Help needed testing 3.2.x Campaign games!

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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 03 Sep 2017, 22:20

I played alpha 12 from the point Bethrezen uploaded till the end. The NP ended with his HQ and some walls with 19:42 left on the clock. And I played the hole level only with the units Bethrezen had produced with the exception that I produced 9 hover trucks and 2 half-tracked trucks to have 15 trucks at all. But I only used the combat units that were already there. I add saved games with the progess every 5 minutes.
Bethrezen if you are interested I can tell you what I did, but we should discuss that in personal messages, because that would be off-topic here.
I think at the moment we can alpha 12 let as it is. Maybe later, when the majority of other players have the same problems like Bethrezen we could change something.
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 07 Sep 2017, 23:53

alfred007 wrote:... But again the path finding error occurs. I reloaded several times saved games from different times left on the timer and it seems, that this error occurs as soon as you attack the enemy base south east.
Does it still happen in master f96be71? I also made that cyborg group use there original coordinates and not being forced to regroup.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 08 Sep 2017, 14:11

Berserk Cyborg wrote:
alfred007 wrote:... But again the path finding error occurs. I reloaded several times saved games from different times left on the timer and it seems, that this error occurs as soon as you attack the enemy base south east.
Does it still happen in master f96be71? I also made that cyborg group use there original coordinates and not being forced to regroup.


After I updated to master f96be71 I started three saved games for beta 2. On where I was in beta 2, but still in my home base (beta 2-1), one when I already has landed in the away mission (beta 2-2) and one from the end of beta 1 (beta 2-3). Only in the game where I already was landed the error again occurs. In the other two not. Still the known info messages in the log for away missions. Games and logs added. I will see if I find the time to test beta 3 during weekend.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 08 Sep 2017, 16:16

About the problem that Bethrezen have with alpha 12 it will be hard to find a good compromise, that the level stays not too tough and doesn't becomes too less tough for insane difficulty. I will take a look at the uploaded game from Bethrezen for getting an idea what we can do


Unfortunately alpha 12 is just a pain and it always took me a long time to get through it due to various factors.

Like the design of the map which prevents the use of traditional tactics as you simply don’t have the room to manoeuvre if you go for a land based assault.

Them having turrets every where which makes picking your way through the level a really slow process since bunker busters can't hit a lot of the turrets and trying to get a good firing line where they can is tricky and ultimately its ends up being no quicker than using artillery.

Then of course you have to consider there use of lancers which is something that you don’t really have to contend with on earlier levels and unlike on easier difficulties lancers are in fact dangerous on insane and will rip even your heaviest units apart if you try going head to head which means that in order to get rid of them and prevent unnecessary casualties you are better to take them from range with artillery which again slows you down.

You also have to factor in the removal of the hold position command which further limits your tactical options, because where before I would put a blocking force in place in-between a few repair pads which would draw there units out of there base leaving my other 2 squads free to roam the map more or less unhindered, that is much more difficult to pull off now due to the fact that I cant tell them not to move, which results in a constant distraction.

If I go full hover mode and move my repair pads then they stop sending ground units to attack me but then when I get up to there base all those units are at the base waiting for me and then trying to get in to there base becomes a very tedious process as the ramp up into there base if very narrow and as we all know trying to fight in a choke point is a recipe for disaster because you cant bring your full firepower to bare against there units, which will result in heavy casualties especially when you are using lightly armoured units like hovercraft.

Then of course you have to factor in that fact that you are under almost constant attack and trying to do anything under fire is always difficult.

You see on other levels there is usually a period of quite in between attacks and I can use that time to start removing defences and other obstacles and push forward but when you are under constant attack the way you are on alpha 12 trying to remove there defences and other obstacles becomes a whole lot harder and a whole lot slower, because you are continually having to stop what you are doing because other more urgent issues require your attention which is a serious problem when you have such a limited amount of time to actually do the level.

What I would perhaps recommend for this is instead of continually flooding the player with loads of light units every 10 seconds as it is now perhaps switch things up a bit have the computer attack with heaver units but have each wave come a little more slowly so that you have the quiet in between waves where you can concentrate on what you are supposed to be doing instead of just trying to fight off there units continually.

Bethrezen if you are interested I can tell you what I did, but we should discuss that in personal messages, because that would be off-topic here.

I think at the moment we can alpha 12 let as it is. Maybe later, when the majority of other players have the same problems like Bethrezen we could change something.


If ya want to make a separate thread since its off topic that’s fine, but ultimately I'm not convinced that this is an issue of poor tactics on my part, my problem with this level is less about tactics or what I'm being attacked by and more the frequency of those attacks and the quantity of units that I'm facing.

now reducing the throttle on there factories helps to address the quantity issue but it doesn't help with the frequency issue because light units are still producing just as quickly as before and you are still having to deal with a continual flood the only real difference is that lighter units are easier to kill but the fact that they come so quickly means that you are completely pinned down and don’t have time to do anything other then to try and fight of there units, which is part of the reason it take me so long to actual get out of my drop zone.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 08 Sep 2017, 19:15

Ok so just updated to the latest master
warzone2100-master-20170907-233750-f96be71.exe (07-Sep-2017)

Beta 01

I'm noticing a number of issues on this level.

First off for some reason I am able to build Cyborgs even though I never actually built a Cyborg factory and research the Cyborg tech on alpha, that’s is fine if you are starting the game at Beta from the start menu but if you are starting Beta from Alpha then it probably shouldn’t do that and instead you should simply be given the research topics.

I also noticed a bug with the Cyborg factory for some reason each of the 4 models of Cyborg is displayed twice when you open the Cyborg build screen, as you can see in this screen shot so that should get fixed as well.

Image

Another bug I noticed is that when I start Beta from Alpha most of the base is in pieces and around 50% hp however if I save and reload then everything will be back at 100% hp which defiantly shouldn’t be happening. I think this happens on other levels to but it's more noticeable on Beta 01 since everything is already in pieces when you start.

I'm also getting some scripting errors here is the log

Code: Select all
 --- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0908_155102.txt]---
error   |03:54:31: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:31: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:31: [callFunction:209] 1 : <global>() at -1
info    |03:54:31: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:31: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:32: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:32: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:32: [callFunction:209] 1 : <global>() at -1
info    |03:54:32: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:32: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:33: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:33: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:33: [callFunction:209] 1 : <global>() at -1
info    |03:54:33: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:33: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:35: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:35: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:35: [callFunction:209] 1 : <global>() at -1
info    |03:54:35: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:35: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:36: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:36: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:36: [callFunction:209] 1 : <global>() at -1
info    |03:54:36: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:36: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:37: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:37: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:37: [callFunction:209] 1 : <global>() at -1
info    |03:54:37: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:37: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:39: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:39: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:39: [callFunction:209] 1 : <global>() at -1
info    |03:54:39: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:39: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:40: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:40: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:40: [callFunction:209] 1 : <global>() at -1
info    |03:54:40: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:40: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:42: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:42: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:42: [callFunction:209] 1 : <global>() at -1
info    |03:54:42: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:42: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:43: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:43: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:43: [callFunction:209] 1 : <global>() at -1
info    |03:54:43: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:43: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:45: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:45: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:45: [callFunction:209] 1 : <global>() at -1
info    |03:54:45: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:45: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:46: [js_orderDroidLoc:2624] Droid id 4569 not found belonging to player 2
error   |03:54:46: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:46: [callFunction:209] 1 : <global>() at -1
info    |03:54:46: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:46: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:48: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:54:48: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:48: [callFunction:209] 1 : <global>() at -1
info    |03:54:48: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:48: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:49: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:54:49: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:49: [callFunction:209] 1 : <global>() at -1
info    |03:54:49: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:49: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:51: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:54:51: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:51: [callFunction:209] 1 : <global>() at -1
info    |03:54:51: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:51: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:52: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:54:52: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:52: [callFunction:209] 1 : <global>() at -1
info    |03:54:52: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:52: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:54: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:54:54: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:54: [callFunction:209] 1 : <global>() at -1
info    |03:54:54: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:54: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:55: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:54:55: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:55: [callFunction:209] 1 : <global>() at -1
info    |03:54:55: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:55: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:57: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:54:57: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:57: [callFunction:209] 1 : <global>() at -1
info    |03:54:57: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:57: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:54:58: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:54:58: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:54:58: [callFunction:209] 1 : <global>() at -1
info    |03:54:58: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:54:58: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:55:00: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:55:00: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:55:00: [callFunction:209] 1 : <global>() at -1
info    |03:55:00: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:55:00: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:55:01: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:55:01: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:55:01: [callFunction:209] 1 : <global>() at -1
info    |03:55:01: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:55:01: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:55:03: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:55:03: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:55:03: [callFunction:209] 1 : <global>() at -1
info    |03:55:03: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:55:03: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:55:04: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:55:04: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:55:04: [callFunction:209] 1 : <global>() at -1
info    |03:55:04: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:55:04: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:55:06: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:55:06: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:55:06: [callFunction:209] 1 : <global>() at -1
info    |03:55:06: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:55:06: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:55:07: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:55:07: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:55:07: [callFunction:209] 1 : <global>() at -1
info    |03:55:07: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:55:07: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |03:55:09: [js_orderDroidLoc:2624] Droid id 4579 not found belonging to player 2
error   |03:55:09: [callFunction:209] 0 : __camTacticsTickForGroup(group = '1') at script/campaign/libcampaign.js:1613
error   |03:55:09: [callFunction:209] 1 : <global>() at -1
info    |03:55:09: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1613: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |03:55:09: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 08 Sep 2017, 20:40

Bethrezen wrote:First off for some reason I am able to build Cyborgs even though I never actually built a Cyborg factory and research the Cyborg tech on alpha, that’s is fine if you are starting the game at Beta from the start menu but if you are starting Beta from Alpha then it probably shouldn’t do that and instead you should simply be given the research topics.
It was like that even before I converted this mission. In regards to the plot, how would one explain Beta having a cyborg factory (or other stuff like AA hurricane sites) if Alpha never researched it? One could argue that Alpha sent Beta team all of their unfinished research as they prepared to arrive at Beta base. That and each team likely discovers different artifacts leading to variations of research in general before notifying the other teams.

Bethrezen wrote:I also noticed a bug with the Cyborg factory for some reason each of the 4 models of Cyborg is displayed twice when you open the Cyborg build screen, as you can see in this screen shot so that should get fixed as well.
This has been around for a long time. I'll see if I can find the solution.

Bethrezen wrote:Another bug I noticed is that when I start Beta from Alpha most of the base is in pieces and around 50% hp however if I save and reload then everything will be back at 100% hp which defiantly shouldn’t be happening. I think this happens on other levels to but it's more noticeable on Beta 01 since everything is already in pieces when you start.
Interesting. I'm going to test if this happens on away missions.

Bethrezen wrote:I'm also getting some scripting errors here is the log
Should be fixed in master e0f0a42.

EDIT:
Fixed duplicate cyborgs showing in the production menu and group ID clashes. I will let my commit,in my campaignJS branch speak for the detail. It's quite a big change and I need to test it more thoroughly.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 09 Sep 2017, 13:24

Berserk Cyborg wrote:
Bethrezen wrote:Another bug I noticed is that when I start Beta from Alpha most of the base is in pieces and around 50% hp however if I save and reload then everything will be back at 100% hp which defiantly shouldn’t be happening. I think this happens on other levels to but it's more noticeable on Beta 01 since everything is already in pieces when you start.
Interesting. I'm going to test if this happens on away missions.
.

Yes it happens on away missions. After your posts I reloaded a beta 2 game and pick a truck into the transporter. I build a sensor turret in the base in the middle and let the Collective damage him. Also I damaged a cannon hardpoint. It seems, that the damaged buildings gets a repair bonus. The damaged cannon hardpoint get from every saveload I did more repaired. First he was red, then yellow and after the second saveload completely repaired. My sensor turret get from red to green, but not completely repaired. I tested beta 3 with master f96be71 and worked fine. But also damaged Collective buildings get repaired after saveload. I will take another look, if also my buildings get autorepaired.

Edit 1: I made a fast test with beta 1 and 3. Also here the buildings gets a repair bonus after saveload. After a saveload from the beginning of beta 1 not all walls was completely repaired, some were still damaged, but less than before. Same in beta 3. And also damaged units gets repaired in beta 1 and 3 after saveload. My units as also Collective units.

Edit 2: The problem is probably bigger than expected. I reloaded an old alpha 12 level and the same happened. NP and my units and buildings get more repaired after every saveload.

Edit 3: Now it's getting weird. I started a new alpha campaign and nothing get repaired after saveload. I started a new beta campaign directly from the menu and same bug as reported. I will reactivate some old saved games from alpha campaign to have a look on it.
Attachments
logs beta 3.zip
(159.62 KiB) Downloaded 13 times
Last edited by alfred007 on 09 Sep 2017, 14:58, edited 1 time in total.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 09 Sep 2017, 14:40

It was like that even before I converted this mission. In regards to the plot, how would one explain Beta having a cyborg factory (or other stuff like AA hurricane sites) if Alpha never researched it? One could argue that Alpha sent Beta team all of their unfinished research as they prepared to arrive at Beta base. That and each team likely discovers different artifacts leading to variations of research in general before notifying the other teams


From a plot perspective I can understand where you are coming from it's just a little strange that the player ends up with tech that he / she didn’t do the research for.

With regards to the specific question about how they would have a cyborg factory I guess you could argue that high command disseminated all the completed research data to the other commanders because I did research the synaptic link artefact that lets you build the Cyborg factory I just didn’t build a cyborg factory and therefore was never given the research topics for the 4 basic models of cyborg, so if I never did the research then there is no research data for high command to pass on to beta/gamma commanders and therefore they shouldn’t be able to build those, because they don’t have access to the artefact in question and therefore can't research those models them selves.

Certainly beta/gamma commanders could have different models of cyborg, if they found and researched the artefacts pertaining to those models while I was playing through Alpha, but in the same way that I can't access AAA research in alpha because I don’t have the access to the AAA artefact and Beta commander never did the research on that artefact, I wouldn’t expect beta/gamma commanders to be able to build the 4 basic models of cyborg if they don’t have access to the artefact and I never did the research for them.

Which is why when I land in beta base I wouldn’t expect to be able to build cyborgs till I actually do the research for them even if beta commander already has a cyborg factory I guess in the grand scheme of things this is one of those philosophical differences that depends a lot on your perspective, either way it's not a big deal I just found it a bit odd is all.

[edit]

Beta 01 Insane General observations

I'm actually finding this pretty tough going, even with the game speed reduced to half normal speed granted this was always a difficult mission but with units becoming tougher and stronger on insane I think this level needs some slight adjustments to give the player a fairer chance since you have almost no forces, your base is in pieces what units you do have are hopelessly outmatched so much so that even your most powerful units are struggling to take down there medium units much less there heavy ones and its taking 5 minutes to bring in more troops, not to mention that within about a minute or 2 of landing you start getting bombed from the air, so I think without a little help players are really going to struggle to complete beta 01.

So what I would perhaps do to give the player a fighting chance is delay the first drop ship of troops that lands behind your base, long enough that the player at least has time to bring in a second drop ship of units, because it's simply not possible to destroy the units at the front of your base before the ones behind your base arrive given that there units are so heavily armoured and trying to fight off an attack from 2 directions with only 10 units is impossible and its not really like you can build more because you only have 1 factory which has to be set to produce AAA or there vtols will level your base and you are going to loose a significant number of your experienced units, I would also perhaps delay there air attacks a little as well, because I think players have quiet enough to deal with at the start of beta 01, you could also perhaps let players bring in reinforcements a bit quicker because 5 minuets is a bit to long when you are under such heavy attack.

Now i know that you can build cyborgs but realistically if your strongest/heaviest units are hopelessly out matched what use are cyborgs they will get squashed in a matter of seconds because they are to lightly armoured and don't deal anywhere even remotely close to enough damage to actually be helpful, at best cyborgs are cannon fodder and that is a waste of resource that you don't have.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 09 Sep 2017, 16:22

After testing my old alpha saves I can say that scavengers are not affected by the repair saveload bug. From alpha 5 on the NP buildings and units get repaired, from alpha 6 on my buildings get repaired and from alpha 9 on my units get repaired. Weird stuff. And also strange that nobody of us noticed that until the testing of beta.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 10 Sep 2017, 02:02

Weird stuff. And also strange that nobody of us noticed that until the testing of beta.


Indeed although i had actually noticed it before but i wasn't sure if it was just my imagination or not because on the previous levels the effect is subtle and not very noticeable but on Beta 01 where everything you have starts at 50% or less the effect is more pronounced.

Beta 01 Insane General observations part 2

Talking of Beta 01 I'm running into a serious lack or resources which is causing problems because by the time I have built 18 AAA and rebuild my mortar team also consisting of 18 units plus a scanner the 5,000 power you start with is gone and you don't have anything left to rebuild the base and do research with.

While I'm on the subject of resources don't know if its maybe just an effect of the time toggle cheat but when I ended Beta 01 my power bar was empty but when i stared Beta 02 my power bar was full at 20,000, now if that's not just an effect of the toggle time cheat then something funny is going on there because you don't normally have that much power transferred from alpha base.

Also i had the game crash on me when i tried to reload Beta 02 although thus far its only happened the once, so it may well just be an effect of using the toggle time cheat on the previous level but I'll post the crash dump any way just in case.

here is the Warzone2100.RPT

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

Error occurred on Sunday, September 10, 2017 at 00:11:09.

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 e0f0a42, Built:Sep  8 2017
Distributor: buildbot
Compiled on: Sep  8 2017 20:33:18
Compiled by: GCC 4.9.3
Compiled mode: Release build
Executed on: Sat Sep 09 14:28:53 2017

Pointers: 32bit

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

Misc Data:
[14:28:53]Video Mode 800 x 600 (fullscreen)
[14:28:53]OpenGL Vendor: NVIDIA Corporation
[14:28:53]OpenGL Renderer: GeForce 9500 GT/PCIe/SSE2
[14:28:53]OpenGL Version: 3.3.0
[14:28:53]GLEW Version: 1.12.0
[14:28:53]OpenGL GLSL Version : 3.30 NVIDIA via Cg compiler
[14:28:53]OpenAL Device Name: OpenAL Soft
[14:28:53]OpenAL Vendor: OpenAL Community
[14:28:53]OpenAL Version: 1.1 ALSOFT 1.16.0
[14:28:53]OpenAL Renderer: OpenAL Soft
[14:28:53]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
[14:28:53]Using Backend: SDL
[14:28:53]Using language: System locale
[14:29:01]Current Level/map is CAM_1END
[14:29:10]Current Level/map is CAM_2A
[14:33:11]Current Level/map is CAM_1END
[14:33:20]Current Level/map is CAM_2A
[14:35:47]Current Level/map is CAM_1END
[14:35:56]Current Level/map is CAM_2A
[14:43:03]Current Level/map is CAM_1END
[14:43:12]Current Level/map is CAM_2A
[14:49:53]Current Level/map is CAM_1END
[14:50:00]Current Level/map is CAM_2A
[14:59:07]Current Level/map is CAM_1END
[14:59:14]Current Level/map is CAM_2A
[15:02:47]Current Level/map is CAM_1END
[15:02:54]Current Level/map is CAM_2A
[15:06:29]Current Level/map is CAM_1END
[15:06:36]Current Level/map is CAM_2A
[15:09:25]Current Level/map is CAM_1END
[15:09:32]Current Level/map is CAM_2A
[15:19:03]Current Level/map is CAM_1END
[15:19:11]Current Level/map is CAM_2A
[15:19:26]Current Level/map is CAM_1END
[15:19:33]Current Level/map is CAM_2A
[15:40:19]Current Level/map is CAM_1END
[15:40:27]Current Level/map is CAM_2A
[15:56:16]Current Level/map is CAM_1END
[15:56:26]Current Level/map is CAM_2A
[15:59:58]Current Level/map is CAM_1END
[16:00:07]Current Level/map is CAM_2A
[16:22:25]Current Level/map is CAM_1END
[16:22:33]Current Level/map is CAM_2A
[16:45:00]Current Level/map is CAM_1END
[16:45:07]Current Level/map is CAM_2A
[16:48:26]Current Level/map is CAM_1END
[16:48:33]Current Level/map is CAM_2A
[16:49:28]Current Level/map is CAM_1END
[16:49:35]Current Level/map is CAM_2A
[16:52:38]Current Level/map is CAM_1END
[16:52:46]Current Level/map is CAM_2A
[16:55:23]Current Level/map is CAM_1END
[16:55:31]Current Level/map is CAM_2A
[17:00:07]Current Level/map is CAM_1END
[17:00:15]Current Level/map is CAM_2A
[17:11:51]Current Level/map is CAM_1END
[17:11:59]Current Level/map is CAM_2A
[17:43:04]Current Level/map is CAM_1END
[17:43:11]Current Level/map is CAM_2A
[17:53:11]Current Level/map is CAM_1END
[17:53:20]Current Level/map is CAM_2A
[17:55:36]Current Level/map is CAM_1END
[17:55:44]Current Level/map is CAM_2A
[18:00:06]Current Level/map is CAM_1END
[18:00:15]Current Level/map is CAM_2A
[18:18:46]Current Level/map is CAM_1END
[18:18:54]Current Level/map is CAM_2A
[18:21:46]Current Level/map is CAM_1END
[18:21:54]Current Level/map is CAM_2A
[18:31:19]Current Level/map is CAM_1END
[18:31:27]Current Level/map is CAM_2A
[18:34:23]Current Level/map is CAM_1END
[18:34:31]Current Level/map is CAM_2A
[18:42:54]Current Level/map is CAM_1END
[18:43:01]Current Level/map is CAM_2A
[18:52:48]Current Level/map is CAM_1END
[18:52:57]Current Level/map is CAM_2A
[19:04:02]Current Level/map is CAM_1END
[19:04:10]Current Level/map is CAM_2A
[19:10:15]Current Level/map is CAM_1END
[19:10:23]Current Level/map is CAM_2A
[19:14:11]Current Level/map is CAM_1END
[19:14:30]Current Level/map is CAM_2A
[19:22:14]Current Level/map is CAM_1END
[19:22:22]Current Level/map is CAM_2A
[19:22:35]Current Level/map is CAM_1END
[19:22:40]Current Level/map is CAM_1END
[19:22:48]Current Level/map is CAM_2A
[19:32:51]Current Level/map is CAM_1END
[19:32:59]Current Level/map is CAM_2A
[19:36:35]Current Level/map is CAM_1END
[19:36:43]Current Level/map is CAM_2A
[20:41:39]Current Level/map is CAM_2A
[20:42:12]Current Level/map is CAM_2A
[20:43:10]Current Level/map is CAM_2A
[20:45:23]Current Level/map is CAM_2A
[21:20:50]Current Level/map is CAM_2A
[21:27:42]Current Level/map is CAM_2A
[21:38:24]Current Level/map is CAM_2A
[22:09:23]User has used cheat code: time toggle
[22:17:14]Current Level/map is CAM_2A
[22:47:11]User has used cheat code: time toggle
[00:03:35]Current Level/map is SUB_2_1S
[00:06:07]Current Level/map is SUB_2_1
[00:09:45]Current Level/map is SUB_2_1S

C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe caused an Access Violation at location 0047d580 in module C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe Writing to location 2561b14f.

Registers:
eax=00000000 ebx=00000057 ecx=00000040 edx=2561b14f esi=00000058 edi=00000069
eip=0047d580 esp=0022f3dc ebp=0022f434 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:
0047D580  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0047D580  dangerFloodFill  /home/buildbot/slaves/warzone2100/master-nightly/build/src/map.h:226
0047FA04  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0047FA04  mapInit  /home/buildbot/slaves/warzone2100/master-nightly/build/src/map.cpp:1970
00462E8F  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:00462E8F  stageThreeInitialise  /home/buildbot/slaves/warzone2100/master-nightly/build/src/init.cpp:1216
004771AC  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:004771AC  levLoadData  /home/buildbot/slaves/warzone2100/master-nightly/build/src/levels.cpp:1015
0047B2E6  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0047B2E6  startGameLoop  /home/buildbot/slaves/warzone2100/master-nightly/build/src/main.cpp:555
0047B55B  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0047B55B  mainLoop  /home/buildbot/slaves/warzone2100/master-nightly/build/src/main.cpp:683
0058FAE1  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0058FAE1  wzMainEventLoop  /home/buildbot/slaves/warzone2100/master-nightly/build/lib/sdl/main_sdl.cpp:1544
0047CC40  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0047CC40  realmain  /home/buildbot/slaves/warzone2100/master-nightly/build/src/main.cpp:1080
005C304C  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:005C304C
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 10 Sep 2017, 03:38

Bethrezen wrote:While I'm on the subject of resources don't know if its maybe just an effect of the time toggle cheat but when I ended Beta 01 my power bar was empty but when i stared Beta 02 my power bar was full at 20,000, now if that's not just an effect of the toggle time cheat then something funny is going on there because you don't normally have that much power transferred from alpha base.
Probably from the cheat.

Bethrezen wrote:Also i had the game crash on me when i tried to reload Beta 02 although thus far its only happened the once, so it may well just be an effect of using the toggle time cheat on the previous level but I'll post the crash dump any way just in case.
Looks like a legitimate source bug regarding map code (thread related?). I wonder if that is the reason why this mission always takes way longer to load than the others. You should open a ticket and attach the report file.

Beta 1 in general has always been one of the most difficult missions and even more so since the AI understands how to attack walls. I think the greatest chance of success is to destroy the LZ and the Collective command center as soon as possible. It also becomes surprisingly easy once the multiple cannon and lancer upgrades are researched.

Master ea1c4ff should no longer show duplicate cyborgs and attempt to prevent produced enemy group IDs from coinciding with enemy base group IDs.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 10 Sep 2017, 13:35

I updated to master ea1c4ff and now I can't reload my saved games. I could not change the window with alt tab but have to start the task manager and get the following error message in a new window.

A non fatal error has occurred.

[initSaveGameLoad:632] Failed to load a save game! It is either corrupted or a unsupported format.

Restarting main Menu


I started a new campaign, saved it, tried to reload it and failed. Like above the following error message came in a new window

[eventLoadContext:147] No script contexts found - - failed to load script data


After I closed this window the first error message popped up again.
Attachments
WZlog-0910_132549.txt
(41.14 KiB) Downloaded 12 times
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 10 Sep 2017, 13:59

What I just have seen in the code for beta 4 is that the throttle time for the west factory is set to 20 seconds. I think is much too short. That means after 10 minutes you have to fight 30 enemy tanks. And in insane it would be 45. Did you mean 120 seconds?
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 10 Sep 2017, 15:36

Forgot to test savegames... everything should work again in master fd91a0f. I increased both factory throttles so units produce slower in Beta 4 now. Also note that the multiple duplicate cyborgs in the production menu fix can only be observed in a fresh campaign.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 10 Sep 2017, 16:16

Beta 02 Observations

Ok so as we all know if you try to bring in more then 4 transports on Beta 01, then the drop ship gets shot down and on Beta 2 we have to go rescue the units on the downed ship, or at least that is how its supposed to be, however there is one thing that has always bugged me about that, which is that the units you find on Beta 02 are just some generic units that have no experience, they are not the units that you actually put on the ship.

Now I don’t know how anyone else feels about it but in my opinion that is bad design because you are loosing a whole shed load of experienced units for no good reason, and units take far too long to level up for that, so that should be fixed and on the fifth drop ship the units that you recover should be the ones that you put on the drop ship.

But wait what if you only bring in 4 drop ships because you are an experience player and you know that you are only allowed 4 drop ships of units, so instead of trying to bring in more then 4 drop ships you simply decide what units you want to bring with you and then recycle the rest to preserve there experience?

Well in that case if the player hasn't summoned a fifth drop ship by the time the timer gets down to 5 minutes then you should still get the warning that the drop ship has been shot down, which you don’t get right now, and the units that you find should just be some generic one's as it is now, however I would perhaps give those generic units some experience because otherwise the units are more or less worthless, and not really worth recovering which results in them being immediately recycled upon returning to base.

Looks like a legitimate source bug regarding map code (thread related?). I wonder if that is the reason why this mission always takes way longer to load than the others. You should open a ticket and attach the report file.


Will do if i can remember how.

[edit]
done can find the ticket here http://developer.wz2100.net/ticket/4633

I'd edit the description to correct the bit about attaching the crash dump to save confusion since i worked out how to attach it but it wont let me or at least i can't find the controls for doing that.

Beta 1 in general has always been one of the most difficult missions and even more so since the AI understands how to attack walls. I think the greatest chance of success is to destroy the LZ and the Collective command center as soon as possible. It also becomes surprisingly easy once the multiple cannon and lancer upgrades are researched.


Indeed that's why i think that on insane the player needs a little help to even the scales so to speak since the computers units are so much stronger on insane.

I mean once you get past the first 10 minutes and you have at least 2 squads up its not so bad because you have enough troops then to hold off there attacks, it's still tough and slow going and you still have to be careful but at least you have enough units to hold the line. As for blasting the collective command centre as soon as possible i do usually do that to stop there air attacks but it normally takes me at least 10 minutes to get that far, because 8 units isn't really enough for the task, so normally I'll wait until my second squad has arrived and shut down there drop zone at the back of my base so i can concentrate all my firepower foreword but of course by that time you will have already suffered at least 3 or 4 attacks from the air, which would be fine if they weren't showing up with tank killers and eviscerating what few units i do have.

The primary issue that I'm running in to is trying to get past the first 10 minutes which at the moment is taking me a significant number of reloads even when i have the game speed set to a 1/2 or a 1/4 of the normal speed so that i have time enough to react to everything that is going on because i simply don't have enough units and cant produce enough units fast enough and as a consequence i keep getting trounced, because within 30 seconds of landing you are getting attacked from behind and there is no way you can deal with the attack at the front of your base and deal with the attack coming from the back of your base at the same time without more units, its not possible, maybe on easier difficulties where the collective units aren't nearly so tough that might be possible but not on insane.

Which is why at the very least that first drop ship of enemy troops that shows up behind your base should be delayed for at least 5 minuets because as it is right now the start of Beta 01 is way to difficult.

I mean the base is in pieces, what is left of Beta commander units are worthless because they are all on critical damage and not fit for combat, and trying to repair them with mobile repair units takes forever and even your strongest units are hopelessly out matched until you acquire and research some of the firepower upgrades, but of course you actually have to be able to get that far in the first place.

What I'd like to know is what Beta Commander was doing all this time, he knew that there was another force operating in the area he knew they where more advanced so why is the base not more heavily guarded, why doesn't he have a garrison force i mean this is military strategy 101 you never leave your base unguarded, and more importantly why did he allow the collective to get that close.

Also while I'm thinking about it, why do i have to research AAA if Beta Commander has already done it ? as evidenced by the AAA batteries doted around the base.
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