Nightly build of the development trunk

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Troman
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Re: Nighlty build of the development trunk

Post by Troman »

cruise wrote: Sorry for being dumb, but how do we enable it the AIvolution AI in these builds? :P
Unzip warzone.wz.

multiplay/skirmish is the folder where AI is located for each of the 8 players (a slo and a vlo file). Go to the /multiplay/skirmish/customai/aivolution directory and copy slo and vlo files into multiplay/skirmish directory, for the players you want to replace (for player 5 copy player5.slo and player5.vlo).

Zip the content again, and replace the old warzone.wz with the newly zipped file.

There must be a simpler way, but I don't remember the order in which wz looks for data.

If you will have troubles or comment please open another thread or use any existing Aivolution thread to leave this thread for information concerning windows nightly builds.
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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 2365.

r2365 debug version
r2365 non-debug version
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Sonsalt
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Re: Nighlty build of the development trunk

Post by Sonsalt »

Hi

Sorry for that question, what exactly is this mod, and what is the aivolution ??? Does your latest version R2365 has AIvolution installed? What does it change?
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lav_coyote25
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Re: Nighlty build of the development trunk

Post by lav_coyote25 »

this isnt a mod.    it is the latest revision/nightly build of the full game....  the aivolution is a better ai made by troman - read the above post to see where and how to install.... 
‎"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 Sonsalt »

Oh cool and what are the changes between the versions ? any Gameplay changes?
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Re: Nighlty build of the development trunk

Post by Ursa »

Copy the contents of ~/warzone/data/multiplay/skirmish/customai to /warzone/data/multiplay/skirmish/ before you compile.
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Re: Nighlty build of the development trunk

Post by Giel »

Sonsalt wrote: Oh cool and what are the changes between the versions ? any Gameplay changes?
Too much to sum up but here you go; all log messages of the changes: http://warzone.mortis.eu/trunk-changes.txt

Or a small ChangeLog here.
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Sonsalt
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Re: Nighlty build of the development trunk

Post by Sonsalt »

Thanks a lot.

I am all about ultimate Warzone  ;D ;D ;D
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Re: Nighlty build of the development trunk

Post by Sonsalt »

Is this Version (r2365 non-debug version) already running with grims mod? If I try to add it to a shortcut I get this message:


error  : strresLoadFile: PHYSFS_openRead("messages/strings/strings.txt") failed with error: File not found
error  : resLoad: failed to parse wrf/frontend.wrf
error  : Shutting down after failure
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lav_coyote25
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Re: Nighlty build of the development trunk

Post by lav_coyote25 »

and this is what i get... so ... how to fix it ?? ???  obviously grims new textures arent showing up....  how can i rectify this.
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Last edited by lav_coyote25 on 14 Aug 2007, 03:56, edited 1 time in total.
‎"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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lav_coyote25
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Re: Nighlty build of the development trunk

Post by lav_coyote25 »

and now this from the campaign...
warning : loadFile2: optional file sequenceaudio/cam1/cam1b_P.txt could not be opened: File not found
warning : loadFile2: optional file sequenceaudio/cam1/cam1b.txt could not be opened: File not found
error  : Returned savegame/cam1a2.gam
warning : loadFile2: optional file sequenceaudio/BrfCom.txt could not be opened: File not found
warning : loadFile2: optional file sequenceaudio/cam1/CAM1bpow.txt could not be opened: File not found
warning : loadFile2: optional file sequenceaudio/cam1/sub1_1P.txt could not be opened: File not found
warning : loadFile2: optional file sequenceaudio/cam1/sub1_1.txt could not be opened: File not found
error  : Added a dead object to the map grid!
error  : Assert in Warzone: C:\Documents and Settings\Giel van Schijndel\Mijn documenten\C++\warzone\wz-trunk-main\src\mapgrid.c:208 : gridAddObject (!psObj->died), last script event: 'waitForPow'
‎"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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Watermelon
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Re: Nighlty build of the development trunk

Post by Watermelon »

are you running older data or something,the errors have something to do with old data/new exe combo it seems,the map object died issue is probably introduced by one of the recent commits.
tasks postponed until the trunk is relatively stable again.
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lav_coyote25
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Re: Nighlty build of the development trunk

Post by lav_coyote25 »

when it rains it pours.  exactly what have you guys done to the water!! ??? :o

only happens when i move  or click on the build menu thingy as shown ...

also the water texture disappears....
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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 Ursa »

I confirm the second error, I'm getting the exact same thing weird water glitches in the corners... with the grim mod... well I don't even get as far as he does... initially

Code: Select all

ursa@ursa-desktop:~$ warzone2100 --mod grim.trunk.wz
error   : strresLoadFile: PHYSFS_openRead("messages/strings/strings.txt") failed with error: File not found
error   : resLoad: failed to parse wrf/frontend.wrf
error   : Shutting down after failure
After a half hour of tinkering with the thing I finally got the game to run... and it looked exactly the same as lav_coyote's screenshots... alternating red yellow and green bands intersperced between purple stuff.

I'm using an SVN build from Aug 12
Sonsalt
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Re: Nighlty build of the development trunk

Post by Sonsalt »

I still get this shutting down after failure when I add grim mod.  :'( :'( :'(