Nightly build of the development trunk

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Giel
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Re: Nighlty build of the development trunk

Post by Giel »

I've compiled a new nightly build for revision 2416 (quite literal "nightly" as it's 2:58 in the night/morning here).

r2416 debug version
r2416 non-debug version

This one provides AIvolution as a serparate mod (use "--mod aivolution.wz" as a parameter to enable it, or just the AIvolution shortcut provided).
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lav_coyote25
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Re: Nighlty build of the development trunk

Post by lav_coyote25 »

immediate crash on using one of my maps - this was in the stderr.txt file.
error  : gwCheckZoneSizes: warning zone 1 at (166,64) is too large 15278 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 2 at (61,182) is too large 9395 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 3 at (48,54) is too large 7202 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 4 at (184,186) is too large 9968 tiles (max 600)
error  : gameLoad: undefined save format version 134217728
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: Nighlty build of the development trunk

Post by cybersphinx »

r2416 completely breaks single player (starting campaign, fast play and tutorial as well as loading savegames - all that is saved in .gam files).
Edit: Multiplayer as well it seems. What exactly is the advantage of having .gam files in big endian format?
Last edited by cybersphinx on 19 Aug 2007, 03:49, edited 1 time in total.
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Re: Nighlty build of the development trunk

Post by lav_coyote25 »

error  : gameLoad: undefined save format version 134217728  in stderr.txt and this mdmp.


was in second mission alpha ... ctd with full crash - and MS send to MS for debug.
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Re: Nighlty build of the development trunk

Post by Giel »

cybersphinx wrote: r2416 completely breaks single player (starting campaign, fast play and tutorial as well as loading savegames - all that is saved in .gam files).
Fixed in r2418. Instead of modifying the current format versions, an additional version is added now (savegame format v35).
cybersphinx wrote: Edit: Multiplayer as well it seems. What exactly is the advantage of having .gam files in big endian format?
Endianess wasn't the only problem (if it would be then it would be very easy to fix), the new version (35) ignores struct padding as well. This was the real cause of trouble (for the segfaults at least, wrong endianess alone would yield invalid values).

Anyway... i've compiled a new nightly build for revision 2420 (which has the above issue fixed)

r2420 debug version
r2420 non-debug version

This one provides AIvolution as a serparate mod (use "--mod aivolution.wz" as a parameter to enable it, or just the AIvolution shortcut provided).
Last edited by Giel on 20 Aug 2007, 20:42, edited 1 time in total.
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hessuu
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Re: Nighlty build of the development trunk

Post by hessuu »

I don't have any terrain textures in these nightly builds. Is that normal? All land is colored white and water is colored little darker white.
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Re: Nighlty build of the development trunk

Post by Giel »

Nope that most certainly isn't normal.
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Re: Nighlty build of the development trunk

Post by Giel »

I've compiled a new nightly build for revision 2440.

r2440 debug version
r2440 non-debug version
"First make sure it works good, only then make it look good." -- Giel
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Re: Nighlty build of the development trunk

Post by lav_coyote25 »

including mdmp - same?? problem....  assigned to 5 trucks a few aa batteries in stacks of 4...  8 were assigned for building which is 32 sites.


like this        OO
                  OO     

r2440  nightly build.
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Re: Nighlty build of the development trunk

Post by lav_coyote25 »

and just had another look...
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‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: Nighlty build of the development trunk

Post by Terminator »

btw I wanted to note that spliting textures 16/32/64/128  overloading CPU. On my celeron its shows little frame-rate near 10-15 fps. ( without shadows )
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Re: Nighlty build of the development trunk

Post by Sonsalt »

Adding the team function to the game, was a great enhancement. I think you should also add the function to select the starting point for every player at the menu if possible.
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Re: Nighlty build of the development trunk

Post by Troman »

Sonsalt wrote: Adding the team function to the game, was a great enhancement. I think you should also add the function to select the starting point for every player at the menu if possible.
You can choose starting point by selecting player number.
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Re: Nighlty build of the development trunk

Post by Serman »

I downloaded the nightly build, but my units and structures still dont look as good as lav_coyote's?  ???
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Re: Nighlty build of the development trunk

Post by Serman »

Giel, you should sticky this.
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