Old Roman Posted June 10, 2021 Report Share Posted June 10, 2021 Could someone summarize the process of how to install the pre-release file and how to properly restore A24 (if necessary) when done with testing? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted June 11, 2021 Report Share Posted June 11, 2021 On which platform we support 3 Windows,Linux and OSX ? Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted June 11, 2021 Report Share Posted June 11, 2021 Any idea why the new Attack.js would be causing this error? <p class="error">ERROR: JavaScript error: simulation/components/Attack.js line 380 SetGlobal "AttackHelper" called multiple times @simulation/components/Attack.js:380:8 launchGame@gui/gamesettings/GameSettings.js:128:11 launchGame@gui/gamesetup/Controllers/GameSettingsController.js:273:18 onPress@gui/gamesetup/Pages/GameSetupPage/Panels/Buttons/StartGameButton.js:60:52</p> 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted June 11, 2021 Report Share Posted June 11, 2021 6 hours ago, The Undying Nephalim said: Any idea why the new Attack.js would be causing this error? Can you post L380 (or the entire function)? If you already had a file named AttackingHelper in your mod in A24 it will be a conflict for A25. Because helpers/Attacking.js has been renamed to helpers/AttackHelper.js in A25. Devs made a handy PortA24toA25 wiki in case you aren't aware yet. Quote Link to comment Share on other sites More sharing options...
Old Roman Posted June 11, 2021 Report Share Posted June 11, 2021 9 hours ago, Loki1950 said: On which platform we support 3 Windows,Linux and OSX ? Enjoy the Choice Sorry, that would be Windows! 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 11, 2021 Report Share Posted June 11, 2021 4 hours ago, Old Roman said: Sorry, that would be Windows! You must save your configuration in a secure folder. My first advice Quote Link to comment Share on other sites More sharing options...
Lopess Posted June 12, 2021 Report Share Posted June 12, 2021 (edited) . Edited June 12, 2021 by Lopess Quote Link to comment Share on other sites More sharing options...
Freagarach Posted June 12, 2021 Report Share Posted June 12, 2021 18 hours ago, Grapjas said: Can you post L380 (or the entire function)? If you already had a file named AttackingHelper in your mod in A24 it will be a conflict for A25. Because helpers/Attacking.js has been renamed to helpers/AttackHelper.js in A25. Devs made a handy PortA24toA25 wiki in case you aren't aware yet. Actually the file was renamed to helpers/Attack.js (consistent with the rest and less redundancy in the file path), but the simulation name has become AttackHelper (again consistent). The porting guide is indeed our effort of making modders a bit less angry. 2 1 Quote Link to comment Share on other sites More sharing options...
andreassadi Posted June 12, 2021 Report Share Posted June 12, 2021 OOS (Out of Sync Error) potentially with differing versions of A25. Afterwards, the game is unplayable and all movement freezes. This post was requested by @ValihrAnt. Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted June 12, 2021 Report Share Posted June 12, 2021 (edited) Just played 2.5 games with @ValihrAnt and I just want to say that this is going to be a really nice alpha. Amongst other things, I was really impressed by the art team's work and the the programing's team's improvements to pathfinder/pushing. Good job, all. One bug to note, if units' rally point is assigned to a res that isn't available then the units go to the closest available of the same type of res from where they currently are. Edited June 12, 2021 by chrstgtr 2 Quote Link to comment Share on other sites More sharing options...
ValihrAnt Posted June 12, 2021 Report Share Posted June 12, 2021 49 minutes ago, andreassadi said: OOS (Out of Sync Error) potentially with differing versions of A25. Afterwards, the game is unplayable and all movement freezes. This post was requested by @ValihrAnt. More specifically, we had an initail oos due to someone with a different revision joining but the weird thing was that after he left and we resumed the game we immediately had another oos with no player listed and the game freezing immediately after, which meant that we had to start a new match. Don't have the oos dump anymore as we had another oos in the next game and I didn't think to back it up, so I don't know how much can be done about it or if it is any important to fix as it seems quite rare, specific and hard to replicate. Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 12, 2021 Report Share Posted June 12, 2021 30 minutes ago, ValihrAnt said: More specifically, we had an initail oos due to someone with a different revision joining but the weird thing was that after he left and we resumed the game we immediately had another oos with no player listed and the game freezing immediately after, which meant that we had to start a new match. Don't have the oos dump anymore as we had another oos in the next game and I didn't think to back it up, so I don't know how much can be done about it or if it is any important to fix as it seems quite rare, specific and hard to replicate. Mh, the OOS code is now per-player, so when the OOS player left it should have reset. Maybe there is an issue there. Edit: just did some testing and didn't run into any issue. Not sure what happened to you there :/ Quote Link to comment Share on other sites More sharing options...
Ceres Posted June 12, 2021 Report Share Posted June 12, 2021 4 hours ago, chrstgtr said: @ValihrAnt ... One bug to note, if units' rally point is assigned to a res that isn't available then the units go to the closest available of the same type of res from where they currently are. You mean by resource not available that it has been depleted meanwhile? Why is it a bug if they try finding the same resource then? Would you and others prefer that any other resource is then selected? Any one? The one that is closest? Which side effects could that have? BTW, is it possible to be alerted if units without orders are standing idle? Could units get secondary orders to follow up if the primary order has been fulfilled or is not possible at the moment? (maybe too complicated - oh, and OT) Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted June 12, 2021 Report Share Posted June 12, 2021 6 hours ago, Ceres said: You mean by resource not available that it has been depleted meanwhile? Why is it a bug if they try finding the same resource then? Would you and others prefer that any other resource is then selected? Any one? The one that is closest? Which side effects could that have? It is a problem because instead of having units walk to the forest where I have a storehouse units will spawn from the CC and walk to the tree that is closest to the CC, which may or may not be close at to other units, storehouses, etc. Instead they should walk to where I ordered them and then find a replacement tree. It appears this has already been fixed, though. https://code.wildfiregames.com/rP25776 6 hours ago, Ceres said: BTW, is it possible to be alerted if units without orders are standing idle? Could units get secondary orders to follow up if the primary order has been fulfilled or is not possible at the moment? (maybe too complicated - oh, and OT) This is already implemented. It shows shows idle units in the bottom left. You just have to pay attention and/or constantly press the period button to select idle units. You can use shift to give secondary orders too. 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 12, 2021 Report Share Posted June 12, 2021 17 minutes ago, chrstgtr said: It is a problem because instead of having units walk to the forest where I have a storehouse units will spawn from the CC and walk to the tree that is closest to the CC, which may or may not be close at to other units, storehouses, etc. Instead they should walk to where I ordered them and then find a replacement tree. It appears this has already been fixed, though. Need to confirm this has been fixed for rally points. It's been fixed for manual orders for sure. Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted June 12, 2021 Report Share Posted June 12, 2021 12 minutes ago, wraitii said: Need to confirm this has been fixed for rally points. It's been fixed for manual orders for sure. Hmmm. I discovered the problem from using rally points. But now that I think of it, could we get around this problem by having units rally to a spot close to the forest and then shift clicking them resource collect the forest? Not ideal. But It would be helpful to avoid orphaning large units of spawning units. Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 12, 2021 Report Share Posted June 12, 2021 I checked and it seems fixed for rally points as well anyways. The issue could also happen when you ordered large groups of units to suddenly gather away from their current position. 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 12, 2021 Report Share Posted June 12, 2021 Here is the 3rd (and it's looking likely, final before proper RCs) testing bundle of A25. Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision 25782 Linux data and build MacOS Windows Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Notable changes since the last bundle: Yet more map tweaks (though more minor this time around) New loading tips Better metal generation for the 'best for MP' maps, both for 1v1 and 4v4 (where the problem of too little metal should mostly be fixed) Fix for the issue where units would look near their position, not near the order position when the target resource is full Improvement to autoqueue UI -> more obvious what you're doing. Currently known issues: We have reports of issues with the replay filter, but haven't been able to confirm Big screenshots are broken in the game. There are a few others that shouldn't affect play much, see the Milestone for details. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games. 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted June 12, 2021 Report Share Posted June 12, 2021 1 hour ago, wraitii said: Here is the 3rd (and it's looking likely, final before proper RCs) testing bundle of A25. Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision 25782 Linux data and build MacOS Windows Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Notable changes since the last bundle: Yet more map tweaks (though more minor this time around) New loading tips Better metal generation for the 'best for MP' maps, both for 1v1 and 4v4 (where the problem of too little metal should mostly be fixed) Fix for the issue where units would look near their position, not near the order position when the target resource is full Improvement to autoqueue UI -> more obvious what you're doing. Currently known issues: We have reports of issues with the replay filter, but haven't been able to confirm Big screenshots are broken in the game. There are a few others that shouldn't affect play much, see the Milestone for details. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games. How do you play on linux?? Do I have to do some command??? Quote Link to comment Share on other sites More sharing options...
Palaiologos Posted June 12, 2021 Report Share Posted June 12, 2021 (edited) 3 hours ago, Lopess said: How do you play on linux?? Do I have to do some command??? cd 0ad ~/0ad$ binaires/system/pyrogenesis https://trac.wildfiregames.com/wiki/BuildInstructions#Testing 4 hours ago, wraitii said: We have reports of issues with the replay filter, but haven't been able to confirm rev. 25782 - get OOS first turn replaying replays. (only caused by diff revisions assume) setting origin/destination markets seems bugged, made 5 traders, set them in motion, moments later, only 3 would continue route, other 2 would have to reset upon each idle. through the course of the match, it did not correct. Edited June 13, 2021 by Palaiologos clarification 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted June 12, 2021 Report Share Posted June 12, 2021 7 minutes ago, Palaiologos said: cd 0ad ~/0ad$ binaires/system/pyrogenesis https://trac.wildfiregames.com/wiki/BuildInstructions#Testing rev. 25782 - get OOS first turn replaying replays. setting origin/destination markets seems bugged, made 5 traders, set them in motion, moments later, only 3 would continue route, other 2 would have to reset upon each idle. through the course of the match, it did not correct. It didn't work for me, I tried to do it yesterday and I can't run it at all. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 13, 2021 Report Share Posted June 13, 2021 16 minutes ago, Palaiologos said: cd 0ad ~/0ad$ binaires/system/pyrogenesis You need to build first... Quote Link to comment Share on other sites More sharing options...
Lopess Posted June 13, 2021 Report Share Posted June 13, 2021 6 minutes ago, Stan` said: You need to build first... I built it took almost two hours. No errors but in the final command the file is not found. Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted June 13, 2021 Report Share Posted June 13, 2021 16 hours ago, chrstgtr said: Just played 2.5 games with @ValihrAnt and I just want to say that this is going to be a really nice alpha. Nice. This is good to hear. Are the release candidates easier for people who are not so good at computer stuff to test? I might try one out if that is the case. Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted June 13, 2021 Report Share Posted June 13, 2021 1 minute ago, BreakfastBurrito_007 said: Nice. This is good to hear. Are the release candidates easier for people who are not so good at computer stuff to test? I might try one out if that is the case. Yes, it is like a normal game download. It just takes awhile. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.