Help needed testing 3.2.x Campaign games!

Discuss the future of Warzone 2100 with us.
-Philosopher-
Trained
Trained
Posts: 115
Joined: 08 Oct 2014, 11:34

Re: Help needed testing 3.2.x Campaign games!

Post by -Philosopher- »

Berserk Cyborg wrote:The WZScripts "fixed" scavengers getting stuck by ending the mission regardless if all civilians made it to the player LZ--so now it will do so again.
Ha ha... In all the time I've played this game I never realised that was their objective (which goes to show how not obvious it was...). Anyway, have I understood it correctly that as long as you hear a "civilian rescued" message at some point, the level can be completed successfully?
Berserk Cyborg wrote:"Civilians rescued" will play every ten seconds should a player droid be near one--excluding structures--and ends the mission even if civilians did not make it to the LZ.
Hmm. I think I was getting that message even when there wasn't any (non-structure) units near the civilians. May not be an issue with your latest update though - I'll let you know.
Berserk Cyborg wrote:Path finding is weird with scavenger units and it is easy to first observe near the Alpha 6 northern base factory with all those walls around it. Probably worthy of a ticket in and of itself.
@Bethrezen was it you who had some good examples and screenshots of this issue earlier? I forget - sorry. If so, you might be better placed to raise this than me. If not, let me know - I've got a few to raise so I'd be happy to add it to my list.
Berserk Cyborg wrote:Edit:
Ever see what 20+ angry lancer hovers can do on insane in Beta 4? Quite the surprise.
Actually, yup, kind of. Having not yet found a way of reliably avoiding losing experienced units on beta 04, a score of disposable lancer hovers tends to be what I bring to the level instead. Combat is furious... but as brief as it is expensive :D
Berserk Cyborg wrote:If everything looks good, I will push the recent updates to master soon.
Will let you know re. Beta 05. When the master drops, I'll probably rewind and run everything through again from Alpha 06. There aren't any changes in earlier stages, right?
-Philosopher-
Trained
Trained
Posts: 115
Joined: 08 Oct 2014, 11:34

Re: Help needed testing 3.2.x Campaign games!

Post by -Philosopher- »

-Philosopher- wrote:
Berserk Cyborg wrote:The WZScripts "fixed" scavengers getting stuck by ending the mission regardless if all civilians made it to the player LZ--so now it will do so again.
Ha ha... In all the time I've played this game I never realised that was their objective (which goes to show how not obvious it was...). Anyway, have I understood it correctly that as long as you hear a "civilian rescued" message at some point, the level can be completed successfully?
Berserk Cyborg wrote:"Civilians rescued" will play every ten seconds should a player droid be near one--excluding structures--and ends the mission even if civilians did not make it to the LZ.
Hmm. I think I was getting that message even when there wasn't any (non-structure) units near the civilians. May not be an issue with your latest update though - I'll let you know.
OK... checked what the civilians did in the update. They still get stuck of course...
Image
... but I presume they will until the pathfinding thing is addressed. The "civilian rescued" message was only when mobile units were nearby (maybe some were last time and I didn't notice... although I didn't think so), and them being stuck doesn't prevent the stage from completing now. Looks all good.

There are some questions in my mind about how the red dot objective markers are working on this stage, but let me get back to my methodical examination of the stages and I'll pick those up when I get back to beta 05 as part of that (I haven't finished with Alpha 12 yet - need to check your latest changes still).
-Philosopher-
Trained
Trained
Posts: 115
Joined: 08 Oct 2014, 11:34

Re: Help needed testing 3.2.x Campaign games!

Post by -Philosopher- »

Here's an odd one...

On Alpha 11 I made some new units, expecting them to be waiting for me back at the home base at the start of Alpha 12. They weren't - for some reason they were waiting for me here instead:
Image

Can anyone else recreate this?
Saves before and after this occurred in the attached zip:
Attachments
Alpha 12.zip
(166.57 KiB) Downloaded 118 times
-Philosopher-
Trained
Trained
Posts: 115
Joined: 08 Oct 2014, 11:34

Re: Help needed testing 3.2.x Campaign games!

Post by -Philosopher- »

Alpha 12

Testing on the latest campaign mod...

Looks good in the main - reinforcement time is correct, red dot objective markers seem to work correctly, etc. - but still doesn't finish when it should:
Image
With the final base (indeed, the HQ), destroyed, the stage should finish now.

The other structures remaining in the stage should be optional.

Also, "return to LZ", never featured in this stage in wzcam. Nor do I think it adds anything. Why have it here?

(More on this: viewtopic.php?f=1&t=12714&start=330#p138249 - No. 4)
Last edited by -Philosopher- on 16 Oct 2017, 20:32, edited 1 time in total.
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 »

-Philosopher- wrote:Here's an odd one...

On Alpha 11 I made some new units, expecting them to be waiting for me back at the home base at the start of Alpha 12. They weren't - for some reason they were waiting for me here instead:
Image

Can anyone else recreate this?
Saves before and after this occurred in the attached zip:
It's an old well known bug, that isn't fixed. That happens when you save the game after you produced your units in an away mission and reload that saved game. There is a ticket for it. What I do is saving the game, then producing my units and then finish the level without saving again. Then all units are at their delivery points. Your can pick up your units at the SE corner into the transporter during alpha 12.
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 »

Pushed master 80502be9b2391a34718f4f79e7587fbd3c9c55e5 so the "Updated-Campaign" mod can be removed until I make a smaller one.
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 »

Berserk Cyborg wrote:Edit:
Ever see what 20+ angry lancer hovers can do on insane in Beta 4? Quite the surprise.
No, and I never want to see XD . I managed that by attacking them with bombards attached to a sensor truck. As long as you stay out of their sight you can kill one after the other without getting attacked.
Berserk Cyborg wrote:Pushed master 80502be9b2391a34718f4f79e7587fbd3c9c55e5 so the "Updated-Campaign" mod can be removed until I make a smaller one.
Ok, I just wanted to start testing beta 5, but now I will wait until this commit is available at buildbot.
-Philosopher-
Trained
Trained
Posts: 115
Joined: 08 Oct 2014, 11:34

Re: Help needed testing 3.2.x Campaign games!

Post by -Philosopher- »

alfred007 wrote:
-Philosopher- wrote:Here's an odd one...

On Alpha 11 I made some new units, expecting them to be waiting for me back at the home base at the start of Alpha 12. They weren't - for some reason they were waiting for me here instead:
Image

Can anyone else recreate this?
Saves before and after this occurred in the attached zip:
It's an old well known bug, that isn't fixed. That happens when you save the game after you produced your units in an away mission and reload that saved game. There is a ticket for it. What I do is saving the game, then producing my units and then finish the level without saving again. Then all units are at their delivery points. Your can pick up your units at the SE corner into the transporter during alpha 12.
Hmm. I'll have to check it, but I'm sure it doesn't happen every time. Fairly sure I've produced units in an away mission then reloaded from saves before, and not seen this.

Anyway, good to know there's a ticket for it. Don't suppose you know the reference number?
Bethrezen
Regular
Regular
Posts: 661
Joined: 25 Sep 2009, 02:05

Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

@Bethrezen was it you who had some good examples and screenshots of this issue earlier? I forget - sorry. If so, you might be better placed to raise this than me. If not, let me know - I've got a few to raise so I'd be happy to add it to my list
Possibly I've posted so many screen shots of various things I really don’t remember, I do however vaguely remember posting at least 1 screen shot on alpha 06 where scav's where getting stuck behind the mortar pit up at there base just across from the first drop zone

Your best bet would be to just look back through this thread because there should be at least a one of screen shots of units getting stuck on alpha 06, though if ya can't find it that’s not a problem I can always take another.

Certainly pathing does seem to of gotten worse when compared to v1.10 although to be fair v1.10 has its own pathing issues.

If you are going to make a bunch of tickets for out standing issue then you might want to look at the list of general issue that I have been keeping because I have run in to quiet a few things while testing
-Philosopher- wrote:Here's an odd one...

On Alpha 11 I made some new units, expecting them to be waiting for me back at the home base at the start of Alpha 12. They weren't - for some reason they were waiting for me here instead:
Image

Can anyone else recreate this?
Saves before and after this occurred in the attached zip:
Ahh you have just run into into infamous vanishing units bug, this is an old bug that has been around for a very long time Berserk Cyborg was looking in to it but I'm not sure if he has come up with a way to solve it yet.

as alfred already mentions this bug happens when you build units on an away mission save on the away map and then reload that save once you complete the away mission and return to base they wont be where they should be.

it can also happen when you select units to bring in as reinforcements and then change your mind and then remove them from the reinforcements list again the units in question wont be where they where when you return to base, though i think that one may have been addressed and units will now appear by your HQ although I'd need to double check that one i usually try to avoid both issues.
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 »

Philosopher wrote:Anyway, good to know there's a ticket for it. Don't suppose you know the reference number?
It's ticket 3907.

I found a weird bug in beta 05. After reloading a saved game one stucked civilian became a Scavenger and is shooting at my repair facility. But he is not detected as enemy, so that I can't shoot at him.
Shooting civilian.jpg
Shooting civilian.jpg (50.66 KiB) Viewed 6203 times
Saved game is added. Due that I still playing beta 5 I can add no logs. I will add them later, when I pause testing beta 5.
Attachments
campaign.zip
(102 KiB) Downloaded 106 times
Bethrezen
Regular
Regular
Posts: 661
Joined: 25 Sep 2009, 02:05

Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Ok so been playing through v1.10 and have a few more observations.

Alpha 04

The only major difference I noticed between v1.10 and the current master is a slight change in the scav behaviour after you collect both artefacts.

On v1.10 the scav's will move to your LZ and wait for you to return, because you can only end Alpha 04 by returning to your LZ on v1.10

However on master, the scav's will come and attack you after you collect both artefacts, and on master you can end the level by wiping the map clean.

So all in all alpha 04 should be fine just the way it is

Alpha 05

The only major difference I noticed between v1.10 and the current master is that the new paradigm units seem more aggressive on v1.10 and will send units to attack you once you activate there base, however on master they just seem to turtle in there base instead.

Having said that both me and Alfred already reported this one previously, and having just played this level on v1.10 I can confirm that are suspicions about the change of behaviour from the new paradigm units on alpha 05 appear to be correct so I'd double check there units tactics because the new paradigm base on alpha 05 should be sending units to attack you, once its been activated.

The victory condition seems to have change on alpha 05 as well on v1.10 you don’t get a return to LZ message instead the level simply ends when you destroy all units and structures, on master you will get a return to LZ message when you have knocked out there base but there are still turrets standing for example.

Alpha 06

Can't say I really noticed anything, although there does appear to be some balance differences, for example tracks seem to be slower on master then they are on v1.10

Alpha 07

For the most part this level played out just like it does on master however there where 3 differences I noticed.

1.) You have to build 7 structures to meet the build requirement on master it's only 4.

2.) The level would end as soon as you meet the build requirement so long as there are no enemy units on the map on v1.10 but on master you have to kill 11 drop ships worth of troops before you can end the level.

3.) The computers drop ship shots at you on v1.10, I doesn’t on v1.10

So overall nothing to major.

Alpha 08

This level plays out quiet a bit differently on v1.10, the computer is extremely aggressive, and you will come under attack by the new paradigm units even before you reach the ramp at the bottom of the first section, and trying to get out of that corner is a pretty tough slog on hard even with 7 lancers attached to an experience commander and 2 repair units to keep them up, every time I tried to move towards the second LZ I would come under heavy attack by tracked heavy body tanks and an assortment of lighter units and scav's and the computer seemed to be building and sending units to attack me as fast as I could destroy them.

Also while i can't be sure about this there structures seemed like they may well be invincible to begin with on v1.10 or if not invincible then a hell of a lot stronger they should be, but given the mission briefing you get at the start of this level that would make sense since they order you not to engage the new paradigm until you have scouted the area and secured the second LZ, having said that this seemed buggy because when i saved and reloaded there structures seemed to go back to normal even without activating the second LZ

Something else i noticed is that my lancers seem somewhat less effective on v1.10 than they are on master, I'm not really sure why, could be that lancers are simply less powerful on v1.10 than they are on master or it could be that there units on v1.10 are simply tougher than they are on master again I'm not sure but there is definitely a noticeable difference.

My units also seem to take damage a good deal quicker on v1.10 compared to the same level on master, All in all Alpha 08 is actually a good deal tougher on v1.10 on hard than it is on master.

I don't have any screen shots of this currently but i can always replay the level and take a few if needs be.

With regards to the research, you gain access to the following on alpha 08 on v1.10

Mini rock Artillery
Bug light body
Composite alloys
Mini rocket battery
Bombard heavy mortar

So no bombard pit, no composite alloys mk2, no python heavy body,.

However with regards to composite alloys mk2 and python heavy body, i have to wonder if not being able to get them till alpha 09 on v1.10 was due to a bug or if that was deliberate because if composite alloys mk2 and python heavy body require the tank factory then in theory you should be able to get them on alpha 08 because by that point you will have already built a tank factory so i have to wonder about that one.

With regards to the Bombard Pit I'm not sure when you get that on v1.10 I'll have to keep my eyes open for it's appearance as i play through the rest of the levels.

Once again the only way to end this is by returning to your landing zone.
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 »

And here are the logs for beta 5 so far. There is a lot more that I have to do, so I think it will last until tomorrow evening. The info messages at the beginning of the log-file belongs to the end of beta 4, from where I started.
Attachments
logs beta 5.zip
(160.06 KiB) Downloaded 118 times
-Philosopher-
Trained
Trained
Posts: 115
Joined: 08 Oct 2014, 11:34

Re: Help needed testing 3.2.x Campaign games!

Post by -Philosopher- »

Bethrezen wrote:Ok so been playing through v1.10 and have a few more observations...
Hey @Bethrezen

This is quite useful. It by-and-large confirms that wzcam, even the later iteration I've been looking at, are still a pretty faithful recreation of 1.10. Most of the observed differences you found are the same as those I found in my comparisons.

In addition to all the changed victory conditions, I'd also noticed NP's turtling on Alpha 05, the different design of Alpha 07, the tech path stuff on Alpha 08 etc. as well as lots of balance differences (lancer damage, speed differences, etc).

I think the balance differences are a slightly different situation, however. Whereas all the stage design differences - intentional or otherwise - seem to have been introduced with jscam, balance stuff has been fiddled with continuously over the versions (that includes body strength and armour too, by the way). I think weapons used to be more specialised so you had to be a bit more careful about using the right ones on the right targets. e.g. as originally set up, anti-armour weapons (lancers, etc.) were supposed to do stuff-all to structures, so specialist weapons were needed instead (much like in real life actually), or you could use general purpose cannons at a pinch. I'd be interested to know how you get on with Beta 05 in 1.10 if you get to it. It's one where I think they stuffed up the balance in 2.3.8 that I've been playing - the ripple rockets that you encounter for the first time on that level can one-shot even the heaviest units if they catch them squarely. Between that and a lot of well-positioned lancer defences, it makes that stage very tricky indeed. Judging from some old walkthroughs I've read, it wasn't like that in 2.2.x, and it isn't in 3.2.x anymore either.
-Philosopher-
Trained
Trained
Posts: 115
Joined: 08 Oct 2014, 11:34

Re: Help needed testing 3.2.x Campaign games!

Post by -Philosopher- »

@Beserk Cyborg

I've started looking at Beta 01 in detail. There are a lot of differences between wz and jscam, and the respective incarnations of the stage play out very differently as a result. If it weren't for the fact you can slow the game down more in 3.x, the net effect would be to make the stage harder in jscam than wzcam (in general, the opposite is true). Possibly not a good thing, given it was always one of the more challenging stages.

I'm going to try to figure out why it's different, but it's going to be tricky because there's a lot going on at once at the start and even on debug you can't slow the game down as much in 2.3.x, nor pause it. So it might be a little while before I report back. However, before I jump in, can you confirm the timing of when various groups make their attacks, transporters come in, etc. has been replicated in jscam faithfully? It might be there's a simple explanation...
Bethrezen
Regular
Regular
Posts: 661
Joined: 25 Sep 2009, 02:05

Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

-Philosopher- wrote:
Bethrezen wrote:Ok so been playing through v1.10 and have a few more observations...
Hey @Bethrezen

This is quite useful. It by-and-large confirms that wzcam, even the later iteration I've been looking at, are still a pretty faithful recreation of 1.10. Most of the observed differences you found are the same as those I found in my comparisons.

In addition to all the changed victory conditions, I'd also noticed NP's turtling on Alpha 05, the different design of Alpha 07, the tech path stuff on Alpha 08 etc. as well as lots of balance differences (lancer damage, speed differences, etc).

I think the balance differences are a slightly different situation, however. Whereas all the stage design differences - intentional or otherwise - seem to have been introduced with jscam, balance stuff has been fiddled with continuously over the versions (that includes body strength and armour too, by the way). I think weapons used to be more specialised so you had to be a bit more careful about using the right ones on the right targets. e.g. as originally set up, anti-armour weapons (lancers, etc.) were supposed to do stuff-all to structures, so specialist weapons were needed instead (much like in real life actually), or you could use general purpose cannons at a pinch. I'd be interested to know how you get on with Beta 05 in 1.10 if you get to it. It's one where I think they stuffed up the balance in 2.3.8 that I've been playing - the ripple rockets that you encounter for the first time on that level can one-shot even the heaviest units if they catch them squarely. Between that and a lot of well-positioned lancer defences, it makes that stage very tricky indeed. Judging from some old walkthroughs I've read, it wasn't like that in 2.2.x, and it isn't in 3.2.x anymore either.
Well that's the intention with me doing this because it gives us a baseline to compare with and helps us to identify areas where things have been changed from the original and we can then look at it and see if we should leave as is or switch it back, it also lets us see if we have missed anything or gotten things wrong.

It also means that if there are any specific questions about anything, like for example what the timer on alpha 03 should be on various difficulty levels then its easy enough to just load up the relevant save and check.

In most cases I'm of the opinion that the changes are justified and don't really detract from the game at all because they are changes made to iron out things that where perhaps not well though out or that didn't work correctly.

Alpha 07 being a prime example on v1.10 its possible to do that level in like 2 minutes which is far far far to easy and renders the level pointless clearly that is a badly though out design decision.

which is why the victory condition was changed on master and you now have to defeat 11 drop ships of troops in addition to building a base there have also been a ton subtle changes to that one to address issues like units being deployed over the cliff which can stop players from ending the level if they don't realise its happened, because Alpha 07 was one of those levels that was notorious for braking in previous iterations.

Alpha 06 was also another level where a lot of work has been done because various things where broken during the conversion or as you have found out with the clean up areas and mission markers not done correctly or not done at all.

Alpha 08 and the change made to the research is an example where a change was made to fix what appears to be a bug in the original, or well at least I'd consider it a bug anyway.

I'm not so sure about the bombard pit though I haven't found where you get that in v1.10 yet if you get it at all but given that you get the bombard on alpha 08 then it seems logical that you should also get the bombard pit on alpha 08 as well, I'm not really sure why pumpkin wouldn't give you the bombard pit on alpha 08 guess its one of those minor things you just have to make a judgement call on since we can't exactly ask them.
-Philosopher- wrote:@Beserk Cyborg

I've started looking at Beta 01 in detail. There are a lot of differences between wz and jscam, and the respective incarnations of the stage play out very differently as a result. If it weren't for the fact you can slow the game down more in 3.x, the net effect would be to make the stage harder in jscam than wzcam (in general, the opposite is true). Possibly not a good thing, given it was always one of the more challenging stages.

I'm going to try to figure out why it's different, but it's going to be tricky because there's a lot going on at once at the start and even on debug you can't slow the game down as much in 2.3.x, nor pause it. So it might be a little while before I report back. However, before I jump in, can you confirm the timing of when various groups make their attacks, transporters come in, etc. has been replicated in jscam faithfully? It might be there's a simple explanation...
I've found Beta 01 to be quite tricky on insane, for various reasons such as bugs or balance changes etc as you will see if you go a few pages back having said that if you can get past the first 10 minuets and get some of the fire power upgrades then its not so bad.

However I'm definitely of the opinion that the player needs some help on insane because it is so incredibly tough trying to fend off attacks from 2 directions at once with only 1 drop ship of troops that its bordering on impossible and i frequently find my self getting creamed even when i have the game slowed down to like 0.5 / 0.25 of the normal speed, although that's to be expected because Beta 01 was always considered to be one of the hardest missions in the entire game.

Fending off attacks from 2 directions at once might be doable on easer levels but not on insane there units are way to strong for that and even your most powerful units struggle to deal with there tanks until you start getting firepower upgrades so yeah the player definitely needs some help to level the playing field a bit.

Although at the moment I'm still stuck at alpha 12 as i haven't been able to beat that in the 1:20 time limit without cheating, certainly using a variation of Alfreds trick to get the hover tech quicker helps just not enough, however with the latest round of changes I'll have to give it another go and see if i get on any better.
Post Reply