Ok so while i remember here is a current list of general issues that are still present in the current master.
1.) The game still crashes when I alt tab to the desktop, with the following error.
Error: Exception handler failed with error 1400: invalid window handler.
Here’s the log
Code: Select all
--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0719_165523.txt]---
info |04:55:23: [realmain:938] Using C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0719_165523.txt debug file
error |05:00:10: [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 |05:00:16: [TopLevelExceptionFilter:1320] Exception handler failed to create file!
Here is the Warzone2100.RPT
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-------------------
Error occured on Wednesday, July 19, 2017 at 17:00:10.
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 a856dea, Built:Jul 18 2017
Distributor: buildbot
Compiled on: Jul 18 2017 00:05:57
Compiled by: GCC 4.9.3
Compiled mode: Release build
Executed on: Wed Jul 19 16:55:23 2017
Pointers: 32bit
Compiled against PhysicsFS version: 2.0.3
Running with PhysicsFS version: 2.0.3
Misc Data:
[16:55:23]Video Mode 800 x 600 (fullscreen)
[16:55:23]OpenGL Vendor: NVIDIA Corporation
[16:55:23]OpenGL Renderer: GeForce 9500 GT/PCIe/SSE2
[16:55:23]OpenGL Version: 3.3.0
[16:55:23]GLEW Version: 1.12.0
[16:55:23]OpenGL GLSL Version : 3.30 NVIDIA via Cg compiler
[16:55:23]OpenAL Device Name: OpenAL Soft
[16:55:23]OpenAL Vendor: OpenAL Community
[16:55:23]OpenAL Version: 1.1 ALSOFT 1.16.0
[16:55:23]OpenAL Renderer: OpenAL Soft
[16:55:23]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
[16:55:23]Using Backend: SDL
[16:55:23]Using language: System locale
[16:55:33]Current Level/map is CAM_1A
C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe caused an Access Violation at location 00020092 Writing to location 00000000.
Log message: info |04:55:23: [realmain:938] Using C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0719_165523.txt debug file
Log message: error |05:00:10: [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=00000021 esi=00000648 edi=00008246
eip=00020092 esp=0022a86c ebp=6a9cca98 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:
00020092
746E656D
2.) I’ve noticed that when you have the research window open there are occasions when it won’t let you select units if you try the computer automatically deselects the selected units.
To trigger this open the research window then close the side bar but not the bottom bar so the screen looks like this.
Then try to select a group of units the first time it should select the group of units as expected but if you then try to select a different group or reselect the same group of units it won’t let you and you will be unable to select any units until you close the research window fully. This doesn't seem to happen on every level and sometimes it does this with the unit build screen open in the same configuration as in the screen shot of the research window.
3.) The previously mentioned issue of things incorrectly overlapping as seen in these screen shots is still present
4.) Mobile repair units are no longer able to repair them selves, in previous versions of the game when mobile repair units where set to hold position they could repair them selves if they got damaged but since the hold position command was removed, they are no longer able to fix them selves so this is something that needs fixing. Ideally the hold position command should be restored because this is something that i tend to use a lot in campaign mode.
5.) When assigning units to a group if different units have different fire orders like for example some have fire at will and others have hold fire all units that get add to the group will have there fire orders changed which is incorrect behaviour adding units to a group shouldn’t change there currently set fire order.
6.) This is an irritation that has plagued the game from the very beginning, when you have units assigned to a group for fast selection if you then attach that group to a commander the group assignment gets removed which is incredibly irritating, while I can add the group assignment back after attaching to a commander with relative ease really I shouldn't have to because the group assignment shouldn't be getting removed in the first place.
7.) Vanishing units, this is an old bug that has been reported before but is still present, to the best of my knowledge this can occur for 2 reasons.
a.) If on an away mission you build units but don’t fly them in and then save on the away map and then reload the away map save the units that you build wont be at there rally point when you return to your base.
I’m not sure what causes this but if I had to hazard a guess then my suspicion would be that the coordinates for units built while on away missions are not being written from memory to the save file so consequently when you reload the away map save the coordinates for units built while on the away mission are lost so the computer moves them to the corner of the map, don’t know if that is the reason but it would seem to fit.
b.) If you are on an away map and you are calling in reinforcements and you select a unit or units to be flown to the away map but then change your mind and remove the units from the reinforcements list then when you return to base the unit or units wont be where they where, instead they will be in one of the corners of the map.
Again I’m not sure what causes this but I suspect that the computer simply isn’t recording the original coordinates of the unit or units so if you change your mind and remove them from the reinforcements list instead of being placed back at there original coordinates they get moved else where again I don’t know for sure that this is the reason but it would seem to fit.
8.) When targeting feature objects like houses cars etc with either a commander or scanner the cross hair seems to be way off and doesn't appear over the object that is being targeted here is a screen shot
.
9.) When a scanner or commander auto targets something the cross hair to indicate what the scanner or commander is targeting doesn't appear at all, which is odd because it did in older versions of the game.
10.) The targeting difficulties I described earlier still seem to be present, on occasion the hover zone for an object and the object its self appear to become misaligned such that you have to hover off to the side or above or below the target before the curser will change to the one portent to the action you are trying to perform
You can see the effect in this screen shot
Even though the curser is directly over the turret it hasn’t changed to the spanner icon to allow me to order the truck to repair it, while this screen shot is of Beta 01 and was taken on the release version and not the master it makes no odds because it happens just the same on both release and master and can occur on any level while this is a minor issue and hardly game braking it can be annoying.
11.) As previous described the movement code still needs work because even on the master units tend to get stuck a lot when things are in the way like for example other units
The most common examples of this are when units are damage and are trying to retreat for repairs and the other undamaged units won’t move out the way to let the damage unit get past.
Around repair bays is another when you have damage units coming in for repair and repaired units trying to move to the rally point and often the opposing flows of traffic can cause snarl-ups which the player has to deal with manually since the computer is to stupid to go around obstacles.
When having more than one builder working on a buildings construction is another area where snarl-ups can happen because again builders are too stupid to move over a bit so all the builders that have been assigned to the job can get in range
Mobile repair units also have issues because again undamaged units won’t move over to let the mobile repair unit/units get past.