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Re: [ALPHA][Curr.Ver: Release-7]Campaign 4 Preview & Bug Rep

Posted: 20 Mar 2012, 17:59
by milo christiansen
Goth? Goth are you OK?

Re: [ALPHA][Curr.Ver: Release-7]Campaign 4 Preview & Bug Rep

Posted: 21 Mar 2012, 11:36
by Goth Zagog-Thou
Hi everyone. I'm ok. :)

My apologies for the lack of updates. Real-life has taken most of my focus. The reasons are varied and cumulative, and I'm sure we've all been there.

Moving right along!

@ Lord Apoc: Nope, definitely not Mangodai Campaign -- although it has a similar scenario, now that I think about it. How'd that happen? :lol2: Lack of Construction Equipment, no way to leave.. yikes. It's close without intending to BE close.

@ Rman: Show-stopper bugs held up the last release. Yes, the old 'Missing Research Messages' thing that has caused so much strife on Win32 systems. I need to fix those, even if it means putting "dummy messages" in to get the game to be happy with Cam 4. If one uses Linux or Mac, this issue is negligible and the Campaign works fine -- but causes crashes in Skirmish and Multiplayer while the mod is active.

The API Conversion has really messed with me, sadly. I've done NO work using the new API. It's still WZScript. I thought it best to let the API get into a more finished state before learning it. What I want, BEFORE a conversion, is the Campaign to be script-finished so that the 2.3.x users can play it. Then a conversion can be more cleanly and readily be done for 3.2's API.

I uploaded the current 'Commit' versions to my Dropbox.

Version 7 (considered stable) (21,406kb)
Version 8 (testing) (38,695kb)

Version 8 is current as of today. M9 is partially working. M1 and M8 are functional but may have some unfixed issues. Quite possibly (probably) will NOT load on Win32 systems due to the aforementioned Missing Research Messages bug causing Access Violations. Version 7 of the mod was a little more cooperative on Win32 but suffered from the same issue. Sometimes giving the mod time to spew its' debug stuff into the log (up to 1 minute) would allow it to function on Windows during the campaign sequence. It's hit-and-miss, in other words.

I'll work on this more and see about getting that rather outstanding bug fixed today.

[EDIT: Grammer and spelling corrections. Gotta love insomnia... ]

Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 21 Mar 2012, 23:40
by Rman Virgil
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Good to see your ok. :)

I think your strategy for dealing with JS is sound.

The "Dummy Message" place holder makes sense. It might be a good idea for other missing components as well.

I saw the connections to ManGodAi scenarios (how could I not - I collaborated on that CAM from day one) but here's thing. I am totally in agreement with Nobel prize winner T.S. Elliot when he said mediocre poets copy, great poets take and make it their own 100%. In the context of everything else you've created you have indeed made those components your own - 100%. Your creation is first class. :)

Weekend after next I'll be back home and able to pick up on your latest efforts and look forward to that. :3
(Just traveling with my Samsung Galaxy Note Tab Phone which I can do bout anything 'cept run WZ.)

- Cheers, RV :hmm:
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 07:57
by Goth Zagog-Thou
Well, it appears the problem is more serious than simply adding "dummy research messages".

I hope the saying that "sometimes what we need is a giant step backwards to move forward" applies here.

I'm going to remake the scripts from the ground up. I have to. I'm not getting any useful output on what's wrong, or why the crash is occurring.

So, it appears that I'll be learning the new API sooner than I had envisioned.

*sigh*

Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 08:08
by Rman Virgil
Goth Zagog-Thou wrote:Well, it appears the problem is more serious than simply adding "dummy research messages".

I hope the saying that "sometimes what we need is a giant step backwards to move forward" applies here.

I'm going to remake the scripts from the ground up. I have to. I'm not getting any useful output on what's wrong, or why the crash is occurring.

So, it appears that I'll be learning the new API sooner than I had envisioned.

*sigh*
Are you sure the JS API is mature enough already vis-a-vis CAM scripting to proceed? Maybe Per, Mile &/or aubergine could way in here?

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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 08:34
by Goth Zagog-Thou
Ok, maybe a little bit of premature panic on my part. Here's where things stand:

None of the releases after Release-5 are working on my fresh Windows 7-64 install. What's funny about that is that the research I had finally gotten working after that came almost DIRECTLY from the T3 Multiplayer / Skirmish research stuff that lets Multiplayer / Skirmish players do research in the first place.

So why all the problems?

That remains to be seen. What I intend to do is rebase and otherwise repeat what I did on the R6 build. Get the Tech Tree and Research working on R5. NO custom tech, though, as I feel that was one of the factors that contributed to this whole mess. So, start from a clean base (that I *know* works).

Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 08:38
by Rman Virgil
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Solid. :D (imho ;) )

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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 09:51
by Goth Zagog-Thou
*makes groaning noises and performs other zombie-like behavior*.

Crashy .... crashy crashy ... ARGH.

Re: [ALPHA][Curr.Ver: Release-7]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 11:23
by Rman Virgil
M10c wrote:I am very eager to use this mod, but every time I attempt to run the campaign, tutorial, or even fast play, I get 2 successive error messages: First is [resload] Failed to parse wrf/vidmemc.wrf and the second is [startgameloop] Shutting down after failure.
I have Flame installed, and put the mod in Autoload folder in the mods directory. So I am wondering if I did something wrong? Using the 3.1 beta version on a windows 7 32 bit machine.

Edit: After installing the 2.3 version, I get it to go into campaign on both the aforementioned windows machine, and my Ubuntu 11.10 laptop, but not long after I get the northern area during the first mission opened up, it crashes regularly on both machines. Also during the mission there are persistent script errors, not sure if they may have anything to do with it. Since the log file is too big, I'll post the last few lines of it.

Double Edit: I managed to get it working, I absolutely LOVE it! It is a different style and feel from what I am used to in a campaign, but it is perfect I think! Working on building up delta base now :) Thank you for working on this, keep up the good work!

O_o I don't get it.

He looks to have had a run though on his Win Box on Feb. 1

Spik3d also ran through it a few days after.... though he didn't say WIN or *Nix.... on Feb 7.

:hmm:
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Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 16:28
by milo christiansen
About JSAPI: I don't think it has everything needed as of now. I did make a list of some of the things needed and AFAIK they have all been implemented but the list was by no means complete.

I'll see if I can come up with a new list to submit to per soon so hopefully every thing will be ready to port before too long.

As for other issues, I have no idea :wink: But I'll test v8.

Is v8 still for 2.3.x or is it for 3.x? if 2.3.x I'm still available to port the data-set :)

Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 18:20
by effigy
I just finished playing v8 on 2.3.9 with Windows XP sp3. AFAIK, the game is running as it should.

I'm not sure how to specify my progress in the map, other than to say that it just doubled (to the left/west).

I've got some screenshots I'll post later with some questions.

In brief while it's fresh in my mind (I realize this is still in-dev, maybe you already know some of this), though:

I wonder if the "blue" base in the corner is suppose to be giving me access to it's base structures (i.e. res lab, pgen, etc.). I may have missed some text in the console but I got the impression that this is a Nexus base that my team has hacked into?

Why do we get repair units and auto-repair tech at start? The scavengers I've encountered thus far are no match for the units given. The repair tanks alone would be sufficient.

I like the dialog in the console :) Though, sometimes I'm not sure if it's my character talking, or the "other" team (gama?). Maybe some colored text could be used to distinguish?

Flashlight scavengers still use a machine gun animation in between the laser effect.

Exploration Rewards are cool :) but, I've already reached the point were I can't have all attachable units attached to my commander. Maybe rewarding with indirect fire units, another commander, giving less repair droids or updated technology of some kind would be better. They're pretty easy to find, though, after the map has been revealed by the gama team(?) (oil barrels).

Ok, enough for now :) Exciting stuff :)

Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 19:29
by effigy
Pictorial questions / comments, Part 1:

Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 19:30
by effigy
Pictorial questions / comments, Part 2:

Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 19:34
by NoQ
view trainble is a bit off, or
something up with scroll limits?
I think it's an old base-game bug ...

Re: [ALPHA][Curr.Ver: Release-8]Campaign 4 Preview & Bug Rep

Posted: 22 Mar 2012, 22:35
by aubergine
The location of timer block and map name are hard-coded in to the game IIRC. I've not seen anything in the API (either JS API or even WZScript or C++ code while digging in to the source code) that allows them to be repositioned :s It would probably be easier to split the message on to a few more lines so the text doesn't go under the timer?