Help needed testing 3.2.x Campaign games!

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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 23 Aug 2017, 17:25

Ok so the latest master
warzone2100-master-20170822-233928-8109d46.exe (22-Aug-2017 22:09)

Still does not work and all 3 issues are still present, the game crashes upon ending Alpha 2, the game crashes if i alt tab to the desktop, and I'm still unable to change resolution.

Warzone2100.RPT

Code: Select all
-------------------

Error occured on Wednesday, August 23, 2017 at 16:11:26.

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 8109d46, Built:Aug 23 2017
Distributor: buildbot
Compiled on: Aug 23 2017 00:02:39
Compiled by: GCC 4.9.3
Compiled mode: Release build
Executed on: Wed Aug 23 15:42:18 2017

Pointers: 32bit

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

Misc Data:
[15:42:18]Video Mode 1024 x 768 (fullscreen)
[15:42:18]OpenGL Vendor: NVIDIA Corporation
[15:42:18]OpenGL Renderer: GeForce 9500 GT/PCIe/SSE2
[15:42:18]OpenGL Version: 3.3.0
[15:42:18]GLEW Version: 1.12.0
[15:42:18]OpenGL GLSL Version : 3.30 NVIDIA via Cg compiler
[15:42:18]OpenAL Device Name: OpenAL Soft
[15:42:18]OpenAL Vendor: OpenAL Community
[15:42:18]OpenAL Version: 1.1 ALSOFT 1.16.0
[15:42:18]OpenAL Renderer: OpenAL Soft
[15:42:18]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
[15:42:18]Using Backend: SDL
[15:42:18]Using language: System locale
[15:42:24]Current Level/map is CAM_1A
[15:56:35]Current Level/map is CAM_1B
[16:11:26]Current Level/map is SUB_1_1S

C:\Documents and Settings\<user name>\Desktop\Warzone 2100 portable master\warzone2100_portable.exe caused an Access Violation at location 00000501 Reading from location 00000501.

Log message: error   |04:11:26: [khr_callback:139] GL::API(Error:High) : GL_INVALID_VALUE error generated. Invalid texture format.

Registers:
eax=00000000 ebx=0000824c ecx=00000000 edx=00000021 esi=00000030 edi=00008246
eip=00000501 esp=0022efc4 ebp=6a7cacc8 iopl=0         nv up ei pl nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=0000             efl=00010202

Call stack:
00000501
69B8DD9D  C:\WINDOWS\system32\nvoglnt.dll:69B8DD9D
2064696C

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

Error occured on Wednesday, August 23, 2017 at 16:12:09.

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 8109d46, Built:Aug 23 2017
Distributor: buildbot
Compiled on: Aug 23 2017 00:02:39
Compiled by: GCC 4.9.3
Compiled mode: Release build
Executed on: Wed Aug 23 16:11:47 2017

Pointers: 32bit

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

Misc Data:
[16:11:48]Video Mode 1024 x 768 (fullscreen)
[16:11:48]OpenGL Vendor: NVIDIA Corporation
[16:11:48]OpenGL Renderer: GeForce 9500 GT/PCIe/SSE2
[16:11:48]OpenGL Version: 3.3.0
[16:11:48]GLEW Version: 1.12.0
[16:11:48]OpenGL GLSL Version : 3.30 NVIDIA via Cg compiler
[16:11:48]OpenAL Device Name: OpenAL Soft
[16:11:48]OpenAL Vendor: OpenAL Community
[16:11:48]OpenAL Version: 1.1 ALSOFT 1.16.0
[16:11:48]OpenAL Renderer: OpenAL Soft
[16:11:48]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
[16:11:48]Using Backend: SDL
[16:11:48]Using language: System locale
[16:11:54]Current Level/map is CAM_1B
[16:12:09]Current Level/map is SUB_1_1S

C:\Documents and Settings\<user name>\Desktop\Warzone 2100 portable master\warzone2100_portable.exe caused an Access Violation at location 00000501 Reading from location 00000501.

Log message: error   |04:12:09: [khr_callback:139] GL::API(Error:High) : GL_INVALID_VALUE error generated. Invalid texture format.

Registers:
eax=00000000 ebx=0000824c ecx=00000000 edx=00000001 esi=00000030 edi=00008246
eip=00000501 esp=123afbb4 ebp=6a7cacc8 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:
00000501
69B8DD9D  C:\WINDOWS\system32\nvoglnt.dll:69B8DD9D
2064696C

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

Error occured on Wednesday, August 23, 2017 at 16:12:18.

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 8109d46, Built:Aug 23 2017
Distributor: buildbot
Compiled on: Aug 23 2017 00:02:39
Compiled by: GCC 4.9.3
Compiled mode: Release build
Executed on: Wed Aug 23 16:12:15 2017

Pointers: 32bit

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

Misc Data:
[16:12:15]Video Mode 1024 x 768 (fullscreen)
[16:12:15]OpenGL Vendor: NVIDIA Corporation
[16:12:15]OpenGL Renderer: GeForce 9500 GT/PCIe/SSE2
[16:12:15]OpenGL Version: 3.3.0
[16:12:15]GLEW Version: 1.12.0
[16:12:15]OpenGL GLSL Version : 3.30 NVIDIA via Cg compiler
[16:12:15]OpenAL Device Name: OpenAL Soft
[16:12:15]OpenAL Vendor: OpenAL Community
[16:12:15]OpenAL Version: 1.1 ALSOFT 1.16.0
[16:12:15]OpenAL Renderer: OpenAL Soft
[16:12:15]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
[16:12:15]Using Backend: SDL
[16:12:15]Using language: System locale

C:\Documents and Settings\<user name>\Desktop\Warzone 2100 portable master\warzone2100_portable.exe caused an Access Violation at location 00020092 Writing to location 00000000.

Log message: error   |04:12:18: [khr_callback:139] GL::API(Performance:Medium) : Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.

Registers:
eax=00000000 ebx=00008250 ecx=00000000 edx=00000001 esi=00000648 edi=00008246
eip=00020092 esp=123ab05c ebp=6a9cca98 iopl=0         nv up ei pl nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=0000             efl=00010202

Call stack:
00020092
746E656D


WZ Logs

Code: Select all
--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100 portable master\Warzone 2100 master\logs\WZlog-0823_154218.txt]---
error   |04:11:26: [khr_callback:139] GL::API(Error:High) : GL_INVALID_VALUE error generated. Invalid texture format.
error   |04:11:26: [TopLevelExceptionFilter:1320] Exception handler failed to create file!


Code: Select all
--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100 portable master\Warzone 2100 master\logs\WZlog-0823_161215.txt]---
error   |04:12:18: [khr_callback:139] GL::API(Performance:Medium) : Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.
error   |04:12:18: [TopLevelExceptionFilter:1320] Exception handler failed to create file!


Code: Select all
--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100 portable master\Warzone 2100 master\logs\WZlog-0823_162040.txt]---
error   |04:20:44: [runVideoOptionsMenu:1031] No resolutions available to change.
Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 23 Aug 2017, 21:37

I updated to master 8109d46
I tried to reproduce the bug that is reported by Bethrezen, but I couldn't. I could end alpha 2 and I can alt tab to the desktop without any problems. But at the end of alpha 2 a weird thing happened. I saved a game at the end of alpha 2 where some walls and the cannon tower of the south base are intact. As soon as I reload this saved game the walls are destroyed and I get the message that the base is eradicated what's not true because the cannon tower is still there. But I can still end alpha 2 by destroying the cannon tower.

Saved game and logs are added.

Edit: But I can't change resolution
Attachments
alpha 2.zip
(66.4 KiB) Downloaded 8 times
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 23 Aug 2017, 23:02

Crash has been resolved.

Testing a fix for the bases being destroyed upon load. As for resolution, I pushed the patch uploaded in #4623 which probably is when that started happening. It cycles normally on my system.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 24 Aug 2017, 16:06

Crash has been resolved.

Testing a fix for the bases being destroyed upon load. As for resolution, I pushed the patch uploaded in #4623 which probably is when that started happening. It cycles normally on my system.


Ok so just updated to the latest master
warzone2100-master-20170823-224525-1ef7464.exe (23-Aug-2017)

I can report that the crash at the end of alpha 02 does appear to be resolved, however I'm still unable to change resolution, and the game still crashes if i alt tab to the desktop.

Warzone2100.RPT

Code: Select all
-------------------

Error occured on Thursday, August 24, 2017 at 14:24:21.

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 1ef7464, Built:Aug 23 2017
Distributor: buildbot
Compiled on: Aug 23 2017 23:02:41
Compiled by: GCC 4.9.3
Compiled mode: Release build
Executed on: Thu Aug 24 14:24:17 2017

Pointers: 32bit

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

Misc Data:
[14:24:18]Video Mode 1024 x 768 (fullscreen)
[14:24:18]OpenGL Vendor: NVIDIA Corporation
[14:24:18]OpenGL Renderer: GeForce 9500 GT/PCIe/SSE2
[14:24:18]OpenGL Version: 3.3.0
[14:24:18]GLEW Version: 1.12.0
[14:24:18]OpenGL GLSL Version : 3.30 NVIDIA via Cg compiler
[14:24:18]OpenAL Device Name: OpenAL Soft
[14:24:18]OpenAL Vendor: OpenAL Community
[14:24:18]OpenAL Version: 1.1 ALSOFT 1.16.0
[14:24:18]OpenAL Renderer: OpenAL Soft
[14:24:18]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
[14:24:18]Using Backend: SDL
[14:24:18]Using language: System locale

C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe caused an Access Violation at location 00020092 Writing to location 00000000.

Log message: error   |02:24:21: [khr_callback:139] GL::API(Performance:Medium) : Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.

Registers:
eax=00000000 ebx=00008250 ecx=00000000 edx=00000001 esi=00000648 edi=00008246
eip=00020092 esp=123ab05c ebp=6a9cca98 iopl=0         nv up ei pl nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=0000             efl=00010202

Call stack:
00020092
746E656D


WZ Log

Code: Select all
--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0824_142417.txt]---
error   |02:24:21: [khr_callback:139] GL::API(Performance:Medium) : Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.
error   |02:24:23: [TopLevelExceptionFilter:1320] Exception handler failed to create file!


Code: Select all
--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0824_142336.txt]---
error   |02:23:45: [runVideoOptionsMenu:1031] No resolutions available to change.
last message repeated 2 times
last message repeated 2 times (total 4 repeats)
last message repeated 4 times (total 8 repeats)


But at the end of alpha 2 a weird thing happened. I saved a game at the end of alpha 2 where some walls and the cannon tower of the south base are intact. As soon as I reload this saved game the walls are destroyed and I get the message that the base is eradicated what's not true because the cannon tower is still there. But I can still end alpha 2 by destroying the cannon tower.


I noticed this as well though i didn't want to say anything till the crash was resolved, it also happens on Alpha 01 I left 1 turret in place and when i load the save i get the message that the base has been destroyed when it hasn't.

I've attached a save for the end of alpha 01
Attachments
Alpha 01.7z
(48.64 KiB) Downloaded 7 times
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 24 Aug 2017, 21:26

I think master 1989e22 (when available) should stop bases walls from automatically being destroyed when loading.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 24 Aug 2017, 22:09

I think master 1989e22 (when available) should stop bases walls from automatically being destroyed when loading.


Yes, is fixed.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 26 Aug 2017, 13:39

@Berserk Cyborg
Should I move on with beta testing or do you have some changes planned for alpha that needs some testing?
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 26 Aug 2017, 16:06

You can move onto Beta campaign now.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 26 Aug 2017, 17:23

Ok so just encountered an issue with alpha 06 not wanting to end again, i suspect it may well be the same issue as before aka

Berserk Cyborg wrote:Reason why that save does not progress is in:
Code: Select all
function camAllEnemyBasesEliminated()
{
   // FIXME: O(n) lookup here
   return __camNumEnemyBases === Object.keys(__camEnemyBases).length;
}

__camNumEnemyBases is 18 and Object.keys(__camEnemyBases).length is 12. Somehow __camNumEnemyBases got incremented six more times than it should have and breaks the standard victory conditions. Need to look into this situation some more.


Well if its not already been addressed that is, I've attached the save.

alpha 06 end.7z
(60.62 KiB) Downloaded 7 times


[edit]
Also since I'm still unable to change resolution from within the game is there a way i can do it externally because things are a little small on 1024 x 768 as i only have a small monitor.
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Re: Help needed testing 3.2.x Campaign games!

Postby cybersphinx » 26 Aug 2017, 18:28

Bethrezen wrote:Also since I'm still unable to change resolution from within the game is there a way i can do it externally because things are a little small on 1024 x 768 as i only have a small monitor.

http://developer.wz2100.net/wiki/NewFAQ ... resolution
We want information... information... information.
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 26 Aug 2017, 19:15

Bethrezen wrote:Ok so just encountered an issue with alpha 06 not wanting to end again, i suspect it may well be the same issue as before
I suspect it has to do with two bases sharing a cleanup egion and loading a save. Testing a fix for that.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 26 Aug 2017, 21:40

Finished testing beta 1 with starting from the end of alpha mission
Mostly runs normal, I noticed a few things
1) In the two northern bases it seems that everything except the mortar pits is repaired after safeload. I noticed it with the HQ, two pictures of the damaged HQ and the repaired HQ after safeload are added. I tested it later with the other buildings in the two northern bases and only the mortar pits kept damaged. This happens not with the buildings in the landing zone.
2) The transporter has experience. Picture added.
3) VTOLs still spawns when the HQ is destroyed. Picture and saved game added.

Some thoughts:
At the moment you can bring in transports with new troops as long as the level last. In my testing I could bring in eight transports. In the original version you could bring in only four transports and the fifth get shot down. And that's the one you have to rescue in beta 2. With no transport shot down it's not really clear where the transport comes from that you should rescue, because no transport is missing. So I think it would make more sense, if we go back to the original setting.

At the moment the first VTOL attack comes independently of the difficulty after 5 minutes and also the collective troops from the north after 7 minutes. Just after the first attack the next troops/VTOLs comes depending on the difficulty. I think also the first attack should depending on the difficulty.
Attachments
beta 1.zip
(2.95 MiB) Downloaded 9 times
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 26 Aug 2017, 23:33

alfred007 wrote:1) In the two northern bases it seems that everything except the mortar pits is repaired after safeload. I noticed it with the HQ, two pictures of the damaged HQ and the repaired HQ after safeload are added. I tested it later with the other buildings in the two northern bases and only the mortar pits kept damaged. This happens not with the buildings in the landing zone.
Have no idea why this happens. Wonder if it does that in other missions...

alfred007 wrote:2) The transporter has experience. Picture added.
3) VTOLs still spawns when the HQ is destroyed. Picture and saved game added.
Fixed both of those.

alfred007 wrote:At the moment you can bring in transports with new troops as long as the level last. In my testing I could bring in eight transports. In the original version you could bring in only four transports and the fifth get shot down. And that's the one you have to rescue in beta 2. With no transport shot down it's not really clear where the transport comes from that you should rescue, because no transport is missing. So I think it would make more sense, if we go back to the original setting.
You are right, I see that the player only gets to bring in the transport four times. So I will limit it to the original. The droids in Beta 2 are just some generic already placed units on map and I don't see any previous code that replaces them.

alfred007 wrote:At the moment the first VTOL attack comes independently of the difficulty after 5 minutes and also the collective troops from the north after 7 minutes. Just after the first attack the next troops/VTOLs comes depending on the difficulty. I think also the first attack should depending on the difficulty.
Done.
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Re: Help needed testing 3.2.x Campaign games!

Postby pastdue » 27 Aug 2017, 01:52

Bethrezen wrote:I'm still unable to change resolution, and the game still crashes if i alt tab to the desktop.


@Bethrezen:
Could you please run the game with command-line option '--debug=wz' (no quotes), and then post the log?

That should output all the resolutions in the order the game detects them, and help narrow down why that earlier patch broke things for you.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 27 Aug 2017, 13:52

@Bethrezen:
Could you please run the game with command-line option '--debug=wz' (no quotes), and then post the log?

That should output all the resolutions in the order the game detects them, and help narrow down why that earlier patch broke things for you.


sure quick question though how do i do that ? Do i just create a short cut and then put --debug=wz on the end ?
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