Help needed testing 3.2.x Campaign games!

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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

Ready with testing beta 9 with master f2d71ee. Looks good. No error messages. Is there any special stage I should test now? And till what stage I can go further?
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

The new mission scripts stop at the second to last Beta mission (Beta 10). Nothing different, just need to make sure those mission work.
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

I have tested beta 10. Runs normal. Is there a limit for the amount of units the collective can produce? With about 45 minutes left on the timer the factories are no longer producing units, what they did at the beginning.
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

alfred007 wrote:I have tested beta 10. Runs normal. Is there a limit for the amount of units the collective can produce? With about 45 minutes left on the timer the factories are no longer producing units, what they did at the beginning.
Depends on the power levels. The Collective have on average about 10000-20000 throughout Beta. I will experiment with either adding more power or just slowing down production.
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

Berserk Cyborg wrote:Depends on the power levels. The Collective have on average about 10000-20000 throughout Beta. I will experiment with either adding more power or just slowing down production.
I prefer that they get more power. Would make it more competetive. Also in alpha campaign.
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Ready to test the latest changes in regards to campaign. In addition to adding the last Beta mission and the first Gamma mission, there are some important updates:

1. Enabling research for the enemy player.
2. Fixed the player missing some research items when getting to transition missions.
3. The addition of dynamic difficulty. Normal can now be thought of as ‘classic’ campaign while hard and insane (new!) may force you to try new strategies. And easy is… easier. The changes affect things like mission timers, power levels, transport times and anything in general that can be fairly changed in regards to difficulty.

Due to the nature of these changes, you will need to apply a git diff to the latest master (clone the git repo) and compile the source yourself (easiest to compile on Linux). Test all the way from Alpha to Gamma-1. If any mission has become too difficult, then please let me know.

Before testing please clear out all of your log files and make sure to keep at least one save just before finishing any mission. Then upload all of your campaign logs files.
cam.diff
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

I would like to help you testing, but to compile the source is beyond my computer/programming knowledge. :(
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

I would like to help you testing, but to compile the source is beyond my computer/programming knowledge. :(
You aren't the only one but that doesn't mean that you can't still help just do what i have been doing download the latest master than then just play test and report any issues you encounter, because as i understand it the master is updated fairly frequently.

To the best of my knowledge this should be the current master build.

http://buildbot.wz2100.net/files/warzon ... 856dea.exe

Thus far i have only been testing Alpha Campaign because that seems to have enough issues as is with missions not resuming properly from saves, drop ships not working properly, drop zones not closing down correctly, missing research upgrades for the enemy, computer factories not producing units etc. plus a bunch of other more general issues that are not specifically related to any particular level, but once i can get through Alpha without anything bugging out on me I'll start dissecting Beta
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

If anyone wants, please test the campaign (Alpha-1 to Gamma-1) as I just updated it. I'll repeat what I said earlier: "Before testing please clear out all of your log files and make sure to keep at least one save just before finishing any mission. Then upload all of your campaign logs files.". I want to look at all the logs for the research and any potential performance issues. I also suggest keeping a save on the most recent pre-offworld mission.

If you are up for a challenge, try Insane in the main menu options for campaign. Normal will feel more or less like 3.1.x series again. If something seems off, then let me know.

Master build here. Make sure it is at least up to commit 6a6eaf96e428f482ad744113af03d80cde04a1c2.

Edit:
If anyone does test the campaign, could you look at tickets #4556, #3754, #1575, #1939 and see if they still happen? Thanks.
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

I tested alpha 1 and 2 so far. I used master 6a6eaf9 with insane difficulty. Runs normal. I also reloaded several saved game and the factory production moved on, also progess was not broken. Looks good. I go on the next days.
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logs alpha 1 and 2.zip
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Ok so just updated to the latest master:
http://buildbot.wz2100.net/files/warzon ... a6eaf9.exe (02 Aug 2017)

Started a new game on insane difficulty and here are the results so far

Alpha 01 and Alpha 02
Both level seemed to play fine, no errors or notifications, the time limit seem good as did the resource levels, the computer was suitably aggressive, and gave a reasonable challenge, I can't say I noticed any odd behaviour either when playing through or loading from a save.

Alpha 03
On Insane I feel the time limit is a little to tight, while the level is possible to complete via the total annihilation victory condition just barely, you have to really be on your game and have your units already assembled and ready to go at the landing pad to avoid wasting a lot of time, so I'd perhaps increase the time limit just a little to give players a bit of leeway about 10 minutes I think would be good you still have to be quick but you don’t have to rush.

Now while I don’t get any error messages on this level I did get a couple of notifications, so here is the log

Code: Select all

--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0802_202144.txt]---
info    |08:21:59: [triggerEventSeen:1287] Scripts not initialized yet
info    |08:21:59: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: '<none>'
info    |08:21:59: [triggerEventSeen:1287] Scripts not initialized yet
info    |08:21:59: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: '<none>'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (45,23) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (45,24) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (46,23) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (46,24) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (47,23) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (47,24) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (48,23) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (48,24) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (49,23) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (49,24) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (50,23) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:03: [mapTile:431] mapTile: x value is too big (50,24) in 44x93
info    |08:22:03: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:22:54: [triggerEventSeen:1287] Scripts not initialized yet
info    |08:22:54: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: '<none>'
info    |08:22:54: [triggerEventSeen:1287] Scripts not initialized yet
info    |08:22:54: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: '<none>'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (45,23) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (45,24) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (46,23) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (46,24) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (47,23) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (47,24) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (48,23) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (48,24) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (49,23) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (49,24) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (50,23) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:23:18: [mapTile:431] mapTile: x value is too big (50,24) in 44x93
info    |08:23:18: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (45,23) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (45,24) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (46,23) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (46,24) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (47,23) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (47,24) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (48,23) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (48,24) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (49,23) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (49,24) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (50,23) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |08:24:39: [mapTile:431] mapTile: x value is too big (50,24) in 44x93
info    |08:24:39: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
Now I don't know if these are anything to worry about, but it does suggest that something isn’t quiet right on this level.

Alpha 04
Again I feel that the time limit on this level is a little to short, while it is possible to complete the level via the total annihilation victory condition it doesn't really allow you any time to upgrade units and if you try then you wont have enough time to finish the level.

Now to recycle 18 wheeled twin machine guns and rebuild them as heavy machine guns half tracks takes around 8 to 9 minuets, so I'd add about another 10 minuets to the clock so if the player decides they want to upgrade there units to heavy machine guns they can do so and still have enough time to complete the level.

Alpha 05
Once again I feel that the time limit on this level to short while the level it's self can be completed within the 30 minute time frame you've failed to take into account the massive amount of research that you have to do at the end of Alpha 05 and since you don’t have enough time on Alpha 04 to upgrade units if you choose to upgrade your units on Alpha 05 then you loose at least 10 minutes of the 30 minute time limit and 20 minutes to complete the level and do all the research isn’t enough.

The situation is further exacerbated by the fact that you have more than doubled the amount of time it takes to bring in reinforcements where before it only took 2 minutes now you have it at 5 and that is way way way to long so I think this level needs some adjustment on Insane.

Having just played through this level and timed it on a stop watch on average its taking me around 40 to 45 minutes to complete the level that’s includes taking time to upgrade my wheeled twin machine gunners to heavy machine gun half tracks and doing all the research

Therefore I'd recommend increasing the timer to about 40 minutes and putting the reinforcement's timer to say 3 minutes.

Also I know it's not a normal part of Alpha 05 but what about having the New Paradigm bring in reinforcements from off screen? given the message you get from the New Paradigm at the start of Alpha 05 this would be an appropriate response and i know certainly if I was the one running that New Paradigm base and some hostile force showed up on my doorstep the first thing I'd be doing is calling for reinforcements.

So far as I can tell there are 3 possible entry points you could select from to have reinforcements appear one is in the south west corner of the map where the little beckon is flashing when you first land on the map, the second is path running down the left hand side of the New Paradigm base, the third is at the south east corner of the map where the New Paradigm scanner and a group of scav's is sitting at the start of the level.

Oh and 1 other thing not sure if it's just my imagination but the computer units don't seem to be behaving correctly where before the compute would come and attack you now they don’t unless they see you and that affects scav's and the New Paradigm units.

Also while I'm on the subject of making things tougher on Insane instead of meddling with timers might it not be a better idea to:

a.) make the computers units deal more damage
b.) make the computers units take less damage
c.) make the computer have more units
d.) make the computer produce units faster
e.) make the compute able to bring in reinforcements in from off screen

Now I will grant you rebalancing like that is a big job but I think that would be a better way to go about things, I mean if you take the times out of the equation Insane is no more difficult than normal and you can see this by using the toggle time cheat, although I will concede that this may be a false assessment caused by the fact that the computer still isn’t getting research bonus applied which will of course make the computer far weaker then it should be.

Not sure if this one has been fixed yet, but it doesn't seem like it.
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Bethrezen wrote:Oh and 1 other thing not sure if it's just my imagination but the computer units don't seem to be behaving correctly where before the compute would come and attack you now they don’t unless they see you and that affects scav's and the New Paradigm units.
They are explicitly ordered to be defensive. They will attack if you get close or you move closer into their defense area. Most group orders are to either attack or patrol around so its not that common to see that kind of behavior.
Bethrezen wrote: a.) make the computers units deal more damage
b.) make the computers units take less damage
d.) make the computer produce units faster
The first two already happen regardless of the recent updates. It's just not very noticeable until halfway through Alpha. As for the latter, it changes with difficulty.
Bethrezen wrote:...the computer still isn’t getting research bonus applied which will of course make the computer far weaker then it should be.
It does, Alpha campaign is a bit slow when it comes to enemy research. I did however find that Alpha-5&6 had some pathetic research (basically none) so I gave the enemy players some very basic research instead of waiting out until Alpha 8 for anything meaningful.

Those mapTile warnings happen in the unconverted missions as well. Maybe the transporter is out of the map bounds for a small amount of time?

I now changed the mission timers so that they do not get reduced too much on hard/insane and removed changing transport reinforcement times for the player entirely. Master updated to include the newly converted 3-1(s) missions for better testing.
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

I now changed the mission timers so that they do not get reduced too much on hard/insane and removed changing transport reinforcement times for the player entirely. Master updated to include the newly converted 3-1(s) missions for better testing.
Ok so just updated to the latest master
http://buildbot.wz2100.net/files/warzon ... 4a28f7.exe (04 Aug 2017)

Alpha 01, Alpha 02, Alpha 03 and Alpha 04
All of these seem fine now.

Alpha 05
I notice the enemy are a good deal tougher now and deal more damage so that’s good they where able to put up a decent fight even given there limited numbers which is about what I'd expect given the level of difficulty.

I certainly think that any more than that and players might really start to struggle given the limited tech you have at this point in the game because 2 repair trucks where only barley able to keep up with the damage that was being inflicted, so I think the level of damage the computers units where dishing out was about right.

I would however perhaps reduce the armour of the computers cannon units and commanders slightly because even 18 heavy machine gunners firing at a single tracked cannon unit where having a hard time bringing it down and that’s without the bonus provided by being attached to a commander, obviously this is insane so its not supposed to be easy but if they had any more numbers than what they do I can see players getting in trouble real fast.

The lighter units like there machine gunners, mini rockets etc. where fine so they can stay as is.

This level is also giving me a bunch of scripting errors so here's the log

Code: Select all

 --- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0805_151403.txt]---
error   |03:17:03: [sound_QueueSamplePlaying:437] Sample 357 not deleted because it wasn't in the active queue!
info    |03:18:55: [triggerEventSeen:1287] Scripts not initialized yet
info    |03:18:55: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |03:18:55: [triggerEventSeen:1287] Scripts not initialized yet
info    |03:18:55: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |03:32:02: [loadLabels:980] Unit 57 belonging to player 7 not found from label group_1
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 66 belonging to player 7 not found from label group_1
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 67 belonging to player 7 not found from label group_1
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 68 belonging to player 7 not found from label group_1
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 147 belonging to player 7 not found from label group_2
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 225 belonging to player 7 not found from label group_2
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 227 belonging to player 7 not found from label group_2
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 235 belonging to player 7 not found from label group_2
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 279 belonging to player 7 not found from label group_2
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 280 belonging to player 7 not found from label group_2
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 281 belonging to player 7 not found from label group_2
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 282 belonging to player 7 not found from label group_2
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:32:02: [loadLabels:980] Unit 340 belonging to player 7 not found from label group_3
info    |03:32:02: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:37:13: [triggerEventSeen:1287] Scripts not initialized yet
info    |03:37:13: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |03:37:13: [triggerEventSeen:1287] Scripts not initialized yet
info    |03:37:13: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |03:37:13: [triggerEventSeen:1287] Scripts not initialized yet
info    |03:37:13: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |03:37:13: [triggerEventSeen:1287] Scripts not initialized yet
info    |03:37:13: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |03:37:13: [triggerEventSeen:1287] Scripts not initialized yet
info    |03:37:13: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |03:37:13: [triggerEventSeen:1287] Scripts not initialized yet
info    |03:37:13: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |03:38:46: [loadLabels:980] Unit 57 belonging to player 7 not found from label group_1
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 66 belonging to player 7 not found from label group_1
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 67 belonging to player 7 not found from label group_1
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 68 belonging to player 7 not found from label group_1
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 147 belonging to player 7 not found from label group_2
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 225 belonging to player 7 not found from label group_2
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 227 belonging to player 7 not found from label group_2
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 235 belonging to player 7 not found from label group_2
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 279 belonging to player 7 not found from label group_2
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 280 belonging to player 7 not found from label group_2
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 281 belonging to player 7 not found from label group_2
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 282 belonging to player 7 not found from label group_2
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:38:46: [loadLabels:980] Unit 340 belonging to player 7 not found from label group_3
info    |03:38:46: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
error   |04:04:48: [js_hackRemoveMessage:4035] cannot find message - C1-3_BASE1
error   |04:04:58: [js_removeObject:2357] Object id 164715 not found belonging to player 12
error   |04:04:58: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:138
error   |04:04:58: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:709
error   |04:04:58: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:2659
error   |04:04:58: [callFunction:209] 3 : <global>() at -1
info    |04:04:58: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 138: ReferenceError: psObj failed in js_removeObject at line 2357
info    |04:04:58: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:16:59: [js_removeObject:2357] Object id 164759 not found belonging to player 12
error   |04:16:59: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:138
error   |04:16:59: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:709
error   |04:16:59: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:2659
error   |04:16:59: [callFunction:209] 3 : <global>() at -1
info    |04:16:59: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 138: ReferenceError: psObj failed in js_removeObject at line 2357
info    |04:16:59: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:19:12: [js_removeObject:2357] Object id 164771 not found belonging to player 12
error   |04:19:12: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:138
error   |04:19:12: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:709
error   |04:19:12: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:2659
error   |04:19:12: [callFunction:209] 3 : <global>() at -1
info    |04:19:12: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 138: ReferenceError: psObj failed in js_removeObject at line 2357
info    |04:19:12: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:19:15: [js_removeObject:2357] Object id 164769 not found belonging to player 12
error   |04:19:15: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:138
error   |04:19:15: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:709
error   |04:19:15: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:2659
error   |04:19:15: [callFunction:209] 3 : <global>() at -1
info    |04:19:15: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 138: ReferenceError: psObj failed in js_removeObject at line 2357
info    |04:19:15: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:28:12: [js_hackRemoveMessage:4035] cannot find message - C1-3_BASE2 
User avatar
Berserk Cyborg
Code contributor
Code contributor
Posts: 938
Joined: 26 Sep 2016, 19:56

Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Do you still have a save with that error showing up and were you able to complete that mission despite the error? I suspect that is the one you tried to replicate a while back and couldn't. Looks like it happens when an artifact is picked up and could cause a cascade of other problems that would not normally happen.
User avatar
alfred007
Regular
Regular
Posts: 619
Joined: 31 Jul 2016, 06:25
Location: Stuttgart, Germany

Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

I finished stages alpha 3 to 6 with the latest master e4a28f7. Everything looks good. I agree to Bethrezen that the increase of reinforcement time would make the stages too difficult. I don't agree about the modifier of time. I looked at the timer at alpha 3 and 6 and it would be possible too win those levels in half the time. I finished alpha 3 in 6:40 including getting prepared for alpha 4. And also in alpha six it would be able to win and get prepared for upcoming levels in half the time. In alpha 4 and 5 I had no look to the timer, I just used the time I have. Even if half the time is too tough I think 75 Percent is not tough enough for insane difficulty. A compromise would be to set the modifier on 2/3. Nevertheless we should hold back this discussion until we tested all the stages. Possibly I change my mind, when I move on to the tougher stages (for example alpha 11).

I also got scripting errors, but could end the stages without any problems. I add the logs and saved games from alpha 5 where the scripting errors occurred.

One thing I think about is to install a timer at the first part of alpha 3. At the moment there is no timer until you upgraded your power generator with the power module. So you can run the game with 1.5 speed afk over night and gain unlimited energy. This is like cheating.
Attachments
alpha 5.zip
(213.88 KiB) Downloaded 192 times
logs alpha 3 to 6.zip
(10.42 KiB) Downloaded 187 times
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