Page 1 of 2

Multiplayer release master-20110127 is now released!

Posted: 28 Jan 2011, 02:29
by Cyp
The Warzone 2100 Project staff bring you a new special testing build, master-20110127

This release brought to you by: The Revenge of the Buggy Compiler.

This build features the new netcode that everyone has been waiting for.
We eagerly await feedback for this Special Testing build!

NOTE: command line options now require a "=" before the parameter.
For example, --configdir=./blah

NOTE: For mac users: Support for 10.4 has been discontinued; using 10.6 is highly recommended as 10.5 does not support a sufficiently high OpenGL version for all types of GFX cards.

Main changes:
Several desynchs fixed. Should work on Windows now. Fixed some UI issues (if you were on Windows, you probably didn't notice them, since the game didn't work, anyway).

Known bugs:
This release contains no bugs. VTOL bombers tend to fly around the target sightseeing for a long time, before remembering to drop the bombs. If a player leaves before the game starts, the remaining "Open" slot still has a team+flag, and there's a completely inactive AI in the slot when the game starts. Everyone will be kicked for "incompatible mods" in games with scavengers.
If you have problems with being kicked or with kicking everyone for "incompatible mods" in games without scavengers, deleting some maps (for example 8c-early3v3V3.wz) might help.

Please submit all bugs via this link, and follow the directions listed at the link, we need every bit of that information in order to fix bugs!


Downloads will be made available at our usual site:
Warzone 2100 file releases on Sourceforge.


Downloads:

Re: Multiplayer release master-20110127 is now released!

Posted: 28 Jan 2011, 03:27
by macuser
YAY no bugs..... for now

Re: Multiplayer release master-20110127 is now released!

Posted: 28 Jan 2011, 04:14
by Terminator
yes its works =) & works very nice . Thanks devs =)

Little thing....Don't know may be it was my old config but game set 30 FPS as default.(some newbies may not figure out how to fix it in config file)
Anyway thanks

Re: Multiplayer release master-20110127 is now released!

Posted: 29 Jan 2011, 18:26
by brakenfur
nice it finally works so far no bugs :)

Re: Multiplayer release master-20110127 is now released!

Posted: 29 Jan 2011, 19:42
by Asgorath
I do have a more general question.
I´m relatively new to this forum so I don´t know what a "Master" is.
As far as I can explain from what I´ve read, it seems to be some kind of "patch" for multiplayer.
But in a ticket (http://developer.wz2100.net/ticket/2417) Per asks me to try "Master" because the bug may be fixed. The ticket was about a Skirmish-Match against KI-Opponents, so my understanding of Master may be wrong.
And what are Masters used for? I mean why (if it´s some kind of patch) don´t you easily release a new version of Warzone? Would make changes beeing accessible for all.
Thank you in advance

Re: Multiplayer release master-20110127 is now released!

Posted: 29 Jan 2011, 19:45
by cybersphinx
Asgorath wrote:I´m relatively new to this forum so I don´t know what a "Master" is.
viewtopic.php?f=1&t=7114

Re: Multiplayer release master-20110127 is now released!

Posted: 29 Jan 2011, 20:08
by Asgorath
cybersphinx wrote:
Asgorath wrote:I´m relatively new to this forum so I don´t know what a "Master" is.
viewtopic.php?f=1&t=7114
Okay, I´m not 100% sure if I got it right at all but I do have another question:
After downloading the Master, shall I copy all of the data into my existing Warzone folder in order to update?
And do Master refer to 3.0 releases as well? (If I use 3.0b4, does Master help me?)

Sorry if I might disturb you...

Re: Multiplayer release master-20110127 is now released!

Posted: 29 Jan 2011, 21:22
by Terminator
Download > Install (in new directory)> Play
Master its just a version that currently in development.

Re: Multiplayer release master-20110127 is now released!

Posted: 30 Jan 2011, 04:59
by rbt
Ran configure;make;sudo make install.

When I play a single player skirmish the computer appears to take over my units. They randomly seem to drive around to other player areas and attempt to build things. My factories are producing units that I haven't researched let alone designed or requested to build.

Ubuntu 10.04. Is this not experienced by anybody else? I've never seem WZ do this before, including the last 3.X preview release posted on the website front page.

Re: Multiplayer release master-20110127 is now released!

Posted: 30 Jan 2011, 11:24
by Asgorath
Edit:
möp - forget it please^^
I got the wrong master :stressed:
I have Win7 but I was downloading Master for Linux :oops:

Sorry for causing that much trouble!! :?

Re: Multiplayer release master-20110127 is now released!

Posted: 31 Jan 2011, 01:43
by lav_coyote25
tried following the link - wouldnt let me post. so here is the bug report. :annoyed:

Code: Select all

error   |05:24:53: [buildStructureDir] Player 2 (AI): is building A0LightFactory at (209, 213) but found A0PowerGenerator already at (210, 213)
error   |05:28:27: [scrBaseObjGet] Invalid object 0EE64198 of type 1773496756
error   |05:28:27: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:28:27: [interpRunScript] interpRunScript: could not do var func
error   |05:28:27: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=16)
error   |05:28:27: [interpRunScript] Original event ID: 16 (of 169)
error   |05:28:27: [interpRunScript] Current event ID: 16 (of 169)
error   |05:28:27: [interpRunScript] Call depth : 0
error   |05:28:27: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:28:27: [scrOutputCallTrace] 0: N/A (current event)
error   |05:28:27: [interpRunScript] interpRunScript: error while executing a script
error   |05:28:27: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:28:27: [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   |05:28:27: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1138 (false), last script event: 'N/A'
error   |05:30:21: [scrBaseObjGet] Invalid object 0E852730 of type 1399804782
error   |05:30:21: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:30:21: [interpRunScript] interpRunScript: could not do var func
error   |05:30:21: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=16)
error   |05:30:21: [interpRunScript] Original event ID: 16 (of 169)
error   |05:30:21: [interpRunScript] Current event ID: 16 (of 169)
error   |05:30:21: [interpRunScript] Call depth : 0
error   |05:30:21: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:30:21: [scrOutputCallTrace] 0: N/A (current event)
error   |05:30:21: [interpRunScript] interpRunScript: error while executing a script
error   |05:30:21: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:30:21: [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   |05:30:21: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1138 (false), last script event: 'N/A'
error   |05:32:18: [scrBaseObjGet] Invalid object 0E852730 of type -1938387851
error   |05:32:18: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:32:18: [interpRunScript] interpRunScript: could not do var func
error   |05:32:18: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=32)
error   |05:32:18: [interpRunScript] Original event ID: 32 (of 169)
error   |05:32:18: [interpRunScript] Current event ID: 32 (of 169)
error   |05:32:18: [interpRunScript] Call depth : 0
error   |05:32:18: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:32:18: [scrOutputCallTrace] 0: N/A (current event)
error   |05:32:18: [interpRunScript] interpRunScript: error while executing a script
error   |05:32:18: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:32:18: [eventFireCallbackTrigger] eventFireCallbackTrigger: event N/A: code failed
error   |05:32:18: [eventFireCallbackTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1056 (false), last script event: 'N/A'
error   |05:35:17: [scrBaseObjGet] Invalid object 0A5568B8 of type 1506892240
error   |05:35:17: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:35:17: [interpRunScript] interpRunScript: could not do var func
error   |05:35:17: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=16)
error   |05:35:17: [interpRunScript] Original event ID: 16 (of 169)
error   |05:35:17: [interpRunScript] Current event ID: 16 (of 169)
error   |05:35:17: [interpRunScript] Call depth : 0
error   |05:35:17: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:35:17: [scrOutputCallTrace] 0: N/A (current event)
error   |05:35:17: [interpRunScript] interpRunScript: error while executing a script
error   |05:35:17: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:35:17: [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   |05:35:17: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1138 (false), last script event: 'N/A'
error   |05:36:43: [scrBaseObjGet] Invalid object 0E852730 of type -1775790554
error   |05:36:43: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:36:43: [interpRunScript] interpRunScript: could not do var func
error   |05:36:43: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=32)
error   |05:36:43: [interpRunScript] Original event ID: 32 (of 169)
error   |05:36:43: [interpRunScript] Current event ID: 32 (of 169)
error   |05:36:43: [interpRunScript] Call depth : 0
error   |05:36:43: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:36:43: [scrOutputCallTrace] 0: N/A (current event)
error   |05:36:43: [interpRunScript] interpRunScript: error while executing a script
error   |05:36:43: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:36:43: [eventFireCallbackTrigger] eventFireCallbackTrigger: event N/A: code failed
error   |05:36:43: [eventFireCallbackTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1056 (false), last script event: 'N/A'
error   |05:39:42: [scrBaseObjGet] Invalid object 0F35B560 of type -1932489521
error   |05:39:42: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:39:42: [interpRunScript] interpRunScript: could not do var func
error   |05:39:42: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=15)
error   |05:39:42: [interpRunScript] Original event ID: 15 (of 169)
error   |05:39:42: [interpRunScript] Current event ID: 15 (of 169)
error   |05:39:42: [interpRunScript] Call depth : 0
error   |05:39:42: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:39:42: [scrOutputCallTrace] 0: N/A (current event)
error   |05:39:42: [interpRunScript] interpRunScript: error while executing a script
error   |05:39:42: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:39:42: [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   |05:39:42: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1138 (false), last script event: 'N/A'
error   |05:39:42: [stackReset] stackReset: stack is not empty
error   |05:39:42: [stackReset] Assert in Warzone: ../../../../lib/script/stack.cpp:1049 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   |05:43:21: [scrBaseObjGet] Invalid object 0EB188D8 of type 1457542879
error   |05:43:21: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:43:21: [interpRunScript] interpRunScript: could not do var func
error   |05:43:21: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=14)
error   |05:43:21: [interpRunScript] Original event ID: 14 (of 169)
error   |05:43:21: [interpRunScript] Current event ID: 14 (of 169)
error   |05:43:21: [interpRunScript] Call depth : 0
error   |05:43:21: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:43:21: [scrOutputCallTrace] 0: N/A (current event)
error   |05:43:21: [interpRunScript] interpRunScript: error while executing a script
error   |05:43:21: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:43:21: [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   |05:43:21: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1138 (false), last script event: 'N/A'
error   |05:43:21: [stackReset] stackReset: stack is not empty
error   |05:43:21: [stackReset] Assert in Warzone: ../../../../lib/script/stack.cpp:1049 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   |05:48:25: [scrBaseObjGet] Invalid object 0E852400 of type 220663078
error   |05:48:25: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:48:25: [interpRunScript] interpRunScript: could not do var func
error   |05:48:25: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=32)
error   |05:48:25: [interpRunScript] Original event ID: 32 (of 169)
error   |05:48:25: [interpRunScript] Current event ID: 32 (of 169)
error   |05:48:25: [interpRunScript] Call depth : 0
error   |05:48:25: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:48:25: [scrOutputCallTrace] 0: N/A (current event)
error   |05:48:25: [interpRunScript] interpRunScript: error while executing a script
error   |05:48:25: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:48:25: [eventFireCallbackTrigger] eventFireCallbackTrigger: event N/A: code failed
error   |05:48:25: [eventFireCallbackTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1056 (false), last script event: 'N/A'
error   |05:48:32: [scrBaseObjGet] Invalid object 0E852400 of type -567419348
error   |05:48:32: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:48:32: [interpRunScript] interpRunScript: could not do var func
error   |05:48:32: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=32)
error   |05:48:32: [interpRunScript] Original event ID: 32 (of 169)
error   |05:48:32: [interpRunScript] Current event ID: 32 (of 169)
error   |05:48:32: [interpRunScript] Call depth : 0
error   |05:48:32: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:48:32: [scrOutputCallTrace] 0: N/A (current event)
error   |05:48:32: [interpRunScript] interpRunScript: error while executing a script
error   |05:48:32: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:48:32: [eventFireCallbackTrigger] eventFireCallbackTrigger: event N/A: code failed
error   |05:48:32: [eventFireCallbackTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1056 (false), last script event: 'N/A'
error   |05:51:36: [scrBaseObjGet] Invalid object 0E73B280 of type 986462923
error   |05:51:36: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |05:51:36: [interpRunScript] interpRunScript: could not do var func
error   |05:51:36: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=15)
error   |05:51:36: [interpRunScript] Original event ID: 15 (of 169)
error   |05:51:36: [interpRunScript] Current event ID: 15 (of 169)
error   |05:51:36: [interpRunScript] Call depth : 0
error   |05:51:36: [scrOutputCallTrace]  *** Script call trace: ***
error   |05:51:36: [scrOutputCallTrace] 0: N/A (current event)
error   |05:51:36: [interpRunScript] interpRunScript: error while executing a script
error   |05:51:36: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |05:51:36: [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   |05:51:36: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1138 (false), last script event: 'N/A'
error   |05:51:36: [stackReset] stackReset: stack is not empty
error   |05:51:36: [stackReset] Assert in Warzone: ../../../../lib/script/stack.cpp:1049 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   |06:07:49: [scrBaseObjGet] Invalid object 0F00B890 of type 2056813207
error   |06:07:49: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |06:07:49: [interpRunScript] interpRunScript: could not do var func
error   |06:07:49: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=14)
error   |06:07:49: [interpRunScript] Original event ID: 14 (of 169)
error   |06:07:49: [interpRunScript] Current event ID: 14 (of 169)
error   |06:07:49: [interpRunScript] Call depth : 0
error   |06:07:49: [scrOutputCallTrace]  *** Script call trace: ***
error   |06:07:49: [scrOutputCallTrace] 0: N/A (current event)
error   |06:07:49: [interpRunScript] interpRunScript: error while executing a script
error   |06:07:49: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |06:07:49: [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   |06:07:49: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1138 (false), last script event: 'N/A'
error   |06:07:49: [stackReset] stackReset: stack is not empty
error   |06:07:49: [stackReset] Assert in Warzone: ../../../../lib/script/stack.cpp:1049 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   |06:18:16: [orderDroidObj] Target is a blueprint
error   |06:18:16: [orderDroidObj] Assert in Warzone: ../../../src/order.cpp:2194 (!isBlueprint(psObj)), last script event: 'N/A'
error   |06:18:35: [orderDroidObj] Target is a blueprint
error   |06:18:35: [orderDroidObj] Assert in Warzone: ../../../src/order.cpp:2194 (!isBlueprint(psObj)), last script event: 'N/A'
error   |06:18:35: [orderDroidObj] Target is a blueprint
error   |06:18:35: [orderDroidObj] Assert in Warzone: ../../../src/order.cpp:2194 (!isBlueprint(psObj)), last script event: 'N/A'
error   |06:25:59: [scrBaseObjGet] Invalid object 0E84E2A8 of type 1344360480
error   |06:25:59: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |06:25:59: [interpRunScript] interpRunScript: could not do var func
error   |06:25:59: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=117)
error   |06:25:59: [interpRunScript] Original event ID: 117 (of 122)
error   |06:25:59: [interpRunScript] Current event ID: 117 (of 122)
error   |06:25:59: [interpRunScript] Call depth : 0
error   |06:25:59: [scrOutputCallTrace]  *** Script call trace: ***
error   |06:25:59: [scrOutputCallTrace] 0: N/A (current event)
error   |06:25:59: [interpRunScript] interpRunScript: error while executing a script
error   |06:25:59: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |06:25:59: [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   |06:25:59: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1138 (false), last script event: 'N/A'
error   |06:26:18: [scrBaseObjGet] Invalid object 0E84E2A8 of type 1344360480
error   |06:26:18: [scrBaseObjGet] Assert in Warzone: ../../../src/scriptobj.cpp:75 (psObj->type == OBJ_DROID || psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_FEATURE), last script event: 'N/A'
error   |06:26:18: [interpRunScript] interpRunScript: could not do var func
error   |06:26:18: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=108)
error   |06:26:18: [interpRunScript] Original event ID: 108 (of 122)
error   |06:26:18: [interpRunScript] Current event ID: 108 (of 122)
error   |06:26:18: [interpRunScript] Call depth : 0
error   |06:26:18: [scrOutputCallTrace]  *** Script call trace: ***
error   |06:26:18: [scrOutputCallTrace] 0: N/A (current event)
error   |06:26:18: [interpRunScript] interpRunScript: error while executing a script
error   |06:26:18: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.cpp:930 (!"error while executing a script"), last script event: 'N/A'
error   |06:26:18: [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   |06:26:18: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.cpp:1138 (false), last script event: 'N/A'
info    |06:49:00: [seq_Play] unable to open 'sequences/victory.ogg' for playback

Re: Multiplayer release master-20110127 is now released!

Posted: 31 Jan 2011, 17:56
by Asgorath
Is it intended that buildings lying-in the background get black?
Because it looks horrible and is killing of the atmosphere...

Sadly I can´t attach screenshots here "The image file you tried to attach is invalid."
So I uploaded them on flickr:
http://www.flickr.com/photos/41007785@N ... /lightbox/
http://www.flickr.com/photos/41007785@N ... /lightbox/
http://www.flickr.com/photos/41007785@N ... /lightbox/

If this is a bug please tell me, in that case I will create a ticket

Re: Multiplayer release master-20110127 is now released!

Posted: 31 Jan 2011, 20:04
by NoQ
It still keeps kicking effigy for incompatible mod :( :( :(
No, no luck so far.

Re: Multiplayer release master-20110127 is now released!

Posted: 31 Jan 2011, 21:08
by effigy
NoQ wrote:It still keeps kicking effigy for incompatible mod :( :( :(
No, no luck so far.
And vice versa :(

Re: Multiplayer release master-20110127 is now released!

Posted: 31 Jan 2011, 21:40
by Per
@Asgorath: I think it is specular lighting that is causing this effect. Or possibly fog calculations. Either way, it needs a looking at. Please make a ticket.