All Out War 2: Zeta Project [Looking for someone to take this over]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ivan
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Re: All Out War 2: Zeta Project [Looking for someone to take this over]

#41

Post by Ivan » Sat Feb 25, 2017 4:52 pm

jdagenet wrote:
Ivan wrote:
jdagenet wrote:So we got around to testing this in a small game and man oh man, theres a lot of bugs -- bugs I never even knew existed. At one point it got so bad that something corrupted in the ACS and was flooding console...
If you're talking about "TID: %d WHAT: %D TTEAM: %d" things those are called debugs, not corruptions...
Point is that it's not normal behavior and it shouldn't be happening. Debug or not, it was still flooding the console.
It is normal behavior considering what it's expected to do. (As in it's doing what is expected from it ie. debugging) If it were to crash the game, that'd be abnormal.

If the debug code is in a particularly busy part, then it's normal for it to be printing often, and flooding. Fixing it is as easy as CTRL + F and searching for either "log(", "print(" or "printbold(" then commenting that out.
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Combinebobnt
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Re: All Out War 2: Zeta Project [Looking for someone to take this over]

#42

Post by Combinebobnt » Sat Feb 25, 2017 6:16 pm

why is this the only version of aow2 that works in 3.0; consolecommand?

edit: the grandvoid version (omega or whatever it is) loaded in the latest 3.0 with a few errors. didnt see anything immediately wrong

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Re: All Out War 2: Zeta Project [Looking for someone to take this over]

#43

Post by jdagenet » Sat Feb 25, 2017 9:32 pm

Combinebobnt wrote:why is this the only version of aow2 that works in 3.0?
Back when 2.0 (I think) came out, a lot of hacky methods were fixed and further denied the use of these methods in mods. AOW used quite a few of these so when they were fixed, it shattered the code base of the mod. There's a thread somewhere that basically lays out everything modders should check, fix, and not use ever again in their mods, I just can't find the thread at the moment.
Combinebobnt wrote:the grandvoid version (omega or whatever it is) loaded in the latest 3.0 with a few errors. didnt see anything immediately wrong
I loaded it up and the first thing I noticed was that the credits were going down instead of up -- that's kind of a big deal rofl.

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Ru5tK1ng
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Re: All Out War 2: Zeta Project [Looking for someone to take this over]

#44

Post by Ru5tK1ng » Sat Feb 25, 2017 11:06 pm

I see nothing wrong with the credits going down. It makes the Harvester viable.

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Re: All Out War 2: Zeta Project [Looking for someone to take this over]

#45

Post by jdagenet » Sun Feb 26, 2017 12:55 am

So with further testing we able to conclude that these issues came about in the latest developmental build of Zandronum 3.0. Previous said issues did not occur when we tested with build 161030-2038 so there's definitely something weird going on under the hood.

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Re: All Out War 2: Zeta Project [Looking for someone to take this over]

#46

Post by k4r4t3k4n4k4s » Fri Mar 03, 2017 2:14 pm

where/how are you guys testing? Let me in.

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Ru5tK1ng
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Re: All Out War 2: Zeta Project [Looking for someone to take this over]

#47

Post by Ru5tK1ng » Sun Mar 05, 2017 7:55 pm

k4r4t3k4n4k4s wrote:where/how are you guys testing? Let me in.
It was just tossed up randomly the other week. We played AOW01 and ran into a few bugs which seemed to have been resolved with a commit made on the repo today. If Painkiller made the latest build available on the cluster, we'd possibly continue testing sometime during the week. If not, then it'll have to wait til the next public beta release..

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