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Bugs & questions.
Posted: 19 May 2008, 21:30
by winsrp
HI, new here, but not new to the game, just to let you know, now on to topic
--Bugs:
Net play finished, due to objective acheived even when enemies are not destroyed completedly: after analizing this i have found this error in 3 different places, first on one player skirmish, where some buildings doesnt seem to be part of the objective pool, for example, if i destroy all the factories, and main buildings without destroying walls, or torrets, this error pops up. Secondly, also on one player skirmish, when you enter a game, and at the very begining of the game, when you just have 2 contructors on screen try to ally with all the AI players, and they accept, so since you are ally with everyone, the match ends. I belive this second one is related to the thrid one when on multi play with another human player on locked team, after the first enemy building is destroyed, can be a wall or a turret, then the game ends, some times it happens sometimes it dont.
Some units get kindda stuck, probably due to pathing issues: while going thru hills or turns, the units tend to stick and lower ground since they like to go on the edge of the tile.
Units tend to stick to walls or have trouble going around the map due to not being able to turn on their own center.
--Dev Questions:
Info: im looking forward to make a mod, im a programmer, and a 3d artist (have other friend willing to aid me on the 3d part too)... weird convination i know, i have read all posibble documentation on this site about it so here are some doubts i still have..
-What is part of a mod, and what is part of the game core?
-Can i use 3d max to make new models?
-Can textures be improved, as in land, trees, etc?
-Can we make more models for trees, houses, rubbish on the floor, and can miscellaneous things be added in a random basis?
-Can i make a model bigger than 2x2 (as main base, factory, etc), to something like 3x3, 4x4, can it be posible, since i would like to use a bigger scale, and have multi turret buildings?
-Is there a way to have the option of the look radius fog (the one you get when pressing Z key) to be always on?
-Is there a way to have fog of war to be put back on zones of the map that where already discovered (pitch black area)?, and let me explain this question a bit, i want to make a new tower, that puts the fog of war back in the area of radius, as a way to counter the satelite building (and yes it does sound like a thing red alert had, i know, i like it, and thats why i want to do it.)
Is there a way to make construction semi-upgradable?, and here i know i need to elaborate a bit further, let say i make a new command center, insted of 2x2 its 4x4, and it has the radar on the middle, and 4 tower on the sides, and i want to add a different turret to each of the towers, as i advance in tech, is that posible for a mod, or should compromise a code change?
-Is there a way to make construction menus for turrets and cyborgs?
Re: Bugs & questions.
Posted: 19 May 2008, 22:11
by Per
Quick response: Everything in the data/ directory / the .wz package is part of a mod. You can use 3DS Max - just use the 3ds2pie tool to convert the models. Yes, you can improve the textures, the texture size should be pretty flexible, but more than doubling the size may be a bad idea for performance reasons (engine is not the most modern anymore). You can also make new models for misc stuff on the map, but since there is no updated version of the map editor, there is yet no way to place them. They are not placed randomly. I believe you can make structures much bigger than 2x2 already, not sure what the limit is, and multi-turrets for structures is supported, but beware of bogus - this has not been tested much yet! Making the 'z-key fog' be always on should be very easy to do, but it will slow performance a great deal due to the way it is written at the moment. I'm already working on jammer towers that will block enemy radar. The last two questions I am not sure about.
Re: Bugs & questions.
Posted: 19 May 2008, 22:44
by winsrp
thanks for the answers, as for the z key fog, well can it be made a toggle, instead a press to see?, and it funny that it will compromise so much the game since it should be the same thing the game uses to calculate which structures to update on view, and which enemy vehicles will show on screen.
And by the way, i would be good to have the command post be updated with a radar on top, instead of having 2 building apart. saves space, and makes both functions.
And another question, once you have all the modifications in place how do you compile your wz file?
Re: Bugs & questions.
Posted: 20 May 2008, 06:00
by Buginator
winsrp wrote:
HI, new here, but not new to the game, just to let you know, now on to topic
--Bugs:
Net play finished, due to objective acheived even when enemies are not destroyed completedly: after analizing this i have found this error in 3 different places, first on one player skirmish, where some buildings doesnt seem to be part of the objective pool, for example, if i destroy all the factories, and main buildings without destroying walls, or torrets, this error pops up. Secondly, also on one player skirmish, when you enter a game, and at the very begining of the game, when you just have 2 contructors on screen try to ally with all the AI players, and they accept, so since you are ally with everyone, the match ends. I belive this second one is related to the thrid one when on multi play with another human player on locked team, after the first enemy building is destroyed, can be a wall or a turret, then the game ends, some times it happens sometimes it dont.
For being a ally with the enemy, and then wining the game, yeah, that needs to be fixed. Right now it is random if it will accept or not.
For the other thing, the game keeps a list of the droids/structures, and only when those are 0 should it let you win. I couldn't replicate that last time I tried to replicate.
Some units get kindda stuck, probably due to pathing issues: while going thru hills or turns, the units tend to stick and lower ground since they like to go on the edge of the tile.
Units tend to stick to walls or have trouble going around the map due to not being able to turn on their own center.
The pathing issues/ units spining in place / bouncing on walls are known, and are trying to be fixed.
1-Can textures be improved, as in land, trees, etc?
2-Can we make more models for trees, houses, rubbish on the floor, and can miscellaneous things be added in a random basis?
3-Can i make a model bigger than 2x2 (as main base, factory, etc), to something like 3x3, 4x4, can it be posible, since i would like to use a bigger scale, and have multi turret buildings?
4-Is there a way to have the option of the look radius fog (the one you get when pressing Z key) to be always on?
5-Is there a way to have fog of war to be put back on zones of the map that where already discovered (pitch black area)?, and let me explain this question a bit, i want to make a new tower, that puts the fog of war back in the area of radius, as a way to counter the satelite building (and yes it does sound like a thing red alert had, i know, i like it, and thats why i want to do it.)
6-Is there a way to make construction semi-upgradable?, and here i know i need to elaborate a bit further, let say i make a new command center, insted of 2x2 its 4x4, and it has the radar on the middle, and 4 tower on the sides, and i want to add a different turret to each of the towers, as i advance in tech, is that posible for a mod, or should compromise a code change?
7-Is there a way to make construction menus for turrets and cyborgs?
1 & 2, Yes
3 - 7 needs code changes.
Making ANY menu in game is a PITA.
Just remember, that this engine is pretty old, and it can't really handle high polygon units very well. Also, seems that people with crappy hardware still play this game. It would be nice if we had a minimum of 2GH CPU, 1GB RAM, and a gfx card that supports minimum of openGL 2.0, but we don't. At least not now.
winsrp wrote:
thanks for the answers, as for the z key fog, well can it be made a toggle, instead a press to see?, and it funny that it will compromise so much the game since it should be the same thing the game uses to calculate which structures to update on view, and which enemy vehicles will show on screen.
And by the way, i would be good to have the command post be updated with a radar on top, instead of having 2 building apart. saves space, and makes both functions.
And another question, once you have all the modifications in place how do you compile your wz file?
The .wz file is just a zip file. No need to 'compile it' per se.
The game rendering engine doesn't really use any LOS. It is more or less brute force type of an approach.
The HQ does have a radar dish on top, or are you talking about something else?
Re: Bugs & questions.
Posted: 20 May 2008, 17:10
by winsrp
ok, good to know you guys are aware of the bugs, i got to open the wz file, and on track for a nice mod.
On a second note good about 1 & 2, but shame on 3 & 7... specially 3.
Now for the radar, im talking about making this

and upgrade taking this

as its base. So its preaty much hopping the radar onto the command center, and have 2 building into one... i dont want to change the point where the satellite is research, just not make it another building...
Re: Bugs & questions.
Posted: 20 May 2008, 17:43
by DevUrandom
A way to do this I would think about:
Make the radar dish a weapon (if it is not already) and look whether you can add a weapon to a building by means of a module (like factory module). Somehow these silos must be added to the factory as well...
I have no idea whether and how this works exactly though. If you are a coder, and want to look at it, you might want to see how it is done for the vtol- and tank-factories, research-center, power-generator.
My assumption is that you can edit the radar-value of a building via an upgrade, so just setting that to infinite (INT_MAX or something) might work.
All just guesses though.
Re: Bugs & questions.
Posted: 03 Jun 2008, 19:02
by The_Source_HIM
I have a problem saving/loading game in x86_64 version of 2.1 beta (2.1.0-0.5.beta2). Any attempt to save or load the game results in crash.
Re: Bugs & questions.
Posted: 03 Jun 2008, 20:02
by Buginator
The_Source_HIM wrote:I have a problem saving/loading game in x86_64 version of 2.1 beta (2.1.0-0.5.beta2). Any attempt to save or load the game results in crash.
Can you post more information in the bug tracker @
https://gna.org/bugs/?group=warzone ?
We need to know what distro, what was the crash message(s), the crash dump file, and if possible, run it with gdb, and do a bt full, and then post that output on the bug tracker.
System specs would be nice also.
Re: Bugs & questions.
Posted: 12 Jun 2008, 20:59
by The_Source_HIM
Here's the link to the bug.
https://gna.org/bugs/index.php?11820
I have attached crash dump warzone produced. I will also run warzone with gdb if you explain how to do it properly.
Re: Bugs & questions.
Posted: 13 Jun 2008, 07:32
by Buginator
The_Source_HIM wrote:Here's the link to the bug.
https://gna.org/bugs/index.php?11820
I have attached crash dump warzone produced. I will also run warzone with gdb if you explain how to do it properly.
Sure, assuming you are building a debug build, all you have to do is cd to the src directory, then enter:
gdb ./warzone2100
then you enter:
run
Do whatever to make it crash.
you will be at the gdb prompt.
now type:
set logging true (maybe set logging ON)
and then type:
bt full
(keep hitting return until you get to end)
then type:
set logging OFF (or set logging false)
and it will tell you it created a file, and where it is at. (should be in src I think)
That is the file that needs to be posted.
Sorry I wasn't more specific, but I am on windows right now, and can't check.