2.3.8 has been released!

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matthewfarmery
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Re: 2.3.8 has been released!

Post by matthewfarmery » 18 May 2011, 21:30

don't mention it, we all have one of those days feelings at times

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Croix
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Re: 2.3.8 has been released!

Post by Croix » 19 May 2011, 00:01

Problem with the DyDo AI mod. Whenever I try to launch up a skirmish game (dont matter which map), the game just exits without any error. The mod is the one bundled with the 2.3.8. installer.
Launched a game without any mod, and now Im experiencing problems with the wather height on non bundled maps. Its not water spikes like in an earlier version, just simply the water isnt at its suposed height.

zydonk
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Re: 2.3.8 has been released!

Post by zydonk » 19 May 2011, 11:11

madfalcon81 wrote:still no answer to my question...anybody ?? So...where are the two maps ?? i cannot see them when i try to create a skirmish game, even all the modifications made in 2.3.8 (including the version shown on main menu) are present..
roughness is a 2p and pyramidal is a 4p.

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NoQ
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Re: 2.3.8 has been released!

Post by NoQ » 19 May 2011, 11:29

pyramidal is old already (:

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Re: 2.3.8 has been released!

Post by zydonk » 19 May 2011, 12:28

cybersphinx wrote:
zydonk wrote:Bad news. The fault with the 1.10 remains. Reload a saved game and you're stuck with the trunk's research list, rather than the original 1.10 research list.
Is that with a game started from 2.3.8? The mod changed between versions, so savegames are probably not compatible. If it happens with a game started in 2.3.8, please put detailed instructions on how to reproduce it into your ticket.

Edit: You could also try to use the 1.10 mod from 2.3.6 in 2.3.8 and see if that fixes the issue.
Problem occurs with the 238 version of the mod. 238 will not load game with the pre238 mod, tho it will load a saved game from the older mod.

Will create ticket for this.

matthewfarmery
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Re: 2.3.8 has been released!

Post by matthewfarmery » 19 May 2011, 14:46

has anyone played beta 4 on this version? there seems to be massive pathing issues, especially with the enemy commander who seems in at least in my game, is stuck behind a building, seems that its very hard to reach the commander due to the artillery and masses of units, anyone played this mission recently and noticed the same?

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NoQ
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Re: 2.3.8 has been released!

Post by NoQ » 19 May 2011, 14:51

matthewfarmery: i think this problem is there from the beginning.
http://tvtropes.org/pmwiki/pmwiki.php/Main/Warzone2100 wrote:Escort Mission: Subverted. There are escort missions in the campaign, but the NPC forces always come under your control once you make contact with them. Then you can do anything you want with them.

Also inverted, because there is a Beta Campaign mission where you have to thwart an AI Escort Mission being run by the Collective. This is a perfect inversion, as the enemy NPC being protected(the Collective's Commander) is an asshat who runs at the first sign of trouble, gets trapped in tank traps that were meant to protect him, and sometimes drives straight into buildings and gets stuck..

matthewfarmery
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Re: 2.3.8 has been released!

Post by matthewfarmery » 19 May 2011, 14:55

well that doesn't help, Guess I could try taking him out with artillery then, but sensor tanks in my eyes are next to useless, even if you can target individual targets, they get too close and die needlessly, looks like it will be annoying mission then

anyway thanks for the reply

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NoQ
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Re: 2.3.8 has been released!

Post by NoQ » 19 May 2011, 15:10

i liked hover bombards on this mission ...
And, well, beta campaign has a *lot* of hard and annoying missions (:

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Re: 2.3.8 has been released!

Post by matthewfarmery » 19 May 2011, 16:32

personally think that mission needs an overhual, managed to do it, sending in my heavy squad with hover bombards (utter awesome they are) but a lot of pathing issues, which makes the mission annoying, not impossible, at least the VTOLs got stuck and gave me a quiet time, but I really think the mission needs some work to make it fair for both sides

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NoQ
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Re: 2.3.8 has been released!

Post by NoQ » 19 May 2011, 16:57

With the new map-mod support, will it be possible to add mod auto-downloading on join?

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Powzone
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Re: 2.3.8 has been released!

Post by Powzone » 20 May 2011, 02:48

I don't know what magic you did, but it works again on my EeePC! :D 2.3.7 stopped working or to say it in other words ended up in eternal loading, without any reports to post... Nice the terrain shooting went back to the old state! I tested the 3 savegames I uploded to the bugtracker and all went out well! :)
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

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Re: 2.3.8 has been released!

Post by sg1efc » 20 May 2011, 03:04

Thanks a lot. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)

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Re: 2.3.8 has been released!

Post by cybersphinx » 20 May 2011, 03:31

NoQ wrote:With the new map-mod support, will it be possible to add mod auto-downloading on join?
When the mod is in the map, it will be automatically downloaded with the map now. Downloading of separate mods is a different problem.
We want information... information... information.

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NoQ
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Re: 2.3.8 has been released!

Post by NoQ » 20 May 2011, 03:43

cybersphinx wrote:
NoQ wrote:With the new map-mod support, will it be possible to add mod auto-downloading on join?
When the mod is in the map, it will be automatically downloaded with the map now. Downloading of separate mods is a different problem.
I mean, if we can load maps just-in-time, why can't we load mods without restarting the app? ;)

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