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Alpha 26 Pre-release/Release Candidate Build Testing


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  On 08/06/2022 at 3:21 PM, Stan` said:

Here is the third 'Release Candidate' of Alpha 26 - Zhuangzi

Downloads - Current bundles are for SVN revision r27067/TBD

Things to note:

  • Mind your mods -> they might introduce issues or Out Of Sync.
  • Save your A25 config file somewhere, ideally.

What changed: Alpha26 – Wildfire Games

What changed since the last RC.

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How to port my mod  PortA25ToA26 – Wildfire Games

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?

Upload 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. Play in LAN
  6. Launch Atlas and try things out there
  7. Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios)
  8. Enable feedback and see if it works (Main menu) See this  video
  9. Connect to and use mod.io
  10. Test replaying new games
  11. Test Screenshots (F2)
  12. Test deleting all saved games
  13. Test Big Screenshots (Maj+F2)
  14. Test hotkeys
  15. Test Saving and loading a game.
  16. Test Quickload/Quicksave

And of course playing games.

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Huh, didn't expect to get credited for reporting a bug, but I appreciate it anyhow!

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  On 25/08/2022 at 3:11 PM, Stan` said:

@BreakfastBurrito_007 @real_tabasco_sauce I do not understand what the issue is ? Do you mean this ? 

According to @vladislavbelov silhouettes have always been buggy at best.

Yeah that's what I meant.

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When I saw the issue (in RC2), the silhouettes flickered and sometimes disappeared. For @BreakfastBurrito_007 (in RC3), they are always invisible, while I have no problem.

Edited by real_tabasco_sauce
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The number of gatherer slots on animals don't seem to follow any logic I could discern. Chickens have 40 meat and 5 slots, for rabbits it's 50 and 8, while the much beefier sheep have 100 meat but only 3 slots; for deer its 100 and 8. Whatever meat rhinos and eles have, I'm quite certain they also have 8 slots.

Could we maybe either scale it consistently or just say "whatever" and give'em all 8 slots?

If there were some gameplay thoughts behind it, because different animals are supposed to be hunted at different stages, I don't approve of it.

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  On 25/08/2022 at 5:45 PM, real_tabasco_sauce said:

When I saw the issue (in RC2), the silhouettes flickered and sometimes disappeared. For @BreakfastBurrito_007 (in RC3), they are always invisible, while I have no problem.

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What are both your graphics settings ?

Can you try to figure out which revision between RC2 and RC3 broke it?

 

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  On 26/08/2022 at 2:01 AM, Gurken Khan said:

The number of gatherer slots on animals don't seem to follow any logic I could discern. Chickens have 40 meat and 5 slots, for rabbits it's 50 and 8, while the much beefier sheep have 100 meat but only 3 slots; for deer its 100 and 8. Whatever meat rhinos and eles have, I'm quite certain they also have 8 slots.

Could we maybe either scale it consistently or just say "whatever" and give'em all 8 slots?

If there were some gameplay thoughts behind it, because different animals are supposed to be hunted at different stages, I don't approve of it.

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lol agree. probably better to scale the number of slots with size, simply in order to avoid people cramming around the resource and being blocked out.

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  On 26/08/2022 at 2:01 AM, Gurken Khan said:

Whatever meat rhinos and eles have, I'm quite certain they also have 8 slots.

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Indeed they have because in template_unit_fauna_hunt.xml the value 8 is set for <MaxGatherers>. templates/gaia/fauna_chicken.xml and others define special values therefore.

I'll create a topic in Gameplay Discussion as - guessed - this is not A26 relevant.

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some ptol specific feedback:

  • similar time to reach p3 and will to fight as a25
  • like the heroes from fort very much 
  • pikes still a little OP but nice change on the pierce armor rate
  • 10/10 love my ptols 

some gauls specific feedback:

  • able to reach will to fight and p3 in record time
  • food gathering lightening fast
  • sword champs slice through cav and eles like warm butter
  • 11/10 potential new fav civ
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Please change Macedonian team bonus to civilization bonus and find another team bonus for them. I really like the bonus for the Macedonians, but in team games it will make CIVs like the Ptolemies even faster producing rams. I will not like being attacked after 10 mins with rams. :cry:

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The Atlas-only Samnite spearmen suffer the same as the others, in addition to not performing the phalanx walking animations. Are the Han halberdiers supposed to not assume syntagma, even if in a faction that allows such (i.e. Macedonians/Successors) or by editor/"wololo"? It would be weird for them charging the enemy with jis in shoulder. Finally, I get this game-breaking bug when giving orders to both the late-era Spartan pikemen and pike hero Philip II (also Atlas-only units) at the end; this persists at every restart of the editor. You can still continue playing, but the screen appears to be "freezing" at this point. Same happens when playing a normal game at random times.
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  On 28/08/2022 at 12:15 PM, Carltonus said:

Are the Han halberdiers supposed to not assume syntagma

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I would wager yes, but it can be added by tweaking the actor. The idea is that they wouldn't assume Testudo either.

 

  On 28/08/2022 at 12:15 PM, Carltonus said:

The Atlas-only Samnite spearmen suffer the same as the others, in addition to not performing the phalanx walking animations.

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Would you be so kind as to create a ticket on trac with the list, so it can be updated and I don't lose track of it?

  On 28/08/2022 at 12:15 PM, Carltonus said:

u can still continue playing, but the screen appears to be "freezing" at this point. Same happens when playing a normal game at random times.

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@Freagarach @wraitii@maroder This is a bit worrysome, unitai infinite loop?

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  On 28/08/2022 at 12:15 PM, Carltonus said:

I get this game-breaking bug when giving orders to both the late-era Spartan pikemen and pike hero Philip II (also Atlas-only units) at the end; this persists at every restart of the editor. You can still continue playing, but the screen appears to be "freezing" at this point. Same happens when playing a normal game at random times.

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Do you maybe have a replay of this ? Never happened to me.

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  On 28/08/2022 at 12:35 PM, Stan` said:

I would wager yes, but it can be added by tweaking the actor. The idea is that they wouldn't assume Testudo either.

 

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Right, the Han Chinese did not use the syntagma, so the units do not have the ability to use the animations. Also, in a standard game, there's no instance where the Macedonians would be able to use Han pike dudes. 

I have some actor fixes locally for the Samnite spearman and the pikemen, so make the actors perform properly.

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  On 01/08/2022 at 4:49 AM, andy5995 said:

Everything kept going for a while but it eventually failed:

 

main.cpp
Linking pyrogenesis
==== Building mocks_test (release) ====
Creating obj/mocks_test_Release
mocks_test.cpp
Linking mocks_test
==== Building AtlasObject (release) ====
==== Building AtlasUI (release) ====
precompiled.h
../../../source/tools/atlas/AtlasUI/Misc/precompiled.h:107:11: fatal error: wx/wx.h: No such file or directory
  107 | # include "wx/wx.h"
      |           ^~~~~~~~~
compilation terminated.
make[1]: *** [AtlasUI.make:188: obj/AtlasUI_Release/precompiled.h.gch] Error 1
make: *** [Makefile:181: AtlasUI] Error 2
make: Leaving directory '/home/andy/src/0ad/build/workspaces/gcc'

 

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I had this problem again, building the svn version in an Ubuntu 20.04 docker container. Installing libwxgtk3.0-gtk3-dev provided  `wx-config`, but really I think there should be a check in premake. If wx-config can't be found, fail then.

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  On 27/08/2022 at 4:57 AM, freyyja said:

some ptol specific feedback:

  • similar time to reach p3 and will to fight as a25
  • like the heroes from fort very much 
  • pikes still a little OP but nice change on the pierce armor rate
  • 10/10 love my ptols 

some gauls specific feedback:

  • able to reach will to fight and p3 in record time
  • food gathering lightening fast
  • sword champs slice through cav and eles like warm butter
  • 11/10 potential new fav civ
Expand  

Unless I'm confused I don't think there has been a change to Gaul's food gathering rate from a25.  What I am more concerned about now is p3 to late-game fanatic spam, but I think I need to play more competitive games to speak definitively about that.

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  On 28/08/2022 at 8:00 PM, wowgetoffyourcellphone said:

Right, the Han Chinese did not use the syntagma, so the units do not have the ability to use the animations. Also, in a standard game, there's no instance where the Macedonians would be able to use Han pike dudes. 

I have some actor fixes locally for the Samnite spearman and the pikemen, so make the actors perform properly.

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What could they use as formation?

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  On 29/08/2022 at 1:42 AM, Lion.Kanzen said:

What could they [ji bing] use as formation?

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Playing as the Han faction in Atlas allows them to assume the anti-cavalry formation like the Romans. Don't know yet if the citizen spearmen can do so too...

  On 28/08/2022 at 1:55 PM, maroder said:

Do you maybe have a replay of this ? Never happened to me.

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I would try to load a typical game, but getting this "screen freeze" would take some luck. In one case, after loading the resource-heavy "Egypt (3v3)" skirmish map:

Edited by Carltonus
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