Help needed testing 3.2.x Campaign games!

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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Pushed 6e0a6110476d1a877e2fec780bcd6bef7fb783c6.
alfred007 wrote: What about if we let it depend on difficulty? One for easy and normal, two for hard and three for insane.
I think it would make it too easy that way. I mean, the player would have to be ignoring launching the transporter for about nine minutes to lose anyway.
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

Berserk Cyborg wrote:Pushed 6e0a6110476d1a877e2fec780bcd6bef7fb783c6.
alfred007 wrote: What about if we let it depend on difficulty? One for easy and normal, two for hard and three for insane.
I think it would make it too easy that way. I mean, the player would have to be ignoring launching the transporter for about nine minutes to lose anyway.
I think you are right. If you count back you'll see, that the player have even more time to ignore the transporter. Launch with 1 minute left, 8 minutes left, 15 minutes left (= 3 launches) means, that he could ignore the transporter nearly half the time of the level.
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Bethrezen wrote: Alpha 08
For the most part everything works as it should just 3 very minor glitches, first of all the base detection is a bit too far south as you can see in this screen shot

The second glitch is that this builder just sits there doing nothing
I have these done now. Early base detection happens if the player takes the north pass and I made it so non-human player trucks all take orders every truck tick. I will try getting more fixes in before the next push to master.

EDIT:
Pushed 25de2991b2da64125c8c863aeaafe4bec50ad81d, fa6e0cb16c7d2a1b08c3a94e25dcc191eb3e3c8d.

The former will be a bit of an inconvenience because it will break savegames for campaign. All that you all need to do is make sure you get to a pre-away mission and then save. From there go into the complist.json part of the save and replace the old stat names with new ones shown in the templates.json change here. So replace "BaBaMG" with "BabaMG"... and so on.

EDIT2:
I have the final mission in the below mod, cam3-4(s). It needs the gameOver function ported over to JS still so it will yell about a viewdata assert when the mission ends. Victory is total map annihilation and there are now six bases around the map (the old version only counted the SW base). Watch out for NEXUS strike sensor units as they are plentiful when all the factories start producing. Have fun.
Updated-Campaign.wz
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

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Pushed 5f144dda98d18f02c2546c504371f30ead5785e3, 04f2ffe87d50d5ce2a24091a4b4c7a89bf8180d6, and 652dde10bfdd0b8f476adc7f5041071b4e6d23c9.

Mission script conversions come to an end. Only things left to convert to JS are the fog/weather scripts in here (those cam_daynight.slo ones).
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Re: Help needed testing 3.2.x Campaign games!

Post by nick87720z »

About nexus entry points for ground forses in anti-satellite silo break mission...
Never looked into code yet - but exactly remember, that ground units entered from behind in the middle too - was pretty surprising).
That was exactly in 2.5.x and enough to be sure in 3.1.x.

Now playing at beta, stoped at transport shutdown mission. Was very impressive, getting massive lanser rush before commander departing!))) (required good preparation, building bombard pits row). This time, after airbase eradicating (leaving CB sensor to use time for upgrades), i made massive rush of AA(cyclon) hovers - 91 untis, and managed to lower enemy transport health to zero (for enough high damage they must be placed between entry point and LZ, and when transport appears, must be pointed to that transport, to use all time, while transport is in range)...

...it seems, all transports in campaign are deathless objects. Imho, be they destructable, this would turn into more interesting and complex experience during beta evacuation - e.g., on enough high difficulties there would be chance for transport destruction, both on ground or air (it departs almost in same direction, as one of collective air groups attacks from - thus, requiring some air escort, for both departing and incoming transports).
Loosing it should mean mission fail.

yet, what about CB-unit trouble, when it goes crazy, trying to get targeted art system in sensor range?
I guess, it is not campaign-specific, but...
One hardening problem there, is that this behavior can't be avoided - even if unit set to not fire.
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Ok so just updated to the latest master.
warzone2100-master-20171129-222850-652dde1 (30-Nov-2017)

and i think it is buggy because when i try to reload a save file the game crashes, and no I'm not using an old save it was a new save crated with this build, was going to start again rather than having to mess about converting my old saves to the new naming convention, but seems I'll have to put that on hold for now till this gets fixed.

here's the log

Code: Select all

--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-1201_005359.txt]---
error   |12:54:53: [TopLevelExceptionFilter:1320] Exception handler failed to create file!
here's the Warzone2100.RPT crash dump

Code: Select all

-------------------

Error occurred on Friday, December 1, 2017 at 00:54:50.

Program: C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe(warzone2100)
Command line: "C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe" 
Version: Version: master 652dde1, Built:Nov 30 2017
Distributor: buildbot
Compiled on: Nov 30 2017 05:13:22
Compiled by: GCC 4.9.3
Compiled mode: Release build
Executed on: Fri Dec 01 00:53:59 2017

Pointers: 32bit

Compiled against PhysicsFS version: 2.0.3
Running with PhysicsFS version: 2.0.3

Misc Data:
[00:53:59]Video Mode 800 x 600 (fullscreen)
[00:53:59]OpenGL Vendor: NVIDIA Corporation
[00:53:59]OpenGL Renderer: GeForce 9500 GT/PCIe/SSE2
[00:53:59]OpenGL Version: 3.3.0
[00:53:59]GLEW Version: 1.12.0
[00:53:59]OpenGL GLSL Version : 3.30 NVIDIA via Cg compiler
[00:54:00]OpenAL Device Name: OpenAL Soft
[00:54:00]OpenAL Vendor: OpenAL Community
[00:54:00]OpenAL Version: 1.1 ALSOFT 1.16.0
[00:54:00]OpenAL Renderer: OpenAL Soft
[00:54:00]OpenAL Extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length
[00:54:00]Using Backend: SDL
[00:54:00]Using language: System locale
[00:54:05]Current Level/map is CAM_1A
[00:54:50]Current Level/map is CAM_1A

C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe caused an Access Violation at location 0045a069 in module C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe Reading from location 00000069.

Registers:
eax=00000001 ebx=0192d340 ecx=0023ecf8 edx=0023ed68 esi=0023ecf8 edi=174f70a8
eip=0045a069 esp=0023eccc ebp=0023ed14 iopl=0         nv up ei pl nz na po nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=0000             efl=00010206

Call stack:
0045A069  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0045A069  setReticuleStats  /home/buildbot/slaves/warzone2100/master-nightly/build/src/hci.cpp:406
004D518D  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:004D518D  js_setReticuleButton  /home/warzone2100/mxe_jan2016/usr/i686-w64-mingw32.static/qt5/include/QtCore/qstring.h:1053
00CB1FA4  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:00CB1FA4  \™9Ùt;küSüu
ë"fƒê;*t9Êuõ»üÿÿÿ‰F ‹D$éÿÿÿt&
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Re: Help needed testing 3.2.x Campaign games!

Post by Lord_Kane »

hmmm there seems to be problem with reloading a game while you are in a game already.

edit 2: yup there is an issue here.

edit 3: logs attached below hope it helps

edit 4: investigation results:

1. if you save a game, then quit back to the OS, restart the game and then just load from the menu the game loads normally and you can save and play as normal.

2. if you try to load a game when you are in a game the game will crash.

3. if you quit to the menu then try to load the game will crash.

4. if you are playing a game, then quit to menu and try to start a new campaign the game will also crash.
edit 1A/2+5-bagsofpopcorn: updated logs attached.
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

I have the same problems as Bethrezen and Lord_Kane. Crash-file is added.
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Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Alpha 12

Ok so since the current build seems a little buggy and is crashing when I try to reload, for the time being I'm sticking with the slightly older master.

warzone2100-master-20171116-003054-27582e8

Anyway I can confirm that in this build the build up issue in the enemy base on alpha 12 seems to have been resolved, although I'm not sure if this is in part because in this run the first thing I did after researching the hover tech was to bring in a squad of hover lancers which where immediately send north up the west side of the map to take out there 2 tank factories before proceeding to bring in 2 teams of hover bombards to clear there defences, as a single squad can't do the job fast enough and direct file units like the bunker buster are useless and can't hit the vast majority of there turrets, due to the elevation issue that makes it difficult for direct fire units to hit targets in elevated locations.

Anyway as luck would have it, it worked, now I don’t have to pick apart a whole armada of enemy troops to try and get into there base.

So finally as soon as the crash is sorted out I'll be able to move onto beta.

as for issues I only really noticed 1 small glitch not all there units are going to the repair bay when they are damage, as you can see in this screen shot, the circled units are quite obviously damaged but for some reason they don't go for repair ??

Image

Otherwise this actually seems to be a reasonably accurate port of alpha 12, there are a few small differences, for example upon landing on v1.10 the welcoming party attack more or less right away where on master the delay is much longer, on master the computer keeps attacking you with hover units so long as the factory that makes them remains standing , but on v1.10 the attacks by hover troops cease after a period of time even if the factory is still standing, not sure what triggers this, though.

I'm in 2 minds about whether that should should stay or be changed though because on the one hand it makes the level more challenging, but on the other it's kind of irritating as well to get sneak attacked by hover units when your attention is diverted else where although the issue can be dealt with by promptly destroying the factory that makes there hover units anyway so it not not a big deal.
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Bethrezen wrote: Ok so since the current build seems a little buggy and is crashing when I try to reload, for the time being I'm sticking with the slightly older master.
You all have to wait until Per finishes the reticule change (partly pushed). See what's in store here.
Bethrezen wrote: Anyway I can confirm that in this build the build up issue in the enemy base on alpha 12 seems to have been resolved, although I'm not sure if this is in part because in this run the first thing I did after researching the hover tech was to bring in a squad of hover lancers which where immediately send north up the west side of the map to take out there 2 tank factories before proceeding to bring in 2 teams of hover bombards to clear there defences, as a single squad can't do the job fast enough and direct file units like the bunker buster are useless and can't hit the vast majority of there turrets, due to the elevation issue that makes it difficult for direct fire units to hit targets in elevated locations.
Yeah, I did not see it the last time I played Alpha 12 a few weeks ago. I did, however, change the attack order back to structures over droids and made the ignoring stuff a droid can not reach over water more aggressive some time ago. So maybe that did it.
Bethrezen wrote: as for issues I only really noticed 1 small glitch not all there units are going to the repair bay when they are damage, as you can see in this screen shot, the circled units are quite obviously damaged but for some reason they don't go for repair ??
I notice even if I set the damage retreat to 2/3 sometimes still do not repair. I see this happen with my AI bot also.
Bethrezen wrote: Otherwise this actually seems to be a reasonably accurate port of alpha 12, there are a few small differences, for example upon landing on v1.10 the welcoming party attack more or less right away where on master the delay is much longer, on master the computer keeps attacking you with hover units so long as the factory that makes them remains standing , but on v1.10 the attacks by hover troops cease after a period of time even if the factory is still standing, not sure what triggers this, though.
Might be that they have no power. The original power levels were much lower (New Paradigm only averaged about 20000 or so per mission) before I changed all the AI to have 999999 power.
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Re: Help needed testing 3.2.x Campaign games!

Post by Per »

Bethrezen wrote: Ok so since the current build seems a little buggy and is crashing when I try to reload, for the time being I'm sticking with the slightly older master.
I just fixed one crash in 5b73dc0a6b59b47de59467d1d43329903384f2bf. Is it still buggy for you?
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Re: Help needed testing 3.2.x Campaign games!

Post by Lord_Kane »

Lord_Kane wrote:hmmm there seems to be problem with reloading a game while you are in a game already.

1. if you save a game, then quit back to the OS, restart the game and then just load from the menu the game loads normally and you can save and play as normal.

2. if you try to load a game when you are in a game the game will crash.

3. if you quit to the menu then try to load the game will crash.

4. if you are playing a game, then quit to menu and try to start a new campaign the game will also crash.
Per wrote:
Bethrezen wrote: Ok so since the current build seems a little buggy and is crashing when I try to reload, for the time being I'm sticking with the slightly older master.
I just fixed one crash in 5b73dc0a6b59b47de59467d1d43329903384f2bf. Is it still buggy for you?
I can report that the issues I reported are fixed.
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Pushed 9efc45a48b6ef906d628d80a2a57cae998d6f1e1 and 6b7b1b68cd26fd0f59821a8e34ddf6a538be7557.

Just a few minor fixes from Bethrezen's outstanding issues list.

Edit:
Pushed 8c9e7260333d6388438a091aad493bd2e11a965e. Probably won't work on saves already affected by this. Could someone test if it stops those mapTile asserts when loading a save?
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

I played beta end with master 652dde1. The problem with the stucked transporter is fixed, but now we have a bigger problem. When I proceed to gamma 1 the transporter didn't give me the units I loaded into the transporter, but random units like you get when you start a new gamma campaign and I also couldn't choose my units for the second transport. All my produced units and their ranks have vanished. Very bad :(
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Can you try finding a way to reproduce this? I could not observe this, but it could be save related.

Edit:
Fixed the visibility commit... I accidentally made non-player stuff invisible.
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