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 Post subject: Korax Arena status and bugs 2
PostPosted: Fri Oct 10, 2008 3:26 am 
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Results of testing internal build 20081009 (http://downloads.orcishweb.com/koraxdev ... 081009.zip)
20081103 (http://downloads.orcishweb.com/koraxdev ... 081103.zip)
20081203 (http://downloads.orcishweb.com/koraxdev ... 081203.zip)

Updated 2008-12-09 by Crimson Wizard


//=======================================================================
//
// COMMON FATAL ISSUES
//
//=======================================================================


None at the moment


//=======================================================================
//
// GAMEPLAY FATAL ISSUES
//
//=======================================================================


1. [CW] Must be checked -> Occured when Heresiarch won the match due the timeout. <- [FB] WTF!!
Code:
- (linespec.PlayerEx.SetWeapon)
- RunFunction
- (linespec.PlayerEx.SetWeapon 19)
- RunFunction
- (game.Player.PlayerExitMap 43)
- VObject::ExecuteFunction
- (game.Player.PlayerExitMap)
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object


2. [CW] One case fixed, but still happened once Rare game freezes, reason unknown. Happened to me twice, first on "House of Asp" at random moment, secondly on Seminary during team selection. No error messages.


//=======================================================================
//
// RESOURCE ISSUES
//
//=======================================================================


1. Doom guy has untranslated pixels on certain frames (they are always bright green color).
2. Heresiarch hands on Lightning weapon sprites are noticably different than on other his weapon sprites. Any ideas what can be done here?

3. Brazier With Flame model does not have flame on it.
4. Colored Twined Torch has flame placed wrongly (not centered).
5. Combined mana sprite is partially invisible.



//=================================================
//
// SETTINGS ISSUES
//
//=================================================

1. Discs and Flechettes are still bound to '0' and '9' in default settings;
2. Auxiliary Fire is not bound to a key at all;
3. Scoreboard is not bound to a key;

4. [CW] Fixed Keep Balanced Teams is OFF by default (should be ON)


//=======================================================================
//
// MENU ISSUES
//
//=======================================================================


3. [CW] Must be checked-> On Team Selection screen the first line in Existing teams selection will have graphic corruption if first team created was not Blue.
4. On final scores table Score and Ctrl columns should be moved right to give more space for player name (and there's far enouph space to do so).



//=======================================================================
//
// GAMEPLAY ISSUES
//
//=======================================================================


1. [CW] Fixed by FB Heresiarch should perhaps have 2nd weapon selected when spawned (currently it's 1st)
2. Heresiarch should have less damage flash intensity; when being attacked by numerous enemies he cannot see anything and becomes easy prey.

3. [CW] Fixed by FB In Domination bases perhaps should give 1 pt per 5 seconds as in UT; currently it's 1 pt per 2 seconds that makes teams earn score too fast.

4. In Xmas Havoc there's very little snow falling for some reason.



//=======================================================================
//
// MAP ISSUES
//
//=======================================================================


1. There's moss decor positioned incorrectly on Agio map (on floor, while it should hang from ceiling). I think it's well noticable, just run around the map to find it.
2. Octarena has Exit Switch which is usable in all modes (it is stupid to exit deathmatch).
3. Agio, Agony, Curse and Malevolence maps miss bot path nodes.

4. [CW] Fixed Seminary should be excluded from CTF list (unbalanced);
5. Many maps need Heresiarch Spawn Spots.

6. CS_01 and CS_02 do not run (error: "is not a valid map").
7. "Gargoyle Forest" should be removed from the game (incomplete map).


Last edited by Crimson Wizard on Tue Dec 09, 2008 6:04 am, edited 7 times in total.
Updated status of bugs.


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Fri Oct 10, 2008 5:43 am 
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I'll comment only on the exit crash, it seems to be happening for me, it's a problem with Vavoom itself, Janis moved how things get initialized when starting the game, but it seems he didn't accounted this change for cleaning up, meaning something gets screwed up when exiting, I don't have any idea of how to fix it myself, so we'll have to wait for him to fix it up.

As for the rest, I'll give it a check and fix whatever is possible, then upload KA again during the weekend :).

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Fri Oct 10, 2008 12:19 pm 
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Say, how happened Vavoom now supports loading progs directly from source code? :P
I was surprised when I found this out.


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Fri Oct 10, 2008 1:46 pm 
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Wasn't that an officially announced feature several versions ago?


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Fri Oct 10, 2008 2:59 pm 
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Crimson Wizard wrote:
Say, how happened Vavoom now supports loading progs directly from source code? :P
I was surprised when I found this out.

Yep, the same happened when I saw the removal of the compile batch files from the original distribution, then I inspected the basepak creation files and found that the source was being put inside them and just thought what the hell?? orccrazy2

It's really good to see this progress, it also supports importing and spawning objects from any game into any game, so you can now use Doom monsters inside Heretic or Hexen, that's wicked! but a cool feature for sure, heh! :wink:

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Sat Oct 11, 2008 3:45 am 
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RambOrc wrote:
Wasn't that an officially announced feature several versions ago?

Do not remember, well, in this case I missed something. It is very convenient ofcourse, although Vavoom seem to launch slower since it need to compile these source codes first.

Anyway, I am in very good mood today, because I managed to find and fix the reason of that terrible slowdown. It was all FindMissile function that made bots seek for incoming missiles. Algorythm was... bad. :) After I optimized it, game run about 4-5 times faster :P
I am playing with 7 bots having stable average of 20-25 fps on Ancient Arena and about 35-40 fps on Domination map (for example).

Updated post above to mark those bugs that are fixed.
Also found new ones (added them to the post above as well).

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Sat Oct 11, 2008 7:09 am 
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Most of the resource problems are fixed as well, today I'll work on the rest of the bugs you found and try to fix whatever is possible :). Nice work on those fixes! I'm impressed in how things run now, hehehe! :shock:

EDIT: I've updated my bugs list with the new ones to track them down... orc^^

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Thu Oct 16, 2008 6:23 am 
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New internal release is up, please update the bugs list with what's fixed and any new bugs that might surface up :).

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Sun Oct 26, 2008 2:33 pm 
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Updated the first post with what's fixed and what's pending now :), next week will be a bit busy for me, but I'll try to work on KA when possible ;).

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Mon Nov 03, 2008 12:49 pm 
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I'm uploading a new internal release, it has all the latest fixes and enhancements, it can be played very well, I've played through all the deathmatch maps and domination without crashes.

As for CTF AI, in my latest tests, bots seem to ignore how I'm setting their main objective to the CTF flag, bots seem to look properly for path nodes depending their current state (offense, defense), but when they are supposed to look for the flag they just run around the map looking for health, so I guess the problem might be in how they are assigning priority to other things too. But I don't know exactly what the heck check in the code... so any help provided for it is greatly appreciated :D.

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Tue Nov 04, 2008 3:30 am 
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OK, post a link once it's up. Best make a full package upload so I can just get one big download and see what's what.


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Tue Nov 04, 2008 5:54 am 
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Firebrand wrote:
As for CTF AI, in my latest tests, bots seem to ignore how I'm setting their main objective to the CTF flag, bots seem to look properly for path nodes depending their current state (offense, defense), but when they are supposed to look for the flag they just run around the map looking for health, so I guess the problem might be in how they are assigning priority to other things too. But I don't know exactly what the heck check in the code... so any help provided for it is greatly appreciated :D.


Heh, okay, I will go for it (and perhaps add some comments to make the code more understandable) :)

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Tue Nov 04, 2008 5:56 am 
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RambOrc wrote:
OK, post a link once it's up. Best make a full package upload so I can just get one big download and see what's what.

Looks like relerase was already there: http://downloads.orcishweb.com/koraxdev ... 081103.zip
FB just forgot to place a link.


Crimson Wizard wrote:
Firebrand wrote:
As for CTF AI, in my latest tests, bots seem to ignore how I'm setting their main objective to the CTF flag, bots seem to look properly for path nodes depending their current state (offense, defense), but when they are supposed to look for the flag they just run around the map looking for health, so I guess the problem might be in how they are assigning priority to other things too. But I don't know exactly what the heck check in the code... so any help provided for it is greatly appreciated :D.


Heh, okay, I will go for it (and perhaps add some comments to make the code more understandable) :)

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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Wed Nov 05, 2008 5:17 am 
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First of all, I checked the internal release and found some pk3s are corrupted (maybe something happened during download, dunno); anyway I replaced them with current Vavoom's (1.29) and it worked.

Then, I checked the Bot AI, and found numerous mistakes there that could spoil the game, like Bots had always maximal Health priority that made them hunt for vials all the time ignoring other things, also now, when there're multiple types of path nodes, path algorythm does not work at all, and that can make bot run around few nodes instead of travelling around the map. I am making some big changes there.


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 Post subject: Re: Korax Arena status and bugs 2
PostPosted: Wed Nov 05, 2008 6:32 am 
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Good - I will have more time to check out KA after next Wednesday, so the better the download I can get at that point, the better it is. ;)


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