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New master snapshot 20111107 has been released!

Posted: 07 Nov 2011, 23:03
by cybersphinx
New master snapshot featuring new power code, power is now deducted when building/researching something.

Savegames from master_20111026 should still work.

We could use some community help with the following:
  • test saving / loading of campaign games.
  • overall performance of the game in both single player & multiplayer.
  • specific performance of the game (scrolling around, testing with Vsync on/off)
  • multiplayer game testing!
  • spotting campaign bugs


Changelog:
GeneralUI
  • Change: Show ETA on production and research progress bars (f4dba73b0c)
  • Change: Show power needed to start production (a63604fd15)
  • Change: Show ETA for construction (3f22dbc111)
  • Fix: Prevent random mouse clicks e.g. when saving/loading a game (#2887, 588978ae40)
Translations Full list of changes:https://github.com/Warzone2100/warzone2 ... r_20111107

Bug Reports:
This release probably contains bugs, please report them so they can be fixed.

See BugReporting for details, in short:
  • Search the existing tickets for your problem, if the problem has already been fixed in git, the ticket will be closed.
  • If there is an open one already, feel free to add more info to it.
  • If there is no report yet, make a new ticket (one per issue).
  • Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.
  • The more information we have, the easier it is to fix problems (or the other way around, the harder it is for us to reproduce a problem, the less likely it is to get fixed), so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems... whatever is relevant.
  • When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).
Download:
As usual, downloads can be found on our download page or directly on Sourceforge. Direct download links:
Source (Linux): http://sourceforge.net/projects/warzone ... z/download
Windows: http://sourceforge.net/projects/warzone ... e/download
Mac: http://sourceforge.net/projects/warzone ... g/download

Re: New master snapshot 20111107 has been released!

Posted: 08 Nov 2011, 01:11
by Goth Zagog-Thou
I've got one for ya already. Defenses aren't attacking the enemy if they are more than 3 tiles away.

I found this out playing 4c-Pyramidal. Got to Machinegun Towers, built a line of them (at least 8 ), got invaded. Only two towers would attack, the rest would just sit there and get destroyed.

Re: New master snapshot 20111107 has been released!

Posted: 08 Nov 2011, 10:26
by Terminator
Why changing master's power system ? Was it bad ?

Re: New master snapshot 20111107 has been released!

Posted: 08 Nov 2011, 11:41
by Asgorath
Terminator wrote:Why changing master's power system ? Was it bad ?
Because too many people disliked it (me too). For many it was too confusing.
Check out viewtopic.php?f=6&t=5887 for more information.

Thanks for another fast improving release :)

Re: New master snapshot 20111107 has been released!

Posted: 08 Nov 2011, 16:09
by NoQ
Because too many people disliked it (me too).
+1.

Re: New master snapshot 20111107 has been released!

Posted: 08 Nov 2011, 17:08
by Reg312
Power system is fine

Re: New master snapshot 20111107 has been released!

Posted: 10 Nov 2011, 03:09
by Lord Apocalypse
A heads up before I do a write up.. Game gets jerky when navigating the map This is for the camera view and only happen on slow movement or short distance, long distance seems fine.

Units arekid of sluggish to respond to some orders and did not fire back on enemy units when shot are in some cases. Had to issue orders more than once a few times as well.

I will post something more thorough later when I finish up with Cam1. Save/Load does not seem to have any issues that I have found so far.

Re: New master snapshot 20111107 has been released!

Posted: 10 Nov 2011, 08:29
by NoQ
Save/Load does not seem to have any issues that I have found so far.
Do commanders work well during saves/loads? Cause i had troubles (#2928) with them deassigning all units in skirmish.

Re: New master snapshot 20111107 has been released!

Posted: 10 Nov 2011, 09:12
by Lord Apocalypse
NoQ wrote:Do commanders work well during saves/loads? Cause i had troubles (#2928) with them deassigning all units in skirmish.
Didn't use them until my last save so not sure. Will check that out tonight when I load things up. I hope they don't but that could be an annoying bug if it does.

Re: New master snapshot 20111107 has been released!

Posted: 10 Nov 2011, 17:08
by IgorBrehm
an annoying bug is that my units keep doing something like rally on the mountains and a lot of times get stuck and there is no way of getting them out of there :annoyed: I think that their autopilot is broken :lol2: :lol2: :lol2:

Re: New master snapshot 20111107 has been released!

Posted: 10 Nov 2011, 22:43
by Lord Apocalypse
Thats possible. Has the pathfinding been altered between 2.x and 3.x (master)? I don't remember so many units getting stuck in 1.10 or 2.x compared to the latest snapshot.

Re: New master snapshot 20111107 has been released!

Posted: 11 Nov 2011, 00:37
by IgorBrehm
Me either :dontknow: ,I have read the log once and it says the value of x is too small or something like that

Re: New master snapshot 20111107 has been released!

Posted: 11 Nov 2011, 00:59
by cybersphinx
I think there were some changes during the time nobody cared to update the changelog. The commits to src/fpath.c(pp) are probably a good start to go looking.

Re: New master snapshot 20111107 has been released!

Posted: 11 Nov 2011, 06:49
by Lord Apocalypse
No changes that I saw. About to load up the game while I try to get munchkin asleep... again... :annoyed:

Re: New master snapshot 20111107 has been released!

Posted: 11 Nov 2011, 07:43
by Lord Apocalypse
Confirmed, Command turret units do not hold over from save/load

New major bug: Command turrets do NOT give up control of factories once they have been assigned to them (or at least you cannot build anything as you get a max unit already assigned)

*EDIT* Upon further review, the link between command unit and its assigned units does hold over internally. The graphic that shows which units are assigned to which commander does not however hold over.