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Posts posted by Silier
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On 31/07/2021 at 8:14 AM, wowgetoffyourcellphone said:
ERROR: JavaScript error: simulation/components/UnitAI.js line 258 cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 enter@simulation/components/UnitAI.js:2196:15 FSM.prototype.SwitchToNextState@globalscripts/FSM.js:366:14 FSM.prototype.ProcessMessage@globalscripts/FSM.js:274:8 UnitAI.prototype.ProcessMessage@simulation/components/UnitAI.js:4277:15 Attack.prototype.StopAttacking@simulation/components/Attack.js:526:14 Resistance.prototype.OnOwnershipChanged@simulation/components/Resistance.js:181:62
ERROR: Script message handler OnOwnershipChanged failed
ERROR: Error in timer on entity 5333, IID103, function TimerHandler: TypeError: cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 Timer@simulation/components/UnitAI.js:3282:10 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:4159:15 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:44
ERROR: JavaScript error: simulation/components/UnitAI.js line 258 cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 Order.Attack@simulation/components/UnitAI.js:427:16 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.PushOrderFront@simulation/components/UnitAI.js:3899:16 UnitAI.prototype.AttackVisibleEntity@simulation/components/UnitAI.js:4957:7 UnitAI.prototype.RespondToTargetedEntities@simulation/components/UnitAI.js:4994:15 UnitAI.prototype.AttackEntitiesByPreference@simulation/components/UnitAI_DE.js:89:14 LosAttackRangeUpdate@simulation/components/UnitAI.js:3278:11 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.OnRangeUpdate@simulation/components/UnitAI.js:4262:16
ERROR: Script message handler OnRangeUpdate failed
ERROR: JavaScript error: simulation/components/UnitAI.js line 258 cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 Order.Attack@simulation/components/UnitAI.js:427:16 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.PushOrderFront@simulation/components/UnitAI.js:3899:16 UnitAI.prototype.AttackVisibleEntity@simulation/components/UnitAI.js:4957:7 UnitAI.prototype.RespondToTargetedEntities@simulation/components/UnitAI.js:4994:15 UnitAI.prototype.AttackEntitiesByPreference@simulation/components/UnitAI_DE.js:89:14 LosAttackRangeUpdate@simulation/components/UnitAI.js:3278:11 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.OnRangeUpdate@simulation/components/UnitAI.js:4262:16
ERROR: Script message handler OnRangeUpdate failed
ERROR: Error in timer on entity 5345, IID7, function Attack: TypeError: cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 Order.Cheer@simulation/components/UnitAI.js:620:15 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.PushOrderFront@simulation/components/UnitAI.js:3899:16 UnitAI.prototype.Cheer@simulation/components/UnitAI.js:5810:7 UnitAI.prototype.CallPlayerOwnedEntitiesFunctionInRange@simulation/components/UnitAI.js:6433:23 enter@simulation/components/UnitAI.js:2216:12 FSM.prototype.SwitchToNextState@globalscripts/FSM.js:366:14 FSM.prototype.ProcessMessage@globalscripts/FSM.js:274:8 UnitAI.prototype.ProcessMessage@simulation/components/UnitAI.js:4277:15 Attack.prototype.StopAttacking@simulation/components/Attack.js:526:14 Attack.prototype.Attack@simulation/components/Attack.js:559:8 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:44
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6 hours ago, Yekaterina said:
Here are the replays.
Another small problem: 0ad seems to interfere with KDE window effects. When 0ad is running, all window effects like wobbly windows, magic lamp and any animations would disappear.
Thank you,
this one is really mysterious and I can’t see way how it can happen code wise. It looks like something else is changing variable when it should not. Most likely it will be not fixed anytime soon.
Ticket: https://trac.wildfiregames.com/ticket/6265 -
30 minutes ago, wowgetoffyourcellphone said:
Got this with both DE and EA. Create a formation of troops (hoplites in this instance). The default close order formation works. Now task these dudes to gather a treasure. They won't move (glitched out; perhaps a known problem?). Then task them to capture a building. Voila. That error is generated and they still do not move.
Can anyone else reproduce? I can reproduce it very easily and consistently.
Treasure bug is trigger for error you see.
It is even worse because controller went into individual state so formation will not respond at all.
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9 hours ago, Yekaterina said:
This does not make sense why that would happen.
offsets are just recomputed few lines above and if formation would not have members it would disband and not calling this.
Do you happen to have replay?
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15 minutes ago, Lion.Kanzen said:
@Stan` How many RC have we already released?
6 with pre-release rcs, 4 without them
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probably should, but not as a bugged code
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UPDATE
Windows people, can you test this one?should fix edge cases
Warning: incompatible with other versions
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3 hours ago, Stan` said:
My understanding is that the formation controller should move but doesn't.
It would not move because formation controller was not told to attack but unit's did it individually.
Were they in defensive stance? In that case they would return to held position given by last player command while being still in formation they would run. However they could reform at place and then walk to held position as formation but current code about held position is rabbit hole more with formations.
Even if they would not be in defensive stance to go back to held position automatically reforming after attack/action (when members are idle again) while half of formation may be elsewhere will trigger run too.
Now reason why they run in formation, if they would stuck and need to catch up with formation and if they would not run they would never be able to.
Looking into the code I can see potential line, causing them run when they act by themselves but I need to check unitai. Previously it checked if they are tasked to move as formation, now it checks if they are member of formation. However check is now more correct so we need to fix unitai and formations what is long topic or bring back old logic and rename the function, but reforming will still trigger run.
We could disable running for formation members but they would never catchup so that's probably not good idea eighter.
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There is a25 branch
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more fun
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Did she capture your storehouse during rush?
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what version of nvidia driver a graphic card do you have?
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did you do some system updates?
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Ok, previous one broke.
This one looks stable.
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dont you happen to have crashlog for it?
how reproducable is that? does the match need to run for longer time?
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Or reset rating on each alpha
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define playable
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@feneur can you please update @chiffoncake status if it is not already, thnx
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@LetswaveaBook can you upload crashlog files?
Alpha 25 Pre-release/Release Candidate Build Testing
in Game Development & Technical Discussion
Posted
They are not meant to be played at all, thats why they are under demo maps and have test in their names.