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Alpha 25 Pre-release/Release Candidate Build Testing


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  On 11/07/2021 at 9:57 AM, Stan` said:

I've launched an autobuild. For some reason it's redownloading all svn so might take a while.

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I am trying to rebuild on a windows laptop from scratch (the same laptop as the one used in my Youtube video) On that day it produced an error when I added --enable-atlas option. Today I retry without atlas option, then put the atlas.dll into the directory and the Atlas editor launched without error. 

What I did differently today was using the powershell to execute  update-workspaces.bat without any additional options. 

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  On 11/07/2021 at 10:14 AM, Yekaterina said:

I am trying to rebuild on a windows laptop from scratch (the same laptop as the one used in my Youtube video) On that day it produced an error when I added --enable-atlas option. Today I retry without atlas option, then put the atlas.dll into the directory and the Atlas editor launched without error. 

What I did differently today was using the powershell to execute  update-workspaces.bat without any additional options. 

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--enable-atlas and --disable-atlas 

Those options have no effect on windows, as they are only recognized by

update-workspaces.sh

Which is not called at all on windows.

The only option that exists on windows is

--atlas

Defined in https://trac.wildfiregames.com/browser/ps/trunk/build/premake/premake5.lua

 

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  On 16/07/2021 at 4:59 PM, Gurken Khan said:

Besides that my warship can magically materialize projectiles, it is also a total stormtrooper. Looks like it always aims at the head of that poor fisherman, naturally that would be hard to hit. (I assume the inner circle shows the minimum range, so that shouldn't be the issue?)

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I think structures and siege are given an 'elevation bonus' and 'launch height' which changes the trajectory of the projectile. However, this is often not shown on actors and there is something worrying about projectile physics in 0ad: the value of gravitational acceleration (approximately 9.8ms^-2 on Earth) varies for different structures and units! This is the stats for a Quinquereme:

image.thumb.png.4f2a51ec7d1d5bb49aadb9b30dfd9c67.png

@Gurken Khan There are many issues with ships in 0ad and they are overlooked because most TGs happen on Mainland. If you can kindly start a new thread to report all of the problems you have spotted with ships that will help a lot. Most bugs and balancing issues for ships are trivial. 

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  On 16/07/2021 at 7:38 PM, Yekaterina said:

However, this is often not shown on actors and there is something worrying about projectile physics in 0ad

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There is no such thing as physics. Projectiles themselves are delayed damage handlers working with rather straightforward linear transformations.

There are purely visual actors accompanying them, but by all means, as far as game logic is concerned, they don't do anything.

Actual ballistics, and projectiles as entities dealing damage on collision is an interesting concept. None of the math will be extremely complex, so maybe an experiment for modders. I don't think several hundred projectiles would be that big of a performance concern even for JS mods since projectile paths would be approximated.

Also, while on the topic of ships and realism, there is also this, I don't know where the code is though. 

 

Edited by smiley
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My Theatron won't build:

0ad-futilehammeringontheatron.jpg.9da92396738fcdf26bcef64f288c495b.jpg

My women are hammering their best, but there is no building progress; you can also see that there's no numbers beside the hammer. I had to delete the building and do it again, then it progressed fine. There was some kind of flash on the screen when I first gave the order to build it, but I don't know if that got anything to do with anything; also the logs didn't register anything.

savegame-5362.0adsaveFetching info...

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If you switch view to observer, you will see progress is done on the foundation.

Current issue with foundation is that they do not provide any vision by themselves so as long as you do not have sufficent vision on the object, what means your vision has to reach to the center point of the structure, you will see the mirrage of the object, what means last state you saw the object when you had vison on it.

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  On 17/07/2021 at 6:15 PM, Angen said:

If you switch view to observer, you will see progress is done on the foundation.

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That's interesting. And feels very wrong.

  On 17/07/2021 at 6:15 PM, Angen said:

Current issue with foundation is that they do not provide any vision by themselves so as long as you do not have sufficent vision on the object, what means your vision has to reach to the center point of the structure, you will see the mirrage of the object, what means last state you saw the object when you had vison on it.

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I got the words the first time, I just didn't want to believe it. And it also doesn't make it clear to me why my women would have more vision on the object while hammering on it in the second pic than while hammering on it in the first pic.

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  On 17/07/2021 at 6:15 PM, Angen said:

Current issue with foundation is that they do not provide any vision by themselves

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I thought at one point they did? (a small visual that would otherwise be inconsequential, just big enough to be selected and see its progress/health).

  On 17/07/2021 at 7:04 PM, Gurken Khan said:

I got the words the first time, I just didn't want to believe it. And it also doesn't make it clear to me why my women would have more vision on the object while hammering on it in the second pic than while hammering on it in the first pic.

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Position of the units.

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Quick question:

Do any of the armor improvements and appropriate weapon improvements apply to Champion cavalry or only apply to Infantry in A25?

(that would be  the options in the blacksmith as opposed to the stable)

thanks

Edited by Old Roman
forgot to mention blacksmith
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I wanted to make a map with some of the buildings already present to speedup the gameplay.

Sorry, but map editor is too complicated for newbies. Also I got some errors on generating. Can you please make it more userfriendly? Thanks.

image.png

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Here is the third 'Release Candidate' of Alpha 25 - Yaunā

We've entered Commit Freeze, which means we only now fix Release Blocker issues that we might yet find.

Downloads - Current bundles are for SVN revision 25840

Things to note:

  • Mind your mods -> they might introduce issues or Out Of Sync.
  • Save your A24 config file somewhere, ideally.

Notable changes since the last bundle:

  • Map Generation Issues fixed
  • Autociv not cancelled when buildings are captured by the AI fixed
  • Units glitching when gathering praise in Delenda Est
  • Segfault fixes on Linux
  • Translation fixes and credits.

Currently known issues:

  • We've had a few crash reports. Please provide crash dumps or stack traces, when able.

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.
We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files.

Things you may want to test (non-exhaustive)

  1. Launch a random game
  2. Launch a skirmish.
  3. Connect to the lobby
  4. Play on the lobby with someone
  5. Launch Atlas and try things out there
  6. Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios)
  7. Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab
  8. Connect to and use mod.io
  9. Test replaying new games
  10. Test Screenshots (F2)
  11. Test Big Screenshots (Maj+F2)
  12. Test hotkeys
  13. Test Saving and loading a game.
  14. Test Quickload/Quicksave

And of course playing games.

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As long as I can notice from up to date SVN, the charging bug hasn't been fixed. This completely trows out of balance the game for those players skilled enough to exploit it, or maybe those who aren't used to attack-move I guess. An arbitrary subset of players that understand the working of the game or just get how to exploit this faulted part of it.

from a MP point of view, this is definitely a release breaker.

In the lobby, @Angen said it may be hard to fix, so what's the plan? release the game with a knowingly broken balance?

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