I don't see that in the docs yetPer wrote:In 3.2 you have removeObject(game object[, with special effects?]) that allows you to do that.
3.1 beta8 has been released!
Re: 3.1 beta8 has been released!
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: 3.1 beta8 has been released!
was playing a campaign game when at the start of the next level things got really slow to a unplayable point.
logs show a ton of this stuff in it and the file size is over 200 megs!
logs show a ton of this stuff in it and the file size is over 200 megs!
Code: Select all
info |12:02:09: [map_Height:1369] map_Height: x value is too big (28,107) in 0x0
info |12:02:09: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:02:57: [map_Height:1370] map_Height: y value is too big (28,107) in 0x0
info |12:02:57: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:02:59: [map_Height:1369] map_Height: x value is too big (31,103) in 0x0
info |12:02:59: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:02:59: [map_Height:1370] map_Height: y value is too big (31,103) in 0x0
info |12:02:59: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:00: [map_Height:1369] map_Height: x value is too big (34,105) in 0x0
info |12:03:00: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:00: [map_Height:1370] map_Height: y value is too big (34,105) in 0x0
info |12:03:00: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:01: [map_Height:1369] map_Height: x value is too big (35,107) in 0x0
info |12:03:01: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:02: [map_Height:1370] map_Height: y value is too big (35,107) in 0x0
info |12:03:02: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:02: [map_Height:1369] map_Height: x value is too big (35,107) in 0x0
info |12:03:02: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:03: [map_Height:1370] map_Height: y value is too big (35,107) in 0x0
info |12:03:03: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:05: [map_Height:1369] map_Height: x value is too big (35,107) in 0x0
info |12:03:05: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:05: [map_Height:1370] map_Height: y value is too big (35,107) in 0x0
info |12:03:05: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:05: [map_Height:1369] map_Height: x value is too big (35,107) in 0x0
info |12:03:05: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:06: [map_Height:1370] map_Height: y value is too big (35,107) in 0x0
info |12:03:06: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:06: [map_Height:1369] map_Height: x value is too big (35,107) in 0x0
info |12:03:06: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:06: [map_Height:1370] map_Height: y value is too big (35,107) in 0x0
info |12:03:06: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:06: [map_Height:1369] map_Height: x value is too big (38,106) in 0x0
info |12:03:06: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:06: [map_Height:1370] map_Height: y value is too big (38,106) in 0x0
info |12:03:06: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:07: [map_Height:1369] map_Height: x value is too big (38,106) in 0x0
info |12:03:07: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:07: [map_Height:1370] map_Height: y value is too big (38,106) in 0x0
info |12:03:07: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:07: [map_Height:1369] map_Height: x value is too big (38,106) in 0x0
info |12:03:07: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:07: [map_Height:1370] map_Height: y value is too big (38,106) in 0x0
info |12:03:07: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:07: [map_Height:1369] map_Height: x value is too big (38,106) in 0x0
info |12:03:07: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:07: [map_Height:1370] map_Height: y value is too big (38,106) in 0x0
info |12:03:07: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:08: [map_Height:1369] map_Height: x value is too big (38,106) in 0x0
info |12:03:08: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:08: [map_Height:1370] map_Height: y value is too big (38,106) in 0x0
info |12:03:08: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:08: [map_Height:1369] map_Height: x value is too big (14,82) in 0x0
info |12:03:08: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:08: [map_Height:1370] map_Height: y value is too big (14,82) in 0x0
info |12:03:08: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:08: [map_Height:1369] map_Height: x value is too big (14,82) in 0x0
info |12:03:08: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:09: [map_Height:1370] map_Height: y value is too big (14,82) in 0x0
info |12:03:09: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:09: [map_Height:1369] map_Height: x value is too big (14,82) in 0x0
info |12:03:09: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:09: [map_Height:1370] map_Height: y value is too big (14,82) in 0x0
info |12:03:09: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:09: [map_Height:1369] map_Height: x value is too big (14,82) in 0x0
info |12:03:09: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:09: [map_Height:1370] map_Height: y value is too big (14,82) in 0x0
info |12:03:09: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:10: [map_Height:1369] map_Height: x value is too big (14,82) in 0x0
info |12:03:10: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:10: [map_Height:1370] map_Height: y value is too big (14,82) in 0x0
info |12:03:10: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:10: [map_Height:1369] map_Height: x value is too big (13,82) in 0x0
info |12:03:10: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:10: [map_Height:1370] map_Height: y value is too big (13,82) in 0x0
info |12:03:10: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:10: [map_Height:1369] map_Height: x value is too big (16,80) in 0x0
info |12:03:10: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:11: [map_Height:1370] map_Height: y value is too big (16,80) in 0x0
info |12:03:11: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:11: [map_Height:1369] map_Height: x value is too big (18,80) in 0x0
info |12:03:11: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:11: [map_Height:1370] map_Height: y value is too big (18,80) in 0x0
info |12:03:11: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:11: [map_Height:1369] map_Height: x value is too big (14,83) in 0x0
info |12:03:11: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:12: [map_Height:1370] map_Height: y value is too big (14,83) in 0x0
info |12:03:12: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:12: [map_Height:1369] map_Height: x value is too big (33,72) in 0x0
info |12:03:12: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:12: [map_Height:1370] map_Height: y value is too big (33,72) in 0x0
info |12:03:12: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:13: [map_Height:1369] map_Height: x value is too big (33,72) in 0x0
info |12:03:13: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:13: [map_Height:1370] map_Height: y value is too big (33,72) in 0x0
info |12:03:13: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:13: [map_Height:1369] map_Height: x value is too big (33,72) in 0x0
info |12:03:13: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:13: [map_Height:1370] map_Height: y value is too big (33,72) in 0x0
info |12:03:13: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:13: [map_Height:1369] map_Height: x value is too big (33,72) in 0x0
info |12:03:13: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:14: [map_Height:1370] map_Height: y value is too big (33,72) in 0x0
info |12:03:14: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:14: [map_Height:1369] map_Height: x value is too big (33,72) in 0x0
info |12:03:14: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:14: [map_Height:1370] map_Height: y value is too big (33,72) in 0x0
info |12:03:14: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:14: [map_Height:1369] map_Height: x value is too big (41,74) in 0x0
info |12:03:14: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:14: [map_Height:1370] map_Height: y value is too big (41,74) in 0x0
info |12:03:14: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:15: [map_Height:1369] map_Height: x value is too big (41,74) in 0x0
info |12:03:15: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:15: [map_Height:1370] map_Height: y value is too big (41,74) in 0x0
info |12:03:15: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:15: [map_Height:1369] map_Height: x value is too big (41,74) in 0x0
info |12:03:15: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:15: [map_Height:1370] map_Height: y value is too big (41,74) in 0x0
info |12:03:15: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:15: [map_Height:1369] map_Height: x value is too big (41,74) in 0x0
info |12:03:15: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:15: [map_Height:1370] map_Height: y value is too big (41,74) in 0x0
info |12:03:15: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:16: [map_Height:1369] map_Height: x value is too big (41,74) in 0x0
info |12:03:16: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:16: [map_Height:1370] map_Height: y value is too big (41,74) in 0x0
info |12:03:16: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:03:16: [map_Height:1369] map_Height: x value is too big (38,75) in 0x0
info |12:03:16: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:03:16: [map_Height:1370] map_Height: y value is too big (38,75) in 0x0
'N/A'
Last edited by Staff on 24 Apr 2012, 03:07, edited 1 time in total.
Reason: Use code tags!
Reason: Use code tags!
Re: 3.1 beta8 has been released!
Make a ticket.crass wrote:was playing a campaign game when at the start of the next level things got really slow to a unplayable point.
logs show a ton of this stuff in it and the file size is over 200 megs!
info |12:02:09: [map_Height:1369] map_Height: x value is too big (28,107) in 0x0
info |12:02:09: [map_Height:1369] Assert in Warzone: map.cpp:1369 (x < world_coord(mapWidth)+(1<<7)), last script event: 'N/A'
info |12:02:57: [map_Height:1370] map_Height: y value is too big (28,107) in 0x0
info |12:02:57: [map_Height:1370] Assert in Warzone: map.cpp:1370 (y < world_coord(mapHeight)+(1<<7)), last script event: 'N/A'
info |12:02:59: [map_Height:1369] map_Height: x value is too big (31,103) in 0x0 ...
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
Re: 3.1 beta8 has been released!
Hi. I'm a newbie here. I played offline only, usually skirmish. In 2.3.9, when a unit under attack, there was no notification voice, so I was very excited that in beta 7 and 8, there is a notification. But when I open a savegame, the notification is gone, not even for structure under attack. Is this a bug?
Re: 3.1 beta8 has been released!
Since beta 7 sucks because of the CC rules and the beta 8 in unplayble at all, I guess they will release a patched beta 9 asap., But i'm not sure i understand them.Terminator wrote:How about to make a beta8 fix - exe for windows versions ?Staff wrote:Yes, we now know that it is pretty much impossible to avoid a desync with this beta release, since the barrels randomly spawn, and there is no way not to get a barrel.
Sorry folks.
For MP play, stick with Beta 7 for now.
Heretic 2.3 improver and proud of it.
Re: 3.1 beta8 has been released!
You can get the nightly builds (http://buildbot.wz2100.net/files/3.1) to test to see if it is fixed--which is part of the problem, nobody wants to test nightly builds and report to us if something broke.Iluvalar wrote:Since beta 7 sucks because of the CC rules and the beta 8 in unplayble at all, I guess they will release a patched beta 9 asap., But i'm not sure i understand them.Terminator wrote:How about to make a beta8 fix - exe for windows versions ?Staff wrote:Yes, we now know that it is pretty much impossible to avoid a desync with this beta release, since the barrels randomly spawn, and there is no way not to get a barrel.
Sorry folks.
For MP play, stick with Beta 7 for now.
So, we are left with doing releases where things get slipped by...
/facepalm ...Grinch stole Warzone contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
- Shadow Wolf TJC
- Regular
- Posts: 1047
- Joined: 16 Apr 2011, 05:12
- Location: Raleigh, NC
Re: 3.1 beta8 has been released!
I just noticed on beta 7 that, if you research a weapon that makes an older weapon obsolete, while you have vehicles out on the field that use that older weapon, then those vehicles' weapons would be automatically replaced with the newer one. For example, if you have Heavy MG tanks on the field, and you research Assault Guns, then those Heavy MG tanks would suddenly turn into Assault Gun tanks.
While this does mean that players are no longer stuck to having units that field obsolete weapons, I fear that this would cause some balance issues related to differences in weapon pricing between older and newer weapons. For example, Mortars cost $100 each, while Pepperpots, which make Mortars obsolete, cost $300 each.
Edit: After some further testing, I now realize that, if an obsolete component is listed in research entries in resultcomponent.txt, then once the item is researched, that component will be replaced by the component that's made available in the same entry as the obsolete weapon. For example:
In this line of code, once the Assault Gun (R-Wpn-MG4) is researched, then all units armed with a Heavy Machinegun (MG3Mk1) would have their weapon replaced with an Assault Gun (MG4ROTARYMk1).
Thankfully, modders are able to disable this kind of behavior by removing the obsolete component information from each of the lines of code in resultcomponent.txt. The components themselves will still disappear from the design screen if they're included in redcomponents.txt though.
By the way, there already seems to be a ticket for this: 2877
While this does mean that players are no longer stuck to having units that field obsolete weapons, I fear that this would cause some balance issues related to differences in weapon pricing between older and newer weapons. For example, Mortars cost $100 each, while Pepperpots, which make Mortars obsolete, cost $300 each.
Edit: After some further testing, I now realize that, if an obsolete component is listed in research entries in resultcomponent.txt, then once the item is researched, that component will be replaced by the component that's made available in the same entry as the obsolete weapon. For example:
Code: Select all
R-Wpn-MG4,MG4ROTARYMk1,WEAPON,MG3Mk1,WEAPON,10
Thankfully, modders are able to disable this kind of behavior by removing the obsolete component information from each of the lines of code in resultcomponent.txt. The components themselves will still disappear from the design screen if they're included in redcomponents.txt though.
By the way, there already seems to be a ticket for this: 2877
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
-
- Trained
- Posts: 182
- Joined: 10 Sep 2011, 03:36
- Location: Great Southern region, Western Australia
Re: 3.1 beta8 has been released!
Thanks for fixing.Searge-Major wrote:Just one question, has 3403 been fixed yet?
Are there any problems associated with the nightly builds? Obviously I can't download every one, but I could maybe do it once a week or fortnight.vexed wrote: You can get the nightly builds (http://buildbot.wz2100.net/files/3.1) to test to see if it is fixed--which is part of the problem, nobody wants to test nightly builds and report to us if something broke.
So, we are left with doing releases where things get slipped by...
Edit: Changed "everyone" to "every one".
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
Re: 3.1 beta8 has been released!
@Shadow Wolf TJC:
i often play with Assault Gun in beta7, i can say exactly: HMG does not turning into Assault Gun on field
please do not confuse people and please test it more carefully
i often play with Assault Gun in beta7, i can say exactly: HMG does not turning into Assault Gun on field
please do not confuse people and please test it more carefully
Re: 3.1 beta8 has been released!
The desync in this version is far worse than beta7. My ally was reporting victories in the enemy territory but I couldn't even see his units. How do I get the logs which I need to submit in order to help with the development of the game?
- Shadow Wolf TJC
- Regular
- Posts: 1047
- Joined: 16 Apr 2011, 05:12
- Location: Raleigh, NC
Re: 3.1 beta8 has been released!
OK. Looks like the problem was already fixed long ago. None of the weapons that are made obsolete by researching a more advanced counterpart to the weapon are replaced with the more advanced weapon (so researching Assault Guns will not replace Heavy MGs on the field with Assault Guns). However, it seems as if researching Pulse Laser still replaces all units equipped with Flashlight Lasers with Pulse Lasers.
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
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- Joined: 01 Sep 2006, 19:17
Re: 3.1 beta8 has been released!
It has already been fixed.zebra_d wrote:The desync in this version is far worse than beta7. My ally was reporting victories in the enemy territory but I couldn't even see his units. How do I get the logs which I need to submit in order to help with the development of the game?
We have some new breakage though that needs to be fixed before the next beta... (http://developer.wz2100.net/ticket/3369#comment:4)
We want information... information... information.
Re: 3.1 beta8 has been released!
In addition to the comments about that desynch problem being fixed in the next versions, I can attest that it was present in beta7. I ran into desynchs bad enough in 7 that two players got victorious game overs while the other two players were still playing without an immediate end in sight.
Re: 3.1 beta8 has been released!
You can just announce some important nightly the same way you announce the beta, but with much less formality. Just call it "pre-beta release" and write a line or two of what should be focused on testing. It is still the same nightly, so no extra work except the writing of the post itself.vexed wrote:You can get the nightly builds (http://buildbot.wz2100.net/files/3.1) to test to see if it is fixed--which is part of the problem, nobody wants to test nightly builds and report to us if something broke.
So, we are left with doing releases where things get slipped by...
Re: 3.1 beta8 has been released!
iap, you can simply follow changes in the branch:
https://github.com/Warzone2100/warzone2100/commits/3.1
https://github.com/Warzone2100/warzone2100/commits/3.1
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.