Help needed testing 3.2.x Campaign games!

Discuss the future of Warzone 2100 with us.
User avatar
Berserk Cyborg
Code contributor
Code contributor
Posts: 875
Joined: 26 Sep 2016, 19:56

Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg » 29 Dec 2017, 18:23

Fixed that. But I guess it don't matter at all because auto-repair for Nexus does not work after level transition. Wonder if they masked the problem by researching it on every level even if it has been researched before.

Edit:
Knew it. That is what they did. Pushed a2445a1e97341ac9fae39d6af43cb0d9b75d2b18 in light of a proper fix. The last mod had a problem so use this one.
camUpdate.wz

Bethrezen
Regular
Regular
Posts: 638
Joined: 25 Sep 2009, 02:05

Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen » 30 Dec 2017, 16:02

I'm curious how come you need to kludge the auto repair like that ? wouldn't it be better to track down why nexus needs to keep re-researching auto repair on level transition and actually fix the root cause.

[edit]

Just updated to the latest master
warzone2100-master-20171230-021902-e3ea0d9.exe (30-Dec-2017)

and it seems that when i try to reload my alpha/beta interlude save the game crashes doesn't seem to happen when i start a new game so obviously its just a reload issue in any event in case it's helpful 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-1230_135945.txt]---
info    |01:59:57: [resGetDataFromHash:613] resGetDataFromHash: Unknown ID: e5584df Type: SCRIPT
info    |01:59:57: [resGetDataFromHash:613] Assert in Warzone: frameresource.cpp:613 (psRes != nullptr), last script event: '<none>'
info    |01:59:57: [eventNewContext:335] eventNewContext: Invalid code pointer
info    |01:59:57: [eventNewContext:335] Assert in Warzone: event.cpp:335 (psCode != nullptr), last script event: '<none>'
error   |02:00:00: [TopLevelExceptionFilter:1320] Exception handler failed to create file!
here is the crash dump

Code: Select all

-------------------

Error occurred on Saturday, December 30, 2017 at 13:59:57.

Program: C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe(warzone2100)
Command line: "C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe" 
Version: Version: master e3ea0d9, Built:Dec 30 2017
Distributor: buildbot
Compiled on: Dec 30 2017 02:33:30
Compiled by: GCC 4.9.3
Compiled mode: Release build
Executed on: Sat Dec 30 13:59:45 2017

Pointers: 32bit

Compiled against PhysicsFS version: 2.0.3
Running with PhysicsFS version: 2.0.3

Misc Data:
[13:59:45]Video Mode 800 x 600 (fullscreen)
[13:59:45]OpenGL Vendor: NVIDIA Corporation
[13:59:45]OpenGL Renderer: GeForce 9500 GT/PCIe/SSE2
[13:59:45]OpenGL Version: 3.3.0
[13:59:45]GLEW Version: 1.12.0
[13:59:45]OpenGL GLSL Version : 3.30 NVIDIA via Cg compiler
[13:59:45]OpenAL Device Name: OpenAL Soft
[13:59:45]OpenAL Vendor: OpenAL Community
[13:59:45]OpenAL Version: 1.1 ALSOFT 1.16.0
[13:59:45]OpenAL Renderer: OpenAL Soft
[13:59:45]OpenAL Extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length
[13:59:45]Using Backend: SDL
[13:59:45]Using language: System locale

C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe caused an Access Violation at location 0054e285 in module C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe Reading from location 0000001c.

Log message: info    |01:59:57: [resGetDataFromHash:613] resGetDataFromHash: Unknown ID: e5584df Type: SCRIPT
Log message: info    |01:59:57: [resGetDataFromHash:613] Assert in Warzone: frameresource.cpp:613 (psRes != nullptr), last script event: '<none>'
Log message: info    |01:59:57: [eventNewContext:335] eventNewContext: Invalid code pointer
Log message: info    |01:59:57: [eventNewContext:335] Assert in Warzone: event.cpp:335 (psCode != nullptr), last script event: '<none>'

Registers:
eax=00000000 ebx=00000000 ecx=17698420 edx=00000018 esi=00000000 edi=0022f094
eip=0054e285 esp=0022efbc ebp=0022f024 iopl=0         nv up ei pl nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=0000             efl=00010202

Call stack:
0054E285  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0054E285  eventNewContext  /home/buildbot/slaves/warzone2100/master-nightly/build/lib/script/event.cpp:346
005506DE  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:005506DE  eventLoadState  /home/buildbot/slaves/warzone2100/master-nightly/build/lib/script/eventsave.cpp:156
00445E04  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:00445E04  loadScriptState  /home/buildbot/slaves/warzone2100/master-nightly/build/src/game.cpp:6573
004769FD  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:004769FD  levLoadData  /home/buildbot/slaves/warzone2100/master-nightly/build/src/levels.cpp:1006
0044BA4A  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0044BA4A  gameLoad  /home/buildbot/slaves/warzone2100/master-nightly/build/src/game.cpp:3743
0044C14B  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0044C14B  loadGameInit  /home/buildbot/slaves/warzone2100/master-nightly/build/src/game.cpp:1638
0047AA96  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0047AA96  initSaveGameLoad  /home/buildbot/slaves/warzone2100/master-nightly/build/src/main.cpp:626
0047AEC9  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0047AEC9  mainLoop  /home/buildbot/slaves/warzone2100/master-nightly/build/src/main.cpp:714
00590DA9  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:00590DA9  wzMainEventLoop  /home/buildbot/slaves/warzone2100/master-nightly/build/lib/sdl/main_sdl.cpp:1552
0047C541  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:0047C541  realmain  /home/buildbot/slaves/warzone2100/master-nightly/build/src/main.cpp:1096
005C439C  C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\warzone2100_portable.exe:005C439C

User avatar
Berserk Cyborg
Code contributor
Code contributor
Posts: 875
Joined: 26 Sep 2016, 19:56

Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg » 30 Dec 2017, 16:53

Bethrezen wrote:I'm curious how come you need to kludge the auto repair like that ? wouldn't it be better to track down why nexus needs to keep re-researching auto repair on level transition and actually fix the root cause.
Indeed it would. I would rather it actually work in the event I am too slow to fix this for a release (and there are other bugs far worse than this one right now).
Bethrezen wrote: and it seems that when i try to reload my alpha/beta interlude save the game crashes doesn't seem to happen when i start a new game so obviously its just a reload issue in any event in case it's helpful here is the log
Did you forget to delete the scriptState.es file from all of your saves?

Bethrezen
Regular
Regular
Posts: 638
Joined: 25 Sep 2009, 02:05

Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen » 30 Dec 2017, 22:33

Did you forget to delete the scriptState.es file from all of your saves?
I though I did but apparently not DO'HHH !!!! well its done now, so everything working again.

Quick question though, why do you need to delete that if it's not used shouldn't the game just ignore it?

[Edit]
Edit:
Issue #21 in the general issues topic fixed in 1595decca92330bd1c00b14bb884b23ae5c2b0d1.
After looking at this more more closely i can confirm that it doesn't fix issue #21, i can still incorrectly resume a failed game.

Test it out your self either let the time run out or let the computer kill you and when you get the game over screen hit escape to close it and you will be able to keep playing even though you've already failed the level.

Also when you click the button to reload the game the game over screen isn't closed like it should be as you can see in this screen shot.

Image

This happens in normal and debug mode.

What should probably happen here is if you hit the button to reload the game the game over screen should close and the save list should appear, and if you close the save list then the game over screen should reopen, and to stop people resuming a level they have already failed players should not be able to close the game over screen by hitting escape.

User avatar
Lord_Kane
Trained
Trained
Posts: 104
Joined: 24 Nov 2016, 21:51

Re: Help needed testing 3.2.x Campaign games!

Post by Lord_Kane » 30 Dec 2017, 23:14

Bethrezen wrote:
Did you forget to delete the scriptState.es file from all of your saves?
I though I did but apparently not DO'HHH !!!! well its done now, so everything working again.

Quick question though, why do you need to delete that if it's not used shouldn't the game just ignore it?

[Edit]
Edit:
Issue #21 in the general issues topic fixed in 1595decca92330bd1c00b14bb884b23ae5c2b0d1.
After looking at this more more closely i can confirm that it doesn't fix issue #21, i can still incorrectly resume a failed game.

Test it out your self either let the time run out or let the computer kill you and when you get the game over screen hit escape to close it and you will be able to keep playing even though you've already failed the level.

Also when you click the button to reload the game the game over screen isn't closed like it should be as you can see in this screen shot.

Image

This happens in normal and debug mode.

What should probably happen here is if you hit the button to reload the game the game over screen should close and the save list should appear, and if you close the save list then the game over screen should reopen, and to stop people resuming a level they have already failed players should not be able to close the game over screen by hitting escape.
I get this issue too, the game will not end in a failed state.

User avatar
Berserk Cyborg
Code contributor
Code contributor
Posts: 875
Joined: 26 Sep 2016, 19:56

Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg » 31 Dec 2017, 04:09

Bethrezen wrote: Quick question though, why do you need to delete that if it's not used shouldn't the game just ignore it?
Cause it will try to load information for scripts that no longer are available, I think. Not sure about that situation. As for #21, I forgot about the resume part with the escape key. Only remembered the part about not showing quit and load.

Bethrezen
Regular
Regular
Posts: 638
Joined: 25 Sep 2009, 02:05

Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen » 31 Dec 2017, 06:29

Question did the lancer changes only affect beta 03? The reason I ask is because there lancer towers seem unaffected, If there lancers are supposed to of been nurfed then how come there lancer towers appear to be doing exactly the same amount of damage they where doing before?

I would have expected to see some sort of a difference in the power of there lancers whether they be mounted on vtols, tanks or in stationary defensive positions but from what I can tell there is absolutely no difference at all, and there lancers are still crushing my units in a matter of seconds like there made of tinfoil and this is when they are attached to a special commander so shouldn't be taking any where near that amount of damage.

User avatar
Berserk Cyborg
Code contributor
Code contributor
Posts: 875
Joined: 26 Sep 2016, 19:56

Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg » 31 Dec 2017, 07:45

Uh... looks like the rate of fire upgrades pull in higher damage upgrades. How about now? You can reload a save that is on pre-away Beta 2.
Edit: Change in 991a4e8d31b762aadf2fc6793f512683149e41b9.

User avatar
alfred007
Regular
Regular
Posts: 567
Joined: 31 Jul 2016, 06:25
Location: Stuttgart, Germany

Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 » 31 Dec 2017, 21:07

I updated to master e3ea0d9 and finished testing gamma 2. With the mod, the first cyborg group did not retreat when they get damaged. I decreased the morale to 20 and then to 10, but it didn't work like in 3.1.5. They get destroyed too fast. The assault gun is way too overpowered. After the next release, we should decrease the damage of the assault gun. A few weeks ago I made a short test with decreased damage on level beta 8 and what I can say is, that a damage of 18 is the minimum they should have. Less and the assault gun became useless. And that makes also no sense. I guess that we have to decrease the damage to 19 or 20 from the 22 they have at the moment. And until that, we should gamma 2 let as it is in that mod at the moment. Everything else worked fine, the only weird thing is, that both cyborg factories use the same throttle for production though for one is a throttle of 30 seconds and for the other of 40 seconds coded. I have no idea why. I thought it could be because in wzscript the second cyborg factory is named factory 3. But in one test I renamed this factory in JScript to factory 3 and had the same result.
There are no errors in the logs. The two info messages in log file WZlog-1231_150240 are from the beginning of gamma 3. I'll move forward with gamma 3 the next days.
Attachments
logs gamma 2.zip
(7.68 KiB) Downloaded 41 times

User avatar
Berserk Cyborg
Code contributor
Code contributor
Posts: 875
Joined: 26 Sep 2016, 19:56

Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg » 31 Dec 2017, 23:08

They do retreat at 75% health remaining, but it is only on a per droid basis. Hence why I said it was a crude model. In any event you can remove the mod for now until I make it work better.

I'm sure everyone knows my opinion on the godly assault gun already. It might be so powerful because of the crazy damage modifiers in here. I would be in favor of weakening the assault gun damage now.

User avatar
alfred007
Regular
Regular
Posts: 567
Joined: 31 Jul 2016, 06:25
Location: Stuttgart, Germany

Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 » 01 Jan 2018, 00:20

Berserk Cyborg wrote: I'm sure everyone knows my opinion on the godly assault gun already. It might be so powerful because of the crazy damage modifiers in here. I would be in favor of weakening the assault gun damage now.
I'm of your opinion. My suggestion: In weapons.json reduce the damage to 20 and in weaponmodifier.json reduce the value for "legged" from 140 to 125.
And then we'll see what happens. Bethrezen can test it in beta mission and I test it in gamma mission.

User avatar
Berserk Cyborg
Code contributor
Code contributor
Posts: 875
Joined: 26 Sep 2016, 19:56

Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg » 01 Jan 2018, 00:41

Pushed 991a4e8d31b762aadf2fc6793f512683149e41b9. Includes the smoother increase for slow rocket ROF upgrades for the Collective.

User avatar
alfred007
Regular
Regular
Posts: 567
Joined: 31 Jul 2016, 06:25
Location: Stuttgart, Germany

Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 » 01 Jan 2018, 15:58

I tried to reload without mod a saved game that I saved with mod. And failed. Crash report and log are added. I will restart without mod from the end of gamma 1 and move forward to gamma 3.
Attachments
logs.zip
(2.37 KiB) Downloaded 27 times

User avatar
alfred007
Regular
Regular
Posts: 567
Joined: 31 Jul 2016, 06:25
Location: Stuttgart, Germany

Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 » 01 Jan 2018, 21:02

I updated to master 991a4e8 and restarted from the end of gamma 1. Gamma 2 looks good except the reported different behaviour of the Nexus units and the also reported issue of the two cyborg factories. In gamma 3 we have a huge problem. I got attacked by my allies. In save gamma 03-05 you can see, that my allies shoot at me. And after the alliance is broken I couldn't shoot at the units that Nexus took over. That you can see in save gamma 03-06. I stopped testing at that point.
And for the first time, the mapTile info appears in gamma mission during gamma 2.

Edit: What I forgot: In 3.1.5 the vtols alternate between two scourge vtols and 5 bombers. At master, you have 5 or 6 vtols mixed scourge and bombers. If this group consists 4 or more scourge vtols it would be too powerful. I think we should go back to the alternate groups.
Attachments
gamma 3.zip
(211.13 KiB) Downloaded 24 times

User avatar
Berserk Cyborg
Code contributor
Code contributor
Posts: 875
Joined: 26 Sep 2016, 19:56

Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg » 01 Jan 2018, 23:43

Pushed e4b71137eff696e16727cd3fb0f02f2ab4f7fd45. I did get to bringing back the mock battle between Nexus and Gamma. Is the mission too difficult? It kind of looks overpowering when the player enters the trap area.

Just saw your edit. Shouldn't be too hard to do that. Right now it randomly selects templates until there are 5-6 of them.

Post Reply