New master snapshot 20111204 has been released!

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Asgorath
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Re: New master snapshot 20111204 has been released!

Post by Asgorath »

To finish my post, with all attachments:

AI-Attack-Behaviour
Even when playing on difficult, the AI is much too harmless, it´s like the AI has no intention to win the game.
They only attack with 3-5 tanks at the same time... O_o
There is no great offence comming, nothing dangerous at all.
I even don´t need to build any tanks on my own, a truck and one or two MG-Towers are more than enough to protect from anything the AI is using to attack me.

Not only quantity is a matter of discuss, also the quality of attack:
In this scene I tried to build a little wall (due to the changes that were made to it) and I forgot to take away my truck so the gate stayed open. 3 tanks could come in (all tanks attacking...), but their only intention was to get out as fast as possible. Now that they should attack, they tried to run away.
I moved my truck into my base to build a defence-tower so the gate closed. The tanks couldn´t escape.
They tried to fire at the hardpoint, they tried to fire at one of my oil derricks.
They didn´t concentrate their fire at one target and they didn´t try to stop me from building my defence-tower (by attacking a truck).
So I could finish my defence-tower and destroy them without getting harmed or being in danger of getting killed...
wz2100-20111206_152330-Sk-SandCastles-T1.jpg
stupid_attack_behaviour.7z
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Please work on the AI and make it being more challenging and behave professionally
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Berg
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Re: New master snapshot 20111204 has been released!

Post by Berg »

I have trialled this new snapshot in skirmish and I find it is very difficult to play.
Right clicking on the mini map donn't take you to that position on the real map any more also it randomly jumps to some place you dont want to be.
cyborg builders stop responding ...maybe they having a tea break.
There is no crash or errors just things are sluggish in general.
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Asgorath
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Re: New master snapshot 20111204 has been released!

Post by Asgorath »

Failed to load a savegame:

I was playing a Skirmish-Match on Sk-SandCastles-T1 against 7 difficult Semperfi-AI´s. I started on position 0. Scavengers being turned on. Only Laser-Satellite being turned of. While loading the savegame, the game hang up in loading screen, showing my windows-mouse. When clicking "esc" several times, I end up on my desktop.
I played the game for around 30 to 40 minutes before saving and now failing to load.

Log says:
--- Starting log ---
info |11:56:33: [findEngineForPlayer] Script context for player 8 not found
info |11:56:33: [findEngineForPlayer] Assert in Warzone: qtscript.cpp:435 (false), last script event: '<none>'

I added the savegame and log.

If there are any questions, just ask.


P.S.
I also replyed to this ticket in case this thread will be forgotten when the next master will be released:
http://developer.wz2100.net/ticket/2860
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savegames_master_20111204.7z
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Asgorath
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Re: New master snapshot 20111204 has been released!

Post by Asgorath »

It´s me again, again it´s about a broken savegame.
But a very strange one...

I tried to load a savegame of a skirmish-match on Sk-SandCastles-T1 against 7 Semperfi-AI´s on Insane. All vs all. Me starting as player 0. Laser-Satellite and Scavengers being turned off.

Like always I first got stuck in the loading screen. BUT instead of crashing after 3-5 seconds and returning me to desktop, the loading screen just freezes.
Pressing alt+tab, I was able to get the error-message into the loading screen to take a screenshot for you:
Error.jpg
After the game still didn´t crash I killed the error-message through the task-manager.
And all of a sudden -> the game runs!!!???
Only a little error-line apears at the top of the screen, but everything works fine.
wz2100-20111209_222747-Sk-SandCastles-T1.jpg
After playing around, checking for everythink to work properly I saved the game and checked for the log:
--- Starting log ---
error |10:25:02: [getResearch] Research 0: R-Cyborg-Wpn-Thermite
error |10:25:02: [getResearch] Research 1: R-Cyborg-Wpn-Grenade
error |10:25:02: [getResearch] Research 2: R-Cyborg-Sys-ComEng
error |10:25:02: [getResearch] Research 3: R-Cyborg-Sys-Mechanic
error |10:25:02: [getResearch] Research 4: R-Wpn-Howitzer-Incenediary
error |10:25:02: [getResearch] Research 5: R-Defense-Howitzer-Incenediary
error |10:25:02: [getResearch] Research 6: R-Wpn-Plasmite-Flamer
error |10:25:02: [getResearch] Research 7: R-Defense-PlasmiteFlamer
error |10:25:02: [getResearch] Research 8: R-Wpn-Mortar-Incenediary
error |10:25:02: [getResearch] Research 9: R-Defense-MortarPit-Incenediary
error |10:25:02: [getResearch] Research 10: R-Cyborg-Transport
error |10:25:02: [getResearch] Research 11: MP-SuperTransport
error |10:25:02: [getResearch] Research 12: R-Cyborg-Armor-Heat07
error |10:25:02: [getResearch] Research 13: R-Cyborg-Armor-Heat08
error |10:25:02: [getResearch] Research 14: R-Cyborg-Armor-Heat09
error |10:25:02: [getResearch] Research 15: R-Vehicle-Armor-Heat07
error |10:25:02: [getResearch] Research 16: R-Vehicle-Armor-Heat08
error |10:25:02: [getResearch] Research 17: R-Vehicle-Armor-Heat09
error |10:25:02: [getResearch] Research 18: R-Sys-MobileRepairTurretHvy
error |10:25:02: [getResearch] Research 19: R-Vehicle-Prop-Tracks
[...]
error |10:25:02: [getResearch] Research 444: R-Comp-CommandTurret04
error |10:25:02: [getResearch] Research 445: R-Wpn-MG-Damage04
error |10:25:02: [getResearch] Research 446: R-Wpn-MG-Damage05
error |10:25:02: [getResearch] Research 447: R-Wpn-MG-Damage06
error |10:25:02: [getResearch] Research 448: R-Wpn-MG-Damage07
error |10:25:02: [getResearch] Research 449: R-Wpn-MG-Damage08
error |10:25:02: [getResearch] Research 450: R-Sys-Sensor-Upgrade03
error |10:25:02: [getResearch] Research 451: R-Sys-RadarDetector01
error |10:25:02: [getResearch] Unknown research - ��d��d�
fatal |10:25:02: [scrValDefLoad] Could not find research

The log contains error-messages from research 0 up to research 451, but because of the maximum lenght of a post I can´t post the whole log.

Is that bug reproducable???
YES, it is!!! I will attach the savegame for you so you can try and reproduce it on your own, I could reproduce the error for 3 times without a problem.


€: I created a ticket for it, there you can see/download the full log as well:
http://developer.wz2100.net/ticket/2971
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AsgorathII.7z
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Trifler
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Re: New master snapshot 20111204 has been released!

Post by Trifler »

Hmm I thought the OpenGL 1.4+ was supposed to be optional? With this snapshot I no longer have the option for using FSAA and the textures are restricted to 512 instead of the previous 2048. I can definitely see a difference.
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Re: New master snapshot 20111204 has been released!

Post by IgorBrehm »

The enemy units in campaign are acting of a very weird way they sometimes don't atack the my units and the older saves are not working :ok:
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Re: New master snapshot 20111204 has been released!

Post by Per »

Do not expect savegames to work between snapshots versions. This is an area where there is a lot of work in progress. Sorry.
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Re: New master snapshot 20111204 has been released!

Post by driver4 »

Amazing graphics on this :shock: It's more immersive, and it definitely reminds me of when I first tried the Warzone demo for PS1 10 years ago. 1 issue I found first for mac laptops was with the trackpad (http://www.youtube.com/watch?v=bWp6ENR_mTA),
when I brush forward or backward on the trackpad, the screen zooms in and out stuttering, unlike 2.3.9 where I could just brush the trackpad and the zooming in and out of the screen is smooth and happens instantly without trouble :hmm:
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Re: New master snapshot 20111204 has been released!

Post by Iluvalar »

In the test game I played, the pathfinding was obviously worst than the previous version. My units seemed unable to travel diagonaly and seemed willing to make large detour (1 minute around the map) to avoid other units.
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Re: New master snapshot 20111204 has been released!

Post by NoQ »

Iluvalar wrote:pathfinding
I just managed to convert this issue into a hopefully-sensible bug report #2978 (:
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Re: New master snapshot 20111204 has been released!

Post by Trifler »

Thank-you for restoring the expenditure animation on the main power bar. I see it remains yellow however, so would you please also restore the green color that shows how much power an expenditure will use when you hover the mouse over the unit or building you're about to purchase? Also show the green after the mouse click so that the expenditure animation shrinks the green part until it disappears. This was all stuff it did before.
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Re: New master snapshot 20111204 has been released!

Post by zydonk »

NoQ wrote:
Iluvalar wrote:pathfinding
I just managed to convert this issue into a hopefully-sensible bug report #2978 (:
And this solves all the pathfinding probs? http://developer.wz2100.net/ticket/2978

It could be that NoQ's bug report is too specific?
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Iluvalar
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Re: New master snapshot 20111204 has been released!

Post by Iluvalar »

Sorry after a talk with developpers, they explained me that it was totally counter intuitive that my truck could find a way between those tower. So they fixed that in an old version I was not aware of.
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Re: New master snapshot 20111204 has been released!

Post by Per »

wz2100-20111214_181957-Sk-Rush.jpg
Should droids be allow to drive through two diagonally adjacent blocking structures? It is an interesting question, but not an easy one. It is unfortunate that you are presenting your argument in such a dishonest way - trying to make us look bad, selecting the narrowest model, conveniently ignoring the problems with it that I told you about. Why?

You expect the path-finding code to measure the size of the droid and the size of every hole between models to see if they can pass through? Or do you not care about droids clipping straight through models? You have to pick one.

Note that the truck in the picture above is actually quite small compared some of the later bodies.
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Re: New master snapshot 20111204 has been released!

Post by Iluvalar »

It is unfortunate that YOU are presenting your argument in such a dishonest way as well. XD.

You clearly chose one of the thickest model around for your demonstration as well.

I care about trucks idspispopding trough wall. But i care also about trucks not moving trough apprently navigable spaces. What I expect is that untrivial choices between options that are both arguable should lean toward the warzone2100 stable version actual behavior.

Scaling some rare pie model to by 70% in xy axis would solve the graphical issu as well without changing the game behavior.
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both passable and unpassable models in the same screen. Peace :D .
both passable and unpassable models in the same screen. Peace :D .
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