[MOD] DEFCON: The WarGames mod

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Pox
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Postby Pox » Fri Apr 04, 2008 1:25 am

nukewarfare2 wrote:What I meant about the paths of the warheads remaining until the warheads hit is this: in the movie, the entire path of each missile, which is represented by a dashed line, is present on the Big Board until impact. In the game, the missile paths are present, but part of the path fades sometime after the missile is launched. In the movie, the entire path of the missile is shown, from the origin of launch until just after impact, and it does not fade at all when the bird is flying.


-Dave

Image

Image


Not possible with the current modding system. :(
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Postby nukewarfare2 » Sat Apr 05, 2008 9:24 pm

Well, that's true for most of my ideas. Oh, well. By the way, I've taken a look at the colors of the boarders and coastlines in the MOD. Nice, but I've got something a little different if anyone likes it better:

World Coastlines
Primary Color:
Red = 44
Green = 201
Blue = 54
Alpha = 165

Secondary Color:
Red = 69
Green =164
Blue = 81
Alpha = 150

World Boarders
Primary Color:
Red = 58
Green = 204
Blue = 247
Alpha = 225

Secondary Color:
Red = 62
Green = 173
Blue = 222
Alpha = 200

-Dave
Last edited by nukewarfare2 on Fri May 15, 2009 11:31 pm, edited 1 time in total.
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rus|Mike
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Postby rus|Mike » Sat Apr 05, 2008 9:27 pm

nukewarfare2 wrote:In the game, the missile paths are present, but part of the path fades sometime after the missile is launched

Erm... zoom out? :roll:
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zach
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Postby zach » Sat Apr 05, 2008 10:12 pm

I think that what nukewarfare2 wants is for the opacity of the flight path lines to stay at 100% at all zoom levels.

-----

For those interested, these are the value changes for the style nukewarfare2 is mentioning:

Code: Select all

STYLE WorldCoastlines
   PRIMARYCOL        2bdb52a5
   SECONDARYCOL      42f88996
   HORIZONTAL        0
END

STYLE WorldBorders
   PRIMARYCOL        75bbefe1
   SECONDARYCOL      75bbefc8
   HORIZONTAL        0
END

The style looks like this - It's quite alright, apart from the fact that the green team is pretty difficult to tell from the world lines.
Last edited by zach on Mon Apr 07, 2008 11:42 pm, edited 1 time in total.
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Postby ewanm » Sun Apr 06, 2008 12:53 pm

Play green to win... or loose...
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Postby nukewarfare2 » Mon Apr 07, 2008 11:39 pm

Actually, the style should look like this:

Image

Notice how the green and blue are nearly identical to the green and blue of the Big Board in WarGames? I'm not sure why yours looks different. Maybe I wrote something down wrong. I'll double-check.

-Dave
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Postby zach » Mon Apr 07, 2008 11:43 pm

My bad, I've updated the post - will update the style on the website soon enough.
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Installation on Steam app

Postby KO308529 » Wed Apr 16, 2008 8:38 am

How do I install this mod? I'm using the Steam version of the game. TIA.
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Postby zach » Wed Apr 16, 2008 8:39 am

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Wasgood
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Postby Wasgood » Mon Apr 21, 2008 9:43 am

Will Intro ever make it so modding can be done to game files?
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Pox
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Postby Pox » Mon Apr 21, 2008 9:49 am

Wasgood wrote:Will Intro ever make it so modding can be done to game files?


What do you mean? That's pretty much what is possible now... :?
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Postby ewanm » Mon Apr 21, 2008 11:19 am

Do you mean by re-scripting at a low level? So you can change flight paths and stuff?
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Postby Wasgood » Mon Apr 21, 2008 2:38 pm

Adding new units, MIRVs and stuff.
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Postby ewanm » Mon Apr 21, 2008 5:24 pm

Darwinia pretty scriptable within bounds, and looks like they are looking into full scripting in subversion. http://forums.introversion.co.uk/introversion/viewtopic.php?t=1264
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Postby nukewarfare2 » Sat May 10, 2008 10:45 pm

You guys recall how I wanted to have part of a sound clip from WarGames to replace the "Launch Detected" klaxon? Well, I finally got around to doing it, and I think it turned out pretty well. However, the only way I could edit the sound file was in Windows Movie Maker, and I don't know how the file type (it's an 11-second .wma file) would affect the ability of it being added to an already existing mod file or presenting it as a mod by itself. So my questions are:
1) Does a sound file need to be a particular type of file to be made as a mod?
2) If there is a specific file requirement, how would I convert it?


Thanks,

Dave

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