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KA new internal beta

Mon, 07 May 2007 20:04:08

RambOrc

Col.J.P. has tried testing the new beta but vavoom95.exe quits with a runtime error, no matter which batch file he starts.
Mon, 07 May 2007 20:15:49

Col.J.P.

[quote="RambOrc":isyvldcm]Col.J.P. has tried testing the new beta but vavoom95.exe quits with a runtime error, no matter which batch file he starts. its ok, I'm in, testing it on LAN as we speak. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> In my puter I get this when I add a bot: --------------------------- Error --------------------------- Segmentation Violation Stack trace: (engine.Entity.LinkToWorld) <- SV_LinkToWorld <- RunFunction <- (engine.Entity.LinkToWorld 0) <- RunFunction <- (svprogs.Actor.SetOrigin2 9) <- RunFunction <- (svprogs.Actor.OnMapSpawn 445) <- VObject::ExecuteFunction <- (svprogs.Actor.OnMapSpawn) <- VLevel::SpawnThinker <- RunFunction <- (engine.Thinker.Spawn 0) <- RunFunction <- (svprogs.ClericFlameMissile.A_CFlameMissile 254) <- VObject::ExecuteFunction <- (svprogs.ClericFlameMissile.A_CFlameMissile) <- VEntity::SetState <- RunFunction <- (engine.Entity.SetState 0) <- RunFunction <- (svprogs.Actor.ExplodeMissile 24) <- RunFunction <- (svprogs.Actor.BlasterHitMobj 1) <- RunFunction <- (svprogs.ClericFlameMissile.BlasterHitMobj 13) <- RunFunction <- (svprogs.Actor.BlasterPhysics 138) <- RunFunction <- (svprogs.Actor.Physics 9) <- RunFunction <- (svprogs.Actor.Tick 2) <- VObject::ExecuteFunction <- (svprogs.Actor.Tick) <- VThinker::Tick <- RunThinkers <- P_Ticker <- SV_Ticker <- ServerFrame <- Host_Frame --------------------------- OK --------------------------- But it must be something in my machine, no idea what, because in my son's it works great with bots. I can't make a LAN game, Vavoom crashes when trying to connect to the second computer. Dunno how to fix it... Update: Made it work without bots for 10 mins in deathmatch. no problems in one-on-one but when I add a bot this happens: --------------------------- Error --------------------------- Segmentation Violation Stack trace: (engine.Entity.TryMoveEx) <- VEntity::CheckRelPosition <- VEntity::TryMove <- RunFunction <- (engine.Entity.TryMoveEx 0) <- RunFunction <- (svprogs.Actor.XYMovement 416) <- RunFunction <- (svprogs.Actor.Physics 242) <- RunFunction <- (svprogs.Actor.Tick 2) <- VObject::ExecuteFunction <- (svprogs.Actor.Tick) <- VThinker::Tick <- RunThinkers <- P_Ticker <- SV_Ticker <- ServerFrame <- Host_Frame --------------------------- OK --------------------------- More soon... This makes very little sense to me, since the computer configuration in my LAN is very similar: as a server: P4 3,0c Ghz in an Asus Intel P4C800Deluxe mobo 2 gigs DDR400 RAM Geforce 7800 GS AGP 256MB SB XiFi Fatal1ty 10 megs cable connection as a client AMD XP2800+ in a nVídia nForce2 mobo 1,5 Gigs of DDR400 RAM Geforce 6800 GT 256 MB SB Audigy 2 LAN 100 MB connection Windows XP SP2 and Forceware 93.71 (not tweaked) in both this configuration works flawlessly with almost all net games out there. I don't remember having these errors in previous KA versions, was the netcode improved in any way?
Wed, 09 May 2007 00:16:48

Firebrand

Yes, Janis rewrote the network protocols of Vavoom engine improving and fixing almost all the existing problems with it, that's why I was asking for you all to test this on LAN, so we can scratch any network issues before public release, the errors that you are getting aren't a problem with network stuff, they are caused by other things, I'll check for fixes on these, you mention that you could successfully run a game, that means the network code is working fine for you <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. I know what's causing one of the crashes you are getting, but the second one isn't that easy to discover, try to explain what you were doing when the crash occurred so I can track down where the problems could be, so far it's good stuff, keep testing the game and have fun! Thanks for the help! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 09 May 2007 08:37:33

Col.J.P.

The network code seems to be working very well, I can play deathmatch for hours on LAN without problems. But no bots, if you add a bot, sooner or later the game crashes to desktop with one of those errors. OTOH yesterday I was exploring the maps and same thing happened in the middle of the football field (great map) without an apparent reason and no error message, I will try to duplicate this one and let you know what went wrong. Overall the impression is quite good, the game is stable enough to be played.
Wed, 09 May 2007 13:30:36

Firebrand

That's good, so it seems most of the errors happen with bots enabled, one of the errors comes from the cleric's flame missile, for the other one I don't have anymore clues but that it happens when an object tries to check where it should move next vertically <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , that's all I know. This has been of great help, I'll work on finding these bugs this afternoon and upload a new version ASAP, just to make sure everything is on place before going public <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. If you have any other problems post them here, thanks! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 09 May 2007 15:31:24

Col.J.P.

"check where it should move next vertically " myself, maybe? when I jump to kick the ball in the field? weird... Anyway, I don't have any problems when I play alone and I configure bots in menu BEFORE entering game but if I add a bot after the game start it crashes. Need more time to test it, my son is at school right now, give me 2 or 3 days to play over LAN, k? Update: After a successfully hour of football game with bots my son's puter froze and Vavoom stop responding, no error. (isn't it possible to generate an error txt file when Vavoom crashes to troubleshoot these issues? Like a doomsday.out, it could make our life so much easier and it shouldn't be that hard to make, right?) Another thing I forgot to say before is that the Vavoom exe doesn't finish when I quit the game, crash or no crash, it remains in the active processes in Windows background, I need to manually kick it.
Wed, 09 May 2007 17:12:28

Firebrand

The internal build is configured to create a debug.txt in the "basev" folder where you installed KA, it'll log all the game until it crashes or you normally quit, I've experienced the problem when quitting the game myself too, it seems to be a problem with Vavoom, I'll report this to Janis to see if he can track it down <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. As for testing time, you have the rest of the week to test to your liking <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, I'll start fixing the bugs that keep appearing here and upload a new beta ASAP, then we'll need you to test it again (I'm sure that's not much of a problem <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->), if everything goes as expected, we can make a release in 2 or 3 more weeks <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. You mentioned the problem with vertical movement is in Football? Then it might be a problem related with the "ball" movement, I'll give it a check too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, thanks for the input!
Thu, 10 May 2007 14:44:06

Col.J.P.

Except for these annoying errors: --------------------------- Microsoft Visual C++ Runtime Library --------------------------- Runtime Error! Program: C:\Korax Arena\Vavoom95.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. --------------------------- OK --------------------------- Everything else seems to be ok, I tested it til late night yesterday and only that runtime error appeared in team castle sweep in the citadel. And yes the vertical movement crash seems to be related to the ball, it only happens in the football field.
Thu, 10 May 2007 14:52:48

Firebrand

The next time you get one of those errors, could you please check the debug.txt file in your "basev" folder for output? it could contain information about the crash.
Thu, 10 May 2007 20:23:14

Col.J.P.

[quote="Firebrand":2j779p8t]The next time you get one of those errors, could you please check the debug.txt file in your "basev" folder for output? it could contain information about the crash. There was a lot of useless stuff and then this: Dev: MainGameInfo::ScoreboardsUpdate : end Dev: PlayerTeam::DiscardPlayer : removed player with index 0 Dev: PlayerTeam::DiscardPlayer : removed player with index 1 Dev: PlayerTeam::DiscardPlayer : removed player with index 2 Dev: PlayerTeam::DiscardPlayer : removed player with index 3 Dev: PlayerTeam::DiscardPlayer : removed player with index 4 Dev: PlayerTeam::DiscardPlayer : removed player with index 5 Dev: PlayerTeam::DiscardPlayer : removed player with index 6 Dev: PlayerTeam::DiscardPlayer : removed player with index 7 Dev: PlayerTeam::DiscardPlayer : team has no more players... Dev: PlayerTeam::DiscardPlayer : push team down the table... Dev: PlayerTeam::DiscardPlayer : removed team with index 8 Log: Doing SV_Shutdown Log: Doing delete GNet Log: Doing delete GInput Log: Doing V_Shutdown Log: Doing delete GAudio Log: Doing T_Shutdown Log: Doing Sys_Shutdown Log: Doing delete GSoundManager Log: Doing R_ShutdownTexture Log: Doing VCommand::Shutdown Log: Doing VCvar::Shutdown Log: Doing ShutdownMapInfo Log: Doing FL_Shutdown Log: Doing W_Shutdown Log: Doing GLanguage.FreeData Log: Doing VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown ERROR: Reference not set to an instance of an object
Tue, 15 May 2007 10:12:19

Crimson Wizard

Oh-oh. I recognise my code's debug messages. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Ok, seems I've got to download last version at last and check what's bad in there. BTW, how did you played a football with bots? They are acting normally now in that game mode?
Tue, 15 May 2007 10:24:12

Col.J.P.

[quote="Crimson Wizard":1dirsofw]Oh-oh. I recognise my code's debug messages. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Ok, seems I've got to download last version at last and check what's bad in there. BTW, how did you played a football with bots? They are acting normally now in that game mode? I didn't, I played with my kid without major trouble. The problems with the "add bot" command and consequent crash are in castle sweep mode.
Tue, 15 May 2007 12:04:41

RambOrc

And, how was soccer?
Tue, 15 May 2007 13:33:48

Firebrand

I don't know why the game might crash when typing addbot and allowing them to spawn automatically, since both do the same thing <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , guess I'll have to check it out. Anyway, I've fixed some of these bugs and the problem with quitting the game has been reported to Janis, I'll let you know how things come out ASAP <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 16 May 2007 08:21:30

Col.J.P.

[quote="RambOrc":3jdtdnls]And, how was soccer? LOL I hate soccer, being the national sport here and all, so I lose all the time. besides it feels more like rugby than soccer! Another thing I forgot earlier, for Janis maybe: When I try to connect to the server on LAN I need to type the IP, the "search for games" option is not working and it freezes Vavoom forcing a reboot since not even the task manager solves this one and its quite annoying. I was just wondering if that can be fixed somehow. Its much easier to connect through search for LAN games than IP typing. Later guys <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 20 May 2007 04:25:39

Firebrand

OK, most of the bugs seem to be worked out, Janis fixed the problem when quitting the game, I'll be testing this tomorrow, and if everything is right I'll upload another test version during the week, after one more testing session, if everything goes right, we'll have a new public release! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 25 May 2007 22:05:07

Col.J.P.

I can test it next week, let me know when you're done with it, k? very soon I'm leaving for the country and I don't have internet there, and I don't want to, so I won't be able to test any more stuff, but I will get back in September.
Sat, 26 May 2007 12:47:02

Firebrand

Yes, there was a problem with the latest SVN update, Janis fixed a crash I was unable to fix, so I can finish fixing the remaining stuff, I've planned to upload the next test version on Monday at the most <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 27 May 2007 23:39:14

Firebrand

OK people, the new beta has been uploaded, test it out and post any problems you find <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, if everything goes well, we'll be making a public release by the end of the next week <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, enjoy!
Mon, 28 May 2007 08:59:35

Col.J.P.

Got it. Can't find anything wrong with it so far, beside the usual Vavoom's mouse jerkiness, everythings seems fine. Let me test it for a couple more days. (how do I add the Heretic maps to Castle Sweep? Got the wad in Arena folder)
Thu, 31 May 2007 14:50:38

RambOrc

Once the final 1.0 of KA is out, JP could make a big post with screens about it on RavenGames, with the amount of news updates there it'd mean a top of the page exposure for weeks or months on a strongly visited site.
Thu, 31 May 2007 15:05:33

Col.J.P.

Sure thing <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I still have admin rights there, no problem. And do you guys want that kind of exposure? I wouldn't...
Thu, 31 May 2007 15:08:13

RambOrc

Just make sure none of the team posts news for a couple of weeks after the KA announcement and we get free publicity big time. BTW how is the latest version? I will try it myself this weekend but you might've already had time to check it out.
Thu, 31 May 2007 16:13:28

Col.J.P.

There shouldn't be any problem, no one post there for months now. And yes, I did test the last KA over the week, it works, amazingly it works! (sorry, can't help it, still waiting for Korax Heritage...but this time I got a seat!)
Thu, 31 May 2007 17:05:25

RambOrc

LOL if the KA release goes well, there might be something for you to internally test by the time you get back from the 3rd world. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 03 Jun 2007 08:41:52

RambOrc

I've checked the latest internal build, it's looking really good. As far as I'm concerned we can do a 1.0 official release.
Sun, 03 Jun 2007 09:39:56

Col.J.P.

[quote="RambOrc":3t88sjxu]I've checked the latest internal build, it's looking really good. As far as I'm concerned we can do a 1.0 official release. That's what I think too, on my LAN it works fine now, no crashes at all. Did anyone tried over the net with broadband?
Sun, 03 Jun 2007 17:30:36

Crimson Wizard

Ummm, there's a glitch I experience in our internal build, I just cannot make player turn around left/right, although there're control configs set up normally; neither keys nor mouse work like it should, but it make player strafe instead. Anybody has idea why can this happen?
Sun, 03 Jun 2007 18:54:58

Col.J.P.

[quote="Crimson Wizard":2a0o8e2x]Ummm, there's a glitch I experience in our internal build, I just cannot make player turn around left/right, although there're control configs set up normally; neither keys nor mouse work like it should, but it make player strafe instead. Anybody has idea why can this happen? That's weird, I can turn with the arrow keys without problem but normally I use the mouse, both do work fine here. OTOH anyone knows what this one means? --------------------------- Error --------------------------- Reference not set to an instance of an object Stack trace: (svprogs.Player.UpdateCompetition) <- RunFunction <- (svprogs.Player.UpdateCompetition 54) <- RunFunction <- (svprogs.Player.UpdateScore 295) <- RunFunction <- (svprogs.PlayerTeam.DiscardPlayer 33) <- RunFunction <- (svprogs.Player.DisconnectClient 117) <- VObject::ExecuteFunction <- (svprogs.Player.DisconnectClient) <- SV_DropClient <- SV_ShutdownServer <- CL_Disconnect <- Host_Quit <- Host_Frame --------------------------- OK --------------------------- It happened on shutdown server game so it didn't cause any harm and it was the only error I got all weekend.
Sun, 03 Jun 2007 19:04:46

Crimson Wizard

Well, my code again. I am commencing check it, hope i'll find out what is wrong with all this. Something's bad with scoreboard and/or teams stuff.
Sun, 03 Jun 2007 22:51:53

Firebrand

Some things have changed with the new network code, it sure means something might need small modifications or total rewrites for other things, as for a final 1.0 release, I think KA is complete enough for a final release too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I can manage to rebuild things up and upload it tomorrow at night, if it's alright for you <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 04 Jun 2007 07:31:57

Crimson Wizard

Hey hey hey, not so fast... The team selection is completely not working as you mentioned. It can't be realeased with this one, since it's critical. Unless you fix it up yourself, give me few days to handle it, ok? (Well, that glitch with controls I mentioned was one of those 'random' bugs I think, it appeared no more after I reinstalled KA) Secondly, do everyone can play football map? I have game crushes everytime I start it. And it sais that Vavoom cannot download that map. Also, I wonder, should we have CTF at last? At least without proper bot AI. I think that it should be that difficult to make it.
Mon, 04 Jun 2007 08:25:00

RambOrc

[quote="Crimson Wizard":2q9e5vo1]Also, I wonder, should we have CTF at last? At least without proper bot AI. I think that it should be that difficult to make it. Not sure whether you are talking pro or contra CTF here?
Mon, 04 Jun 2007 10:56:06

Crimson Wizard

Well, I wouldn't mind try to make it, I just do not know whether were you planning have it in 1.0 release or not (in other words, if this is an urgent task).
Mon, 04 Jun 2007 12:56:31

RambOrc

Just postpone it for a later release.
Mon, 04 Jun 2007 13:40:30

Firebrand

CTF is very easy to implement, we just need to add a flag object to be positioned on the map and program the game events for the gameplay mode, which shouldn't be a very difficult task, the bots will look for the flag if we add this object to their checklists, which isn't difficult to make, the bots precision for decisions and tracking enemies might be a problem, but as Ramborc says, we can fix this problem in a later release. Also, now that you mention it, KMod 3 is coming on JUne 14, and releasing both projects so shortly doesn't looks well IMO, also, I have some unfinished sprites for the Heresiarch player class that need to be completed and put into the game, heh!:P I also found that some maps aren't playable in KTH because of their architecture (it's too small for player H to fit), this also needs fixing IMO. And last, but not least, there are some trophies artworks already on KDev, we can add a function to make them display with the awards, it shouldn't be too complicated neither <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. So we can delay the release a couple of weeks or a month to complete all this stuff, it will be better and less "beta" for the eyes of the public out there <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 04 Jun 2007 14:42:42

RambOrc

Actually, the two don't really collide given that KMOD 3.0 is the last dying breath of a methusalem and only the diehard old school fans will care about it, whereas KA is supposed to make a whole new crowd aware of the Korax' Heritage project. One should make the news at as many places as possible, whereas the other will be news only on this website.
Mon, 04 Jun 2007 15:26:07

The 4th Class

I've already made awareness of Korax Heritage projects on both Myspace and Facebook! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 08 Jun 2007 15:06:45

RambOrc

Oh yes a small correction for the KA character choice screen: the name of the heretic character is "heretic", not "elf". A heretic is a person, so it can be the name of a char. The other names (warrior, cleric, mage, marine, hero) are already right as far as I've seen.
Fri, 08 Jun 2007 19:16:24

Firebrand

It'll be corrected for the final release <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 16 Jun 2007 17:43:45

Crimson Wizard

I made a lot of fixes to KA, so it works rather stable now (team selection works well and scoreboard displays competitors in correct order again). There're still crashes sometimes, but I cannot understand what are they connected with. I uploaded updated bugs list to SVN as well.
Sat, 16 Jun 2007 20:04:01

Firebrand

I'll test it during the weekend and fix any problems I can identify <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 17 Jun 2007 20:29:47

Firebrand

I've fixed some things related maulotaurs and team factors in special gameplay modes, I also fixed some crashes with maulotaurs looking for enemies in team DM, I'm now looking at the "stuck in walls" problem with MoveToFreePosition method, I think I've got an idea of why it doesn't works well, you need to consider the actor's radius too if you are moving objects, since CheckSide method just checks if the thin is free on the first unit of the map block on the sector it is (it's a bit complex stuff), but I'll try to find the problem.
Thu, 05 Jul 2007 09:02:14

Crimson Wizard

MoveToFreePosition still crashes sometimes, I do not know why. Secondly, it seems not to check 3d floors, especially sloped ones, properly. Sometimes Hereisarch appears stuck under the sloped descent. Also, there's a sound "Heresiarch has been defeated" missing in last internal beta. You may hear a 'ding' sound playing instead (that's how I made in case something is missing).
Thu, 05 Jul 2007 14:53:16

Firebrand

I'll give it a check <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. MoveToFreePosition method is a bit buggy, I'm looking into fixing the issue with getting stuck in walls, your solutions is cool IMO, but bots can't use it when they get stuck, so it's best to determine the best measure for the move, as for 3d floor checking, I'll see what can be done, it's a bit tricky how to make this function set Z values for Origin spot.
Tue, 10 Jul 2007 08:16:53

Crimson Wizard

I just found a fixed two serious bugs. Perhaps there is a sense to remake latest internal build. <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: -->
Wed, 11 Jul 2007 15:15:52

Firebrand

Sure! I'll do it when I have some time, I'll be changing my working place at my office, so today I won't go to my home at the same time I usually do, this afternoon I'll stay here and organize some stuff I need to move too, so please be patient with it, tomorrow you'll have it on KDev <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.

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