Help needed testing 3.2.x Campaign games!

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vexed
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Help needed testing 3.2.x Campaign games!

Post by vexed »

For those of you playing the Campaign game using 3.2.x, you may have noticed that it is broken in a variety of places. :(

Well, we have a few contributors who have took it upon themselves to help convert the Campaign game.
You will find their work in this thread: viewtopic.php?f=35&t=11872

However, we need lots of testing, to make sure the Campaign is solid, as it was in the past, so, if you have time, then please help us test the Campaign.
Please read this post: viewtopic.php?f=35&t=11872&p=135811#p135790
and download the .wz file located there (download/file.php?id=16375), and then use that file as a mod, and start playing Campaign games like you would before.
We need to know:
A) If it is a direct copy of how the Campaign mission is supposed to work as it did in the past.
B) If you run into any bugs.
C) Test saving & loading on missions and away missions to make sure those work as well.
D) Try breaking things. :)
E) Performance issues.

Once these have been debugged, the plan is to out them into the repo in time for the next release.
Oh, and feel free to report bugs in that thread, or, you may report things in this thread.

Thanks for testing!
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Re: Help needed testing 3.2.x Campaign games!

Post by vexed »

NOTE: if you want the latest Master builds, please get the files from buildbot.

http://buildbot.wz2100.net/files/master/
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Re: Help needed testing 3.2.x Campaign games!

Post by NoQ »

Making useful bug reports:
  • If you can get a zipped savegame with steps to reproduce a crash or a misbehavior, it'd be awesome.
  • If you see a script crash that you cannot reproduce with a saved game, please attach full log. The most important info is usually in the beginning of the log, while the repeated messages later in the log are often useless.
  • Your logs become even more useful if you enable cheats during the game (even if you're not really using them).
Note that the mod only affects the alpha (arizona) campaign.
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

List of Alpha missions that need testing: 1-1(s)/1-c/1-ca/1-5(s)/1-ac/1-7(s)/1-d(s)/cam1end. Also If there are any noticeable changes in how the mission used to be or in regards to difficulty then please report your findings.

Scavengers should have Kevlar vests starting at 1-c and the 1-ca mission transporter should no longer attack the player. I also recommend keeping multiple saves per level and at least one on the pre-offworld missions.

The updated Alpha campaign mod file link: download/file.php?id=16382
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Re: Help needed testing 3.2.x Campaign games!

Post by vexed »

Just a friendly reminder, we still need help testing the 3.2 Campaign!

I see 37 people downloaded it, but, no feedback. :hmm:

Don't be afraid to chime in, we REALLY need your input!
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Re: Help needed testing 3.2.x Campaign games!

Post by NoQ »

vexed wrote:I see 37 people downloaded it, but, no feedback. :hmm:

Don't be afraid to chime in, we REALLY need your input!
Hmm. I suspect i know why. For me, the mod crashes the game upon starting the alpha campaign - segfault while compiling script/text/cam1daynight.slo, because psFinalProg->pTriggerTab is null:

Code: Select all

#0  0x000000000084b7c1 in scr_parse () at script_parser.ypp:1857
#1  0x000000000085a58e in scriptCompile (fileHandle=0x51156e0, debugType=SCR_DEBUGINFO) at script_parser.ypp:5665
#2  0x00000000005c18f6 in dataScriptLoad (fileName=0x7fffffffb590 "script/text/cam1daynight.slo", ppData=0x7fffffffb570)
    at data.cpp:629
#3  0x00000000008e2d19 in resLoadFile (pType=0x3e22430 "SCRIPT", pFile=0x4d78150 "cam1daynight.slo")
    at frameresource.cpp:548
#4  0x00000000008e79b0 in res_parse () at resource_parser.ypp:119
#5  0x00000000008e2101 in resLoad (pResFile=0x32921a0 "wrf/cam1/cam1a.wrf", blockID=10) at frameresource.cpp:207
#6  0x0000000000682c3b in levLoadData (name=0xc63b20 <aLevelName> "CAM_1A", hash=0x1078b43 <game+259>, pSaveName=0x0, 
    saveType=GTYPE_SCENARIO_START) at levels.cpp:979
#7  0x000000000068ad41 in startGameLoop () at main.cpp:566
#8  0x000000000068b1c0 in runTitleLoop () at main.cpp:740
#9  0x000000000068b302 in mainLoop () at main.cpp:783
#10 0x00000000008d93d6 in wzMainEventLoop () at main_sdl.cpp:1547
#11 0x000000000068c002 in realmain (argc=1, argv=0x7fffffffe2a8) at main.cpp:1103
#12 0x00000000008d4ab5 in main (argc=1, argv=0x7fffffffe2a8) at main_sdl.cpp:70
It's on master b260bc8.
Without the mod the campaign starts correctly.
I didn't look deeply into this yet.
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

The mod does not crash for me. I updated the mod file to include the improved vtol management for Beta campaign and also include the cam2-2 update:
download/file.php?id=16503
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Re: Help needed testing 3.2.x Campaign games!

Post by NoQ »

The new one doesn't crash, and i lost the old file, so i cannot reproduce anymore :/
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

The updated campaign scripts are now in git master, in case anybody does not know yet. Here is the much smaller mod file that includes fixes for 2-1 and campaign 2-C. download/file.php?id=16508
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Re: Help needed testing 3.2.x Campaign games!

Post by Tenoh »

Ill give it a go.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
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Re: Help needed testing 3.2.x Campaign games!

Post by Tenoh »

Alfa.. only problem i had was NP not entering map after i got the S.link. Beta, mission wont complete when i get to down transport.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Tenoh wrote:Alfa.. only problem i had was NP not entering map after i got the S.link. Beta, mission wont complete when i get to down transport.
Thanks for testing! I fixed that Beta mission a few days ago (not in master build). Do you have any errors in your log file with the Alpha mission (mission 1a-c)?
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Re: Help needed testing 3.2.x Campaign games!

Post by MIH-XTC »

Berserk Cyborg wrote:
Tenoh wrote:Alfa.. only problem i had was NP not entering map after i got the S.link. Beta, mission wont complete when i get to down transport.
Thanks for testing! I fixed that Beta mission a few days ago (not in master build). Do you have any errors in your log file with the Alpha mission (mission 1a-c)?

I was just testing campaign about 30 minutes ago.I finished alpha using debug mode. Log below.

EDIT: I don't have videos installed so that probably caused most of these.
Spoiler:
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Re: Help needed testing 3.2.x Campaign games!

Post by Tenoh »

Ill have a look. 1-c got broken when i rushed NP bases at the same time,probably scripts couldnt handle it heh. ill have a look for the log. Any chance you can post fix for beta? cant continue with out it.

*edit* interesting... looks like it didnt saved the log. Weird but i remember it was doing in the original builds too. had to roll back the save game and take it slow.
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Updated-Campaign.wz
Fresh from my campaignJS testing branch. Includes fixes for 2-1 (and adds the unused base blips for this mission), adds 2-c/2-5(s)/2-d(s)/2-6(s). Be aware that I have not tested the missions after 2-c as much as I would like, however I have not found any game breaking bugs in those scripts.

Note for testers: Do not use the deity cheat since it will break some things and log errors that should not happen. Also download the campaign videos to prevent unnecessary debug warnings (and confirm video sequences are ordered properly).

known bugs (not harmful):
*one of the video sequences for 2-5s will complain about a missing directory and the first video sequence for Beta campaign has some missing text (the videos play fine).
*2-1 transport is missing the sensor lock on animation after rescuing it.
*1-1s the power module must be built ('let me win' will not work).
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