*Real* nightly builds! [NO LONGER AVAILABLE]

Discuss the future of Warzone 2100 with us.
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Buginator
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Re: *Real* nightly builds!

Post by Buginator »

fisk0 wrote:Yeah, the bug that makes the whole GUI hang for a minute when you try to shift click is really annoying.
That thing about units moving around in circles I thought was only because I played on the Archipelago map which I thought was just messing up pathfinding (every island is a hill and I only noticed the circling with hover trucks when they were ordered to move from one island to another), but apparently it appears on other maps as well?
I managed to play with more than one AI though (but that wa in r6070 when I think of it).
Well, results from playing trunk r6095, looks like pathfinding is now the #1 hog we have. The circling trucks were corrected by per.

For the GUI hang, do you mean slow response? If you have the FPS meter on, what was the FPS that you were getting when you notice this 'hang' that you are referring to?
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Re: *Real* nightly builds!

Post by fisk0 »

Buginator wrote:
Well, results from playing trunk r6095, looks like pathfinding is now the #1 hog we have. The circling trucks were corrected by per.

For the GUI hang, do you mean slow response? If you have the FPS meter on, what was the FPS that you were getting when you notice this 'hang' that you are referring to?
I don't think it has anything to do with the FPS, since everything else in the game keeps working, but the buttons stop working until I repeatedly press escape and right click (often resulting in that selected units start moving to positions I don't want them to). So, no, I don't mean slow response, I mean that the entire GUI thing hangs for some time while the rest of the game moves on. I can still see units move, fire and all that, and the sound works, but I can't issue any orders at all when that happens. Since some versions back in trunk this happened when you held down shift to order a truck to build more than one vtol rearm pad, but in beta 5 it's even worse and I can't even use shift to select various units anymore (draging a selection square works to select several units, but not picking out single units in a group while holding shift). Since all these problems appear when you hold down the Shift key, I guess there's something wrong about how the game responds to that key press.
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Re: *Real* nightly builds!

Post by Buginator »

fisk0 wrote:
Buginator wrote:
Well, results from playing trunk r6095, looks like pathfinding is now the #1 hog we have. The circling trucks were corrected by per.

For the GUI hang, do you mean slow response? If you have the FPS meter on, what was the FPS that you were getting when you notice this 'hang' that you are referring to?
I don't think it has anything to do with the FPS, since everything else in the game keeps working, but the buttons stop working until I repeatedly press escape and right click (often resulting in that selected units start moving to positions I don't want them to). So, no, I don't mean slow response, I mean that the entire GUI thing hangs for some time while the rest of the game moves on. I can still see units move, fire and all that, and the sound works, but I can't issue any orders at all when that happens. Since some versions back in trunk this happened when you held down shift to order a truck to build more than one vtol rearm pad, but in beta 5 it's even worse and I can't even use shift to select various units anymore (draging a selection square works to select several units, but not picking out single units in a group while holding shift). Since all these problems appear when you hold down the Shift key, I guess there's something wrong about how the game responds to that key press.
Hmm.
This don't happen from the get go right? It only happens when you have been playing the game for awhile, right?
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Re: *Real* nightly builds!

Post by fisk0 »

Buginator wrote:
Hmm.
This don't happen from the get go right? It only happens when you have been playing the game for awhile, right?
that varies I think, in trunk I usually could shift-build some bunkers and such and the hang started på really appear only when I tried to build VTOL rearm pads (which is when you need it the most, bunkers, walls and towers can be built by click and drag), but when I've tried to play matches in beta 5 it seems to happen all the time, including when I even try to select more than one unit with shift-clicking on them.
It has never happened when I've been shift-clicking oil resources to give a truck a construction queue for oil derricks, but in beta 5 I have not been able to give the trucks any other queues (like, after you've built the derricks, build a power plant and HQ).

By the way I just noticed the stderr.txt had been created by the last game.
Here's something that I'm not sure if it is related, but errors that seem to have come up after I had started the game (the other errors in the list look like they were from when I was browsing through the map list that includes the 52 maps map pack uploaded elsewhere in the forum, where some of the maps can not be loaded even for previews), they were errors about "SetUpInputFile(): Couldn't open input file: '...' for player 'x'" and a lot of [gwLinkGateways] errors, but I can add them as well if you think they might have to do anything with the problem:

Code: Select all

error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=320)
error   : [interpRunScript] Original event ID: 1 (of 370)
error   : [interpRunScript] Current event ID: 320 (of 370)
error   : [interpRunScript] Call depth : 4
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireTrigger] eventFireTrigger: event N/A: code failed
error   : [eventFireTrigger] Assert in Warzone: event.c:1128 (false), last script event: 'N/A'
error   : [stackReset] stackReset: stack is not empty
error   : [stackReset] Assert in Warzone: stack.c:1047 (((psCurrChunk == psStackBase) && (currEntry == 0))), last script event: 'N/A'
error   : [interpRunScript] interpRunScript: max instruction count exceeded - infinite loop ?
error   : [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=311)
error   : [interpRunScript] Original event ID: 11 (of 370)
error   : [interpRunScript] Current event ID: 311 (of 370)
error   : [interpRunScript] Call depth : 5
error   : [interpRunScript] interpRunScript: error while executing a script
error   : [interpRunScript] Assert in Warzone: interp.c:946 (!"error while executing a script"), last script event: 'N/A'
error   : [eventFireCallbackTrigger] eventFireCallbackTrigger: event N/A: code failed
error   : [eventFireCallbackTrigger] Assert in Warzone: event.c:1049 (false), last script event: 'N/A'
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Re: *Real* nightly builds!

Post by Buginator »

I don't play 2.1, but on trunk, I did some tests, and I don't have any of the issues you talk about.
I shift-click built 10 rearm pads just fine, and other things as well. This was in a 8p skirmish game.

Are you running the default AI? You using any mods?

The only time I saw the GUI get slow is when the framerates took a dive...
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Re: *Real* nightly builds!

Post by fisk0 »

Buginator wrote:I don't play 2.1, but on trunk, I did some tests, and I don't have any of the issues you talk about.
I shift-click built 10 rearm pads just fine, and other things as well. This was in a 8p skirmish game.

Are you running the default AI? You using any mods?

The only time I saw the GUI get slow is when the framerates took a dive...
I usually played with Aivolution, but the problem appeared without mods too. But the problem seem to have been fixed in trunk r6100, I've played 3 games both with and without aivolution with only minor problems (the game still does not always register when I hold shift to construct more than one building, but the GUI no longer hangs, and the problems were far between, not constantly as the other problem was).
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ouch
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Re: *Real* nightly builds!

Post by ouch »

so why isn't this thread stickied anymore?

your not takeing away our nightly builds are you?
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Re: *Real* nightly builds!

Post by lav_coyote25 »

nope... still here and doing.
ouch
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Re: *Real* nightly builds!

Post by ouch »

in build 6117 thermite flamers are massively bugged. thier flames can shoot into space and a cyborg can wipe out entire armies of vengence bodies.

one hit from a bombard morter and it takes a vengence body unit down in the red. Arcangel missiles don't even do that...
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Re: *Real* nightly builds!

Post by Zarel »

ouch wrote:in build 6117 thermite flamers are massively bugged. thier flames can shoot into space and a cyborg can wipe out entire armies of vengence bodies.

one hit from a bombard morter and it takes a vengence body unit down in the red. Arcangel missiles don't even do that...
They've been like that since 2.1. Although the Bombard thing is weird. Can you provide details?
ouch
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Re: *Real* nightly builds!

Post by ouch »

I'm not sure what details you need but for sure bombard emplacements kill just about anything they hit. I was storming an AI base with 10 Twin Guass Cannons on vengence bodies and hover propulsions...

most died because of the 3-5 bombard pits the AI built further back in the base. some turned around and got out of range in time but had just a sliver of health left. (like 1/10th or so)
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Re: *Real* nightly builds!

Post by Olrox »

EvilGuru wrote:
Chojun wrote:No NEXUS virus quips, people, or I will cut you.
That's my response down the pan.
lol xD
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Re: *Real* nightly builds!

Post by Zarel »

ouch wrote:I'm not sure what details you need but for sure bombard emplacements kill just about anything they hit. I was storming an AI base with 10 Twin Guass Cannons on vengence bodies and hover propulsions...

most died because of the 3-5 bombard pits the AI built further back in the base. some turned around and got out of range in time but had just a sliver of health left. (like 1/10th or so)
Oh, yeah, I haven't looked at mortars much, but apparently bombards have been massively overpowered since 1.10. Damage increased from 80 to 240.
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Re: *Real* nightly builds!

Post by Per »

Zarel wrote: Oh, yeah, I haven't looked at mortars much, but apparently bombards have been massively overpowered since 1.10. Damage increased from 80 to 240.
Now I know why I love mortars so much xD O_o
ouch
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Re: *Real* nightly builds!

Post by ouch »

which reminds me... I see there are 2 STATS directories in the main WZ file. does the game use the text version or the sqlite version? (I hope SQLITE version because it's so much easier to work with...)
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