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Release candidate 3

PostPosted: 27 Sep 2014, 12:07
by Lewin
The third release candidate r6618 is ready. Everyone on our beta tester mailing list should receive an email soon. If you are not on the mailing list and would like to be please send me a PM or email contact@kamremake.com

We have fixed a lot of bugs since the previous release candidate, thanks to everyone who sent us bug reports. You can view a list of bugs fixed here:
http://www.kamremake.com/RC3_r6618_Changes.txt

Needs testing: (send us feedback)
- Back to lobby feature in multiplayer (does it cause any errors/crashes?)
- Replays (do they crash in long games?)
- New campaign On Foreign Lands (is it winnable and fun?)
- New singleplayer maps (are they winnable and fun?)
- Script coders: Lots of new commands in this release
- Script coders: The new CampiagnData feature needs testing (see the wiki page)

Happy beta testing :)

Re: Release candidate 3

PostPosted: 27 Sep 2014, 14:11
by Michalpl
Lewin Something get very wrong it crashes when i try to pick a map i have sent the bug raport please fix it

Re: Release candidate 3

PostPosted: 27 Sep 2014, 15:43
by Lewin
Lewin Something get very wrong it crashes when i try to pick a map i have sent the bug raport please fix it
Thanks for the report. I sent out an update to fix this bug, now it's r6619. Check your email.

Re: Release candidate 3

PostPosted: 27 Sep 2014, 15:51
by RandomLyrics
Bug with GroupBlockOrders, u still can control groups with minimap.
Unit control: I found out that, by clicking on the minimap, you are able to control your groups. It is nice for sending troops either north or south, but it can be abused very easily.

Re: Release candidate 3

PostPosted: 27 Sep 2014, 16:53
by Esthlos
You forgot to add States.LocationCount to the wiki. :P

Re: Release candidate 3

PostPosted: 27 Sep 2014, 17:42
by Esthlos
The game stopped saving error logs from scripts after the first one.

Re: Release candidate 3

PostPosted: 27 Sep 2014, 21:24
by sado1
Hm, Lewin, is it really necessary to show all errors (even warnings) in the game? I think showing them in Script Validator only (as hints/warnings), would be better instead. Currently it scares away players, and even scripters, from what I see.
EDIT
From another topic:
@Lewin
There is a problem with RandomLyrics' script for Furious Warriors. He blocked unit control, but I found out that by selecting a group and clicking on the minimap you can still control them. It is easy to abuse at the start of the game, synchronizing your troops with your allies' or sending them to the bottom instead of top or vice-versa.
Funny... I just tested it on Ambushed. This is a way more serious bug, it works in fights on non-scripted maps as well. If you spam clicks on minimap, you are actually able to retreat with most of the troops that are not caught.

Re: Release candidate 3

PostPosted: 28 Sep 2014, 02:02
by Lewin
Bug with GroupBlockOrders, u still can control groups with minimap.
Unit control: I found out that, by clicking on the minimap, you are able to control your groups. It is nice for sending troops either north or south, but it can be abused very easily.
Thanks, fixed it.
You forgot to add States.LocationCount to the wiki. :P
Done.
The game stopped saving error logs from scripts after the first one.
Only the first error is shown on screen, since errors can occur in places like OnTick which would spam the player with thousands of error messages. Messages after the first one will be written to the log file (check the newest file in the Logs folder).
Hm, Lewin, is it really necessary to show all errors (even warnings) in the game? I think showing them in Script Validator only (as hints/warnings), would be better instead. Currently it scares away players, and even scripters, from what I see.
It's supposed to scare you away, since it means the script hasn't been tested properly :P What kind of errors/warnings do you think shouldn't be shown? (give some examples you have seen) Warnings that the script validator shows you (like variable unused) will not be displayed in-game since they are fairly harmless. Most of the errors you are seeing are probably "Mistake in script usage", which are important errors since they mean the command failed to execute. Script authors should take these errors seriously and perform the necessary checks to make sure they don't happen. These errors happen at runtime and cannot be detected by the script validator.

There are probably a lot of scripts generating errors in RC3 that will need fixing, please report those problems to the map author and get them to send a fixed version to me.
@Lewin
There is a problem with RandomLyrics' script for Furious Warriors. He blocked unit control, but I found out that by selecting a group and clicking on the minimap you can still control them. It is easy to abuse at the start of the game, synchronizing your troops with your allies' or sending them to the bottom instead of top or vice-versa.
Funny... I just tested it on Ambushed. This is a way more serious bug, it works in fights on non-scripted maps as well. If you spam clicks on minimap, you are actually able to retreat with most of the troops that are not caught.
Yeah, it wasn't doing any checks for right clicking on the minimap. I've fixed it.

Re: Release candidate 3

PostPosted: 28 Sep 2014, 08:07
by Esthlos
The game stopped saving error logs from scripts after the first one.
Only the first error is shown on screen, since errors can occur in places like OnTick which would spam the player with thousands of error messages. Messages after the first one will be written to the log file (check the newest file in the Logs folder).
I was referring to the Log folder... there is only one file, the first. :P
Newer files do not get saved, even though the in-game message says otherwise.

To put it into contest: I tested Ambushed - FoW and got the first log file. Fixed it, then went on to update and fix Golden Cliffs - Bonus, but the only log file there still was the one from Ambushed - FoW.
Then I checked its time, and it was roughly of when I started testing Ambushed - FoW, so I suppose that not even new logs from the same map got saved.
(It took me a few test games to find the faulty line of code)

Re: Release candidate 3

PostPosted: 28 Sep 2014, 08:24
by Remake 2012
Hello


This is not a complete translation into Polish.
The sentences go beyond the frame.

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Re: Release candidate 3

PostPosted: 28 Sep 2014, 08:30
by T*AnTi-V!RuZz
Hello


This is not a complete translation into Polish.
The sentences go beyond the frame.

Image
Image
Image
Image
Please report this in the Translation section. Create a new topic for the Polish translation.

Re: Release candidate 3

PostPosted: 28 Sep 2014, 08:35
by Remake 2012
nothing

Re: Release candidate 3

PostPosted: 28 Sep 2014, 15:01
by Lewin
I was referring to the Log folder... there is only one file, the first. :P
Newer files do not get saved, even though the in-game message says otherwise.

To put it into contest: I tested Ambushed - FoW and got the first log file. Fixed it, then went on to update and fix Golden Cliffs - Bonus, but the only log file there still was the one from Ambushed - FoW.
Then I checked its time, and it was roughly of when I started testing Ambushed - FoW, so I suppose that not even new logs from the same map got saved.
(It took me a few test games to find the faulty line of code)
The log file is not just for the script, it's for helping us debug the game too (the log file has existed for years before KaM Remake had scripting). So it doesn't create one log file per script error, it creates a log file every time you start the game and adds to it while the game runs. So if you start the game and spend 10 hours playing 100 different maps without closing the game, you will still only have 1 log file, but that file will have details of all the maps you played. But if you close and start the game between playing each map you will end up with one log file per map.

If you look through your log you should see where it loaded the second map Golden Cliffs - Bonus (search for the map name). The script errors for that map will be below that.

Re: Release candidate 3

PostPosted: 28 Sep 2014, 15:10
by Esthlos
Oh. Didn't notice, sorry.

Re: Release candidate 3

PostPosted: 29 Sep 2014, 02:56
by cmowla
I played Invasion in r6619 and I paused it several times (I was cooking some beans at the same time). The replay didn't break! My computer froze several times for a fraction of a second as well (this was another event which happened in release candidate 2 which I thought possibly caused my Invasion replay to break).

So it's possible that Lewin fixed the replay breaking problem. :) I didn't reload saves, however, and therefore I don't know if replays still break from that or not.

(You're welcome, Skypper, I'm glad you liked and chose to use my storyline. :) )
cmowla Invasion (r6619).zip