.K. »

its allways good to start learning something
but dont expect to become a scriptinghero like Zerted within a few days
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Re: Galactic Conquest

Post by woner11 »

I wasn't expecting too. :wink:
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Re: Galactic Conquest

Post by DarthD.U.C.K. »

you should learn lua-scripting (sorry, i didnt see the "how" in your post :oops: )
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Re: Galactic Conquest

Post by [RDH]Zerted »

Its acutally looking easier then I thought. I might be able to add support for a limited number of custom Conquests and Campaigns into the v1.3 patch (of course, this is delying the release even further)...

Trace through the code starting with the press of the button tagged 1 in ifs_sp_campaign. I think you will go through these files in this order:
ifs_sp_campaign
ifs_freeform_start_all
ifs_freeform_start_gcw
ifs_freeform_init_gcw
ifs_freeform_init_common
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