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Wizards' Council Porting Topic

Posted: Fri Jun 05, 2015 10:15 am
by Plurm
THIS IS IMPORTANT, I DO NOT OWN ANYTHING, I ONLY EDITED LEVEL TWO FROM ANTONIO'S PERMISSION
This old adventure is from "that" project. I'm starting to re-edit and play
the project, sorry if I do something wrong about it, I'm currently take the
project, contact Antonio for more of this. :? :x :(

Some notes: It's Adventure34

The level 3 is unusable.

Sorry for taking over the old "dead?" project.

Hope you enjoy! :arrow: :arrow: :arrow:

Posted: Sat Jun 06, 2015 9:57 am
by Pawelec
Ah, The Wizards' Council, I remember! I was in the team, responsible for the .wlv scenery... I had to decorate every level without changing the way it's solved. That was really hard.

It's kinda funny to look at your own techniques from the past. Now my jungle design is completely different. I especially dislike small trees used in my old method, they are so weird...

Posted: Sat Jun 06, 2015 12:00 pm
by ab-47
Hang on, didn't Antonio disappear? how did you contact him?

I'll get my hands on this and play it as soon as I can.

Weew.....

Posted: Sat Jun 06, 2015 12:22 pm
by Plurm
Yeah.... I've got up his email he throwed in the wa twc rpdforum.
I'm editing next one, the scritter maze, with the spell bug.
I've search for long amounts of time to see where, why, what, when, is Antonio. I'm contacting him everyday by emails. :D :(


Anyone would like to revive the project?
I have my own time ( much more than before) now. :mrgreen:

Scritter's Nest

Posted: Sat Jun 06, 2015 12:26 pm
by Plurm
:?: :? 8) Anyone know how the WA:TWC ghost functions? There are many bugs there in the last ver. release. :?:

Posted: Sat Jun 06, 2015 10:50 pm
by Pawelec
If I remember correctly the ghosts were using GlowWorm logic with a custom model.

Posted: Sun Jun 07, 2015 12:01 am
by Plurm
Pawelec wrote:If I remember correctly the ghosts were using GlowWorm logic with a custom model.
Are the ghosts dangerous? How much are their size?
Thanks! :D

Posted: Sun Jun 07, 2015 9:09 am
by Pawelec
The size doesn't matter, GlowWorms ignore ScaleAdjust parameter. The only way to make differently sized ghosts is to have separate models in different sizes.

The only dangerous thing about the ghosts in TWC was they covered the area, as they were quite large they made things much harder to see.

Posted: Sun Jun 07, 2015 10:10 am
by Plurm
Thanks, Pawelec! I forgot most of the mechanics in WA:TWC.
It won't be long, Antonio will give me something!.... :D
PS: What about xyzzy? And Our storyboard?
Would anyone tell me the full storyboard,Please? :roll:

Posted: Sun Jun 07, 2015 11:50 pm
by Plurm
Next adventure to be edited is The Tools - Team Work, Wad and Thar did not work :!:

Edit:
Antonio - Admin wrote:
Arvis36 wrote:Thanks for the demo. But your dialogs are a bit.. well... They have some mistakes. And also when i played. There was an adventure to get the three tools. I opened all of the gates correctly but the last stinker does not move. I tried again the level still didn't work... So i skiped that level cuz it was stuck...  ;)
Then can you help me with dialogs?

Posted: Mon Jun 08, 2015 11:28 am
by Antonio
Hello guys xD...
Um...well you see, some of the adventures used custom modifies to the game client, such adventures as the one with the tools won't work in the editor at all ^_^. I can explain how it works but it's a bit tricky, basically giving up a feature for a custom now one.


It's been a long time... I still like this place a little. I don't know if I will be able to help in any way the community but I will hang out here for a while.

Posted: Mon Jun 08, 2015 12:10 pm
by Plurm
Hey Antonio :roll: :stinkyroll: :stinkyroll: !
Well, why new profile? hahaha..... no, no, that's off topic.

Well, welcome back to this topic, I'll need your Ghost, well I currently don't know any mechanics about those custom feature....

You can send more info in your main forum.... :!:

Sorry, In my editor, I renamed all of the adventure save name to
Adventures Title (so I can import into The Tools v.0.03 software by cooldudepoke)

Also, I'll check out hex-editing basics for further understanding.

Thanks! Everyone :D

I need to merge them, the new wops and old wops, this is your turn now, Antonio. Thanks!

Hmmmm.... How to edit the cutscenes :?:

Kaazmegloys

Posted: Mon Jun 08, 2015 5:06 pm
by Jutomi
Pleasure to meet you both.. :o

I'd try this, but I myself am not very good when it comes to custom content. :lol:

Posted: Mon Jun 08, 2015 8:02 pm
by Pawelec
Plurm, I would seriously reconsider moving this project directly from complicated MoFI format to clear and simple to use WA3E. Remaking it from scratch in WA3E would be easier, I remember too well how strangely TWC was designed in terms of .wlv structure. Besides you'd know everything about the project without asking about it.

I don't want to be harsh nor offensive but... looking from perspective of all those years, this project wasn't of very good quality. Strangely designed or simplistic levels, clumsy storyline, weird area design, custom stuff requiring replacement of original MoFI files etc. etc. If you have enough motivation to work on a hub scale, I'd recommend starting your own project. As I've written on TWC forum: this project died because it had to. Laws of elimination did their job.

As of now you have a whole new field to explore if you want custom stuff. Besides all the new PotZ stuff we also know CMD 4, which is a very powerful tool.

Posted: Tue Jun 09, 2015 12:45 pm
by Plurm
I don't know how to say on this, I can't run the cutscenes in WA3E.
I'll keep sending some bugs I know, well, everyone knows I can't make my own project right now. The bugs (mistakes) are lvl16's lvlexit(west) to lvl10
is not working (you'll die if you enter lvlexit), adventure with ghosts or xyzzy or amethyst (sorry for repeating these ones), the tools - team work,
story, storyline, storyboard, anything else! :P And I'm currently taking adventure through TWC.

Even the adventures are strange(?), weird idea(?), or something else.
They are the way I love and enjoy!
It's okay, Pawelec. I'm and will wait... :cry:

Edit: Ooh! I have an alternate story!

Posted: Tue Jun 09, 2015 7:46 pm
by Pawelec
OK, so a quick gathering of what I remember:
- xyzzy, ghost, message bot and amethyst were custom models, implemented the old way with Jafo's Editor Tools, the levels with them won't work until you put the models in right locations;
- Team Work adventure needed modified wg.exe and jdpot-tuboebse2.wdf, permanently switching Destroy Cuboids winning condition to Get the Tools; I can see no gain but a lot of incompatibility here;
- LevelExit bugs most probably occur because the LevelExit sends you to a wall tile. I used Wall logic a lot in my jungle design, so it's very probable;
- custom cutscenes need modified wg.exe, they won't work with original WA3E wg.exe.

See? Porting of levels from Jafo's MoFI format to WA3E, custom stuff, file modifications, unknown .wlv errors... For me it wouldn't be worth the effort to move TWC to WA3E.

Posted: Wed Jun 10, 2015 2:01 pm
by Plurm
Hmmm, I would do anything to save that.......
Anyway, thanks Pawelec for the Decorations and Custom Texture.
The incompatibility for the teamwork is not power cubes nor items, it's
General Commands and NPC movement, you can try it from the last final ver. archive, just if anyone remember the GC's IDs I can get back to it..
thanks, Pawelec :mrgreen: :stinkycool:


EDIT: I'm not sure if this is helpful or not....

Posted: Fri Jun 12, 2015 1:14 pm
by Plurm
Aha! I've found this!

Sorry for overposting! :?

Testing here!

Posted: Sat Jul 04, 2015 12:41 am
by Plurm
Anyone wants to test the Demo?
Finished imported WA TWC into POTZ format, please reply if you want to test here. I can't contact Antonio now, he's being inactive for some time,
I found the main storyline now. I don't know if I need to hack more of the TWC file.

So, we can now add the POTZ elements, including CMD4.
Edit: this is A HUB. OK.

For makers: Download the DEMO part of the forum.