Help needed testing 3.2.x Campaign games!

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Bethrezen
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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-20171216-193300-5ab7002 (16-Dec-2017)

loaded my alpha beta interlude save, loaded up the transport and then took of to do beta 01 and a bunch of the base structure are missing, as you can see in this screen shot.

Image

here is the error log

Code: Select all

--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-1216_201453.txt]---
error   |08:17:40: [buildStructureDir:1276] Player 0: Building Power Generator could not be built due to building limits (has 5, max 5)!
info    |08:17:40: [loadSaveStructure:4970] Unable to create structure
info    |08:17:40: [loadSaveStructure:4970] Assert in Warzone: game.cpp:4970 (psStructure), last script event: '<none>'
error   |08:17:40: [buildStructureDir:1276] Player 0: Building Factory could not be built due to building limits (has 5, max 5)!
info    |08:17:40: [loadSaveStructure:4970] Unable to create structure
info    |08:17:40: [loadSaveStructure:4970] Assert in Warzone: game.cpp:4970 (psStructure), last script event: '<none>'
error   |08:17:40: [buildStructureDir:1276] Player 0: Building Command Centre could not be built due to building limits (has 1, max 1)!
info    |08:17:40: [loadSaveStructure:4970] Unable to create structure
info    |08:17:40: [loadSaveStructure:4970] Assert in Warzone: game.cpp:4970 (psStructure), last script event: '<none>'
error   |08:17:40: [buildStructureDir:1276] Player 0: Building Research Facility could not be built due to building limits (has 5, max 5)!
info    |08:17:40: [loadSaveStructure:4970] Unable to create structure
info    |08:17:40: [loadSaveStructure:4970] Assert in Warzone: game.cpp:4970 (psStructure), last script event: '<none>'
error   |08:17:40: [buildStructureDir:1276] Player 0: Building Command Relay Centre could not be built due to building limits (has 1, max 1)!
info    |08:17:40: [loadSaveStructure:4970] Unable to create structure
info    |08:17:40: [loadSaveStructure:4970] Assert in Warzone: game.cpp:4970 (psStructure), last script event: '<none>'
error   |08:17:40: [loadSaveStructure:4949] No owning structure for module - A0FacMod1 for player - 2
error   |08:17:40: [loadSaveStructure:4949] No owning structure for module - A0FacMod1 for player - 0
error   |08:17:40: [loadSaveStructure:4949] No owning structure for module - A0PowMod1 for player - 0
error   |08:17:40: [loadSaveStructure:4949] No owning structure for module - A0ResearchModule1 for player - 0
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Lord_Kane
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Re: Help needed testing 3.2.x Campaign games!

Post by Lord_Kane »

Try just starting a new beta campagin, there were some changes to the structure files, so that might be it.
Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

I already though of that, and just in case it was a save file issue I loaded up my end of level save for alpha 12, completed alpha 12 again, and then moved on to beta 01 and still got the same problem.

This sort of a thing is why I usually start from a save before the level I'm currently testing because that usually circumvents issues like this, I think the problem may well be in the transition from alpha to beta because if I start at beta from the main menu the issue doesn't happen.

However to be sure what I did was start a new game at alpha 1 and then use the let me win cheat to skip my way through the alpha levels and then moved on to beta 1 and when i do that I'm still seeing errors so there is defiantly something wrong with the current build.

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-1217_135351.txt]---
info    |01:56:57: [setCurrentStructQuantity:600] There appears to be too many Command Centre on this map!
info    |01:56:57: [setCurrentStructQuantity:600] Assert in Warzone: structure.cpp:600 (asStructureStats[inc].curCount[player] <= asStructureStats[inc].upgrade[player].limit), last script event: 'N/A'
error   |01:58:06: [js_cameraTrack:4272] No such droid id 0 belonging to player 0
error   |01:58:06: [callFunction:210] 0 : eventStartLevel() at script/campaign/cam1-5.js:150
error   |01:58:06: [callFunction:210] 1 : <global>() at -1
info    |01:58:06: [callFunction:213] Uncaught exception calling function "eventStartLevel" at line 150: ReferenceError: targetDroid failed in js_cameraTrack at line 4272
info    |01:58:06: [callFunction:213] Assert in Warzone: qtscript.cpp:213 (false), last script event: 'N/A'
info    |01:58:15: [setCurrentStructQuantity:600] There appears to be too many Command Centre on this map!
info    |01:58:15: [setCurrentStructQuantity:600] Assert in Warzone: structure.cpp:600 (asStructureStats[inc].curCount[player] <= asStructureStats[inc].upgrade[player].limit), last script event: 'N/A'
error   |01:59:28: [buildStructureDir:1276] Player 0: Building Command Centre could not be built due to building limits (has 1, max 1)!
info    |01:59:28: [loadSaveStructure:4970] Unable to create structure
info    |01:59:28: [loadSaveStructure:4970] Assert in Warzone: game.cpp:4970 (psStructure), last script event: 'N/A' 
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Lord_Kane
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Re: Help needed testing 3.2.x Campaign games!

Post by Lord_Kane »

Bethrezen wrote:I already though of that, and just in case it was a save file issue I loaded up my end of level save for alpha 12, completed alpha 12 again, and then moved on to beta 01 and still got the same problem.

This sort of a thing is why I usually start from a save before the level I'm currently testing because that usually circumvents issues like this, I think the problem may well be in the transition from alpha to beta because if I start at beta from the main menu the issue doesn't happen.

However to be sure what I did was start a new game at alpha 1 and then use the let me win cheat to skip my way through the alpha levels and then moved on to beta 1 and when i do that I'm still seeing errors so there is defiantly something wrong with the current build.

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-1217_135351.txt]---
info    |01:56:57: [setCurrentStructQuantity:600] There appears to be too many Command Centre on this map!
info    |01:56:57: [setCurrentStructQuantity:600] Assert in Warzone: structure.cpp:600 (asStructureStats[inc].curCount[player] <= asStructureStats[inc].upgrade[player].limit), last script event: 'N/A'
error   |01:58:06: [js_cameraTrack:4272] No such droid id 0 belonging to player 0
error   |01:58:06: [callFunction:210] 0 : eventStartLevel() at script/campaign/cam1-5.js:150
error   |01:58:06: [callFunction:210] 1 : <global>() at -1
info    |01:58:06: [callFunction:213] Uncaught exception calling function "eventStartLevel" at line 150: ReferenceError: targetDroid failed in js_cameraTrack at line 4272
info    |01:58:06: [callFunction:213] Assert in Warzone: qtscript.cpp:213 (false), last script event: 'N/A'
info    |01:58:15: [setCurrentStructQuantity:600] There appears to be too many Command Centre on this map!
info    |01:58:15: [setCurrentStructQuantity:600] Assert in Warzone: structure.cpp:600 (asStructureStats[inc].curCount[player] <= asStructureStats[inc].upgrade[player].limit), last script event: 'N/A'
error   |01:59:28: [buildStructureDir:1276] Player 0: Building Command Centre could not be built due to building limits (has 1, max 1)!
info    |01:59:28: [loadSaveStructure:4970] Unable to create structure
info    |01:59:28: [loadSaveStructure:4970] Assert in Warzone: game.cpp:4970 (psStructure), last script event: 'N/A' 
yeah the thing is I tried just starting a new beta campaign and things worked, but yeah there are some scripting errors but they seem somewhat harmless, my advice is to be careful with testing save games in new builds, doubly so if there are radical code changes.
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

The "let me win" cheat will almost always cause useless script warnings. Mostly for factories being destroyed.

Per has fixed the limit issue in 9c272aa528bab38fb8d598a7f2676745ca347a4b. More mapTile asserts stopped with 800c1b6df440670f45f595e49fb83ff7ee7f724d.
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

I used a trick to get my units to gamma 1. I started from the end of beta 10, played through beta 11, started the first transport, recycled the rest of my combat units and used the let me win cheat. So I got my units to gamma 1. The only disadvantage is, that I have to produce them all new during gamma 1. But I was too frustrated by the not working transition that I decided to move forward.
Gamma 1 looks good, especially at insane difficulty the three factories in the southwest are a big problem, but it's fun. One thing is strange: All my combat units of the first transport became heroes during the transport. When they left beta base they were special. Is that intended?
wz2100-20171217_153654-CAM_3A.jpg
Edit: I did not run into ticket #4556. Also after reloading all my units and buildings had the correct stat values.
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gamma 1.zip
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Last edited by alfred007 on 18 Dec 2017, 01:55, edited 1 time in total.
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

alfred007 wrote:One thing is strange: All my combat units of the first transport became heroes during the transport. When they left beta base they were special. Is that intended?
The first transporter load makes droids Hero rank. Same a Beta 1 which is a lower rank. I can change it to only apply the bonus rank from starting Beta/Gamma from the main menu only, if that is preferred.
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

Berserk Cyborg wrote:
alfred007 wrote:One thing is strange: All my combat units of the first transport became heroes during the transport. When they left beta base they were special. Is that intended?
The first transporter load makes droids Hero rank. Same a Beta 1 which is a lower rank. I can change it to only apply the bonus rank from starting Beta/Gamma from the main menu only, if that is preferred.
That would be like it was in 3.1.5 and 3.2.3. And I think the hero units the player get in gamma 4 are bonus enough. They should earn their rank not get a present.
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Pushed bdea327508457b2085c2a3f5d46156e3b715be88.

Interesting development with Beta-end transporter using your "beta end 4 transport" save. If I let the transporter stay on the map and let the timer run out I get random units for the first transporter load and the transporter comes from the east. However, if I let it go off map, then I get one of your transport loads and the transporter comes from the south. :?
Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Ok so updated to the latest master
warzone2100-master-20171218-184124-55f5998 (18-Dec-2017)

Beta 01

For the most part this level seems fine now, however I'm having issues with a lack of resources, you're only given about 5000 power and this is nowhere near enough.

For a start just building a squad of 18 heavy body tracked lancers is 4626 power right off the bat and unfortunately not building those units is not an option, not on insane not when you have to wait for 5 minutes for reinforcements, then you have to factor in the cost of all the research which comes to around 6000 power, then of course you have to rebuild the base which is probably another couple of thousand.

So you can see how realistically you probably need at least 10,000 power to ensure you have enough to build what ever units you need to defend the base and still have enough left over once you have stuff under control to do all the research and rebuild the base.

In addition I'm of the opinion that the collective units are far to heavily armoured on insane because even with the biffer baker cheat on my units barley scratch there's, and realistically with the biffer baker cheat on my units should more or less one shot there's, now admittedly that's before you get the lancer damage upgrade, which you have to do several other research topics first to get to, and which technically shouldn't get at all at least not on beta 01.

Still not sure when you get the lancer damage upgrade yet though because I've only gotten as far as Beta 05 on v1.10 and have yet to encounter the lancer damage upgrades.

In any event i think over all the balance of this needs tweaking a little bit.
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

I never saw power as a problem in this mission. Only thing I ever use is a research center because 40 free units are more than enough to keep the Collective in check.

As for those HESH rockets, the previous research files show that they became available with the research of bunker buster and HEAP mini-rockets mk1. What I suspect is that when changing campaigns the research has to be regranted and in the older versions of Warzone scripts the bunker buster research was not granted, but merely the component itself. So it really was a bug that it did not appear for research.

Anyway, pushed b016f609d704ce4df022e3a89f4f70f6eaabbee7. So now the whole campaign is free of wzscripts. We can play Gamma from the main menu again without missing out on the build reticule button with 1d19ed59a1f61495114141fc648717e1db4d58ac.

NOTICE
You all must delete the scriptState.es file in your save games.

Edit: Can anyone check if #1588 still happens?
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

Berserk Cyborg wrote:I never saw power as a problem in this mission. Only thing I ever use is a research center because 40 free units are more than enough to keep the Collective in check.
I agree. Even with insane difficulty, I had never a problem to beat the collective with the units I brought in. The only units I produce at beta 1 are new trucks, two repair tanks for beta 2 and for my special goal to get as many hero units as possible some AA tanks to destroy the vtols. To gain some energy I recycle the walls and towers of the base because I don't need them anymore.
Berserk Cyborg wrote:NOTICE
You all must delete the scriptState.es file in your save games.
Where do I find it?
Edit: Forget it. I found it. Think first, then post :oops:

Over Xmas I'm with my parents, so for the next week don't expect any testing input from me. I'll be back on December 28th or 29th. I wish you all a merry Xmas.
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

I never saw power as a problem in this mission. Only thing I ever use is a research center because 40 free units are more than enough to keep the Collective in check
Don’t get me wrong its not a problem beating the level, now that I'm not continually getting my units one shotted by lancer vtols and I'm not being massively overwhelmed by more numbers than I can cope with I can beat the level, and rebuild the base.

The issue I'm running into is that by the time I have rebuilt squad 3 because I can only take squads 1 and 2 with me and rebuilt the base I just don’t have anything left to do research with, having said that I'm currently experimenting with doing no research on Beta 1 and instead holding off the research till Beta 02 since there is are no artefacts on Beta 02.

Now in theory i should gain enough resource on beta 2 to complete all available research and hopefully build a squad of AAA units as they are need on Beta 03 because they use lancer vtols, to attack your units and cluster bombers to attack your base, although there doesn't seem to be any pattern to which they decide to use because I've had playthroughs of Beta 03 on v1.10 where they only use lancers to attack my units and others where they only attack my base with cluster bombers, and some where they seem to alternate back and fourth, so there seems to be some random element to it either that or a specific trigger that I'm just not picking up on.

Having said that both can be dealt with with a single squad of mobile AAA as both sets of vtols seem to have the same spawn point, and if you can get to there command centre quick you can stop there vtol attacks altogether.
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Ok so updated to the latest master
warzone2100-master-20171221-011203-1d19ed5 (21-Dec-2017)

Beta 02

Played through Beta 02 and I'm finding that the timer is a little to short on insane, even if you have your away party in position at the landing zone ready to board the transport as soon as Beta 2 starts.

Now while this level can be done quicker by going directly to the crash site, if you want to do a full clear of the map, which given the lack of resources on the previous level would be advisable as there are oil barrels spread around the map in various locations, you don’t really have time for that, not when you factor in down time for your units to be repaired particularly when you come up against there lancer towers which will rip even heavy body tracked units to bits in about 3 or 4 hits, now I almost succeeded with the current timer, so I don't think the level needs any more than about 5 minutes tops.

While I appreciate that insane is not meant to be easy given the maelstrom the player is thrown into on Beta 01 I don’t think it's unreasonable to give players a little leeway here, because even experienced players are not necessarily going to have there away party assembled and ready to board the transport as soon as Beta 02 starts, given how much there is to take care of on Beta 01, whether they do or don’t depends very much on how the players chooses to handle Beta 01, and whether things go well or badly.
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

Bethrezen wrote:Ok so updated to the latest master
warzone2100-master-20171221-011203-1d19ed5 (21-Dec-2017)

Beta 02

Played through Beta 02 and I'm finding that the timer is a little to short on insane, even if you have your away party in position at the landing zone ready to board the transport as soon as Beta 2 starts.

Now while this level can be done quicker by going directly to the crash site, if you want to do a full clear of the map, which given the lack of resources on the previous level would be advisable as there are oil barrels spread around the map in various locations, you don’t really have time for that, not when you factor in down time for your units to be repaired particularly when you come up against there lancer towers which will rip even heavy body tracked units to bits in about 3 or 4 hits, now I almost succeeded with the current timer, so I don't think the level needs any more than about 5 minutes tops.

While I appreciate that insane is not meant to be easy given the maelstrom the player is thrown into on Beta 01 I don’t think it's unreasonable to give players a little leeway here, because even experienced players are not necessarily going to have there away party assembled and ready to board the transport as soon as Beta 02 starts, given how much there is to take care of on Beta 01, whether they do or don’t depends very much on how the players chooses to handle Beta 01, and whether things go well or badly.
I don't think so. Insane should be a real competition even for experienced player. And if you give them 5 minutes on top it would be no longer a competition to win beta 2 with a full clear of the map.
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