Topic: Badlands Fun and OP Test Results  (Read 5605 times)

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jdmckinney

  • Guest
Badlands Fun and OP Test Results
« on: April 01, 2003, 06:44:12 am »
For those with Orion Pirates patch 2.5.3.8 installed, feel free to visit Badlands on the D2. Right now we are using a test map geared toward mission results and map interaction testing, but all are welcome to log on and just have fun.

The server uses the latest releases of NuclearWessels' "Evil Dave" OP Mission Pack and FireSoul's OP Plus Shiplist. You MUST have these files installed to get on the server.

If you have test results, or even some fun mission stories to tell, please post them here.

For info on our first round of testing, see this Badlands thread.

Happy hunting!

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #1 on: April 01, 2003, 06:54:32 am »
The BattleStation Assault script works now, but..
.. if I recall correctly, the DV of the sector was not affected. (it had stayed at 30)

.. I went back onto the server as the opposing race to install another base at the border. "Starbase Construction" for a base station went well, but.. when then mission was over, the DV was down to 26. (huh?)

.. today I will try to destroy that base and see what happens.
-- Luc

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #2 on: April 01, 2003, 06:59:31 am »
I don't think base removal was turned on in the first round, but I'm not certain. It might pay to check with Castrin on the common settings used.

One more thing: a big SFCX thanks goes out to IndyShark as the player who was logged into Badlands the most during round one. Even bigger thanks go to FireSoul and Dave Wessels for their continued hard work on the OP Plus Shiplist and Evil Dave OP Mission Pack. Thanks for keeping the game fun!

CptCastrin

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #3 on: April 01, 2003, 12:25:47 pm »
Badlands will now be up (barring crashes) 24/7 for testing and just to have some fun on.  

FPF_TraceyG

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #4 on: April 01, 2003, 12:59:45 pm »
Glad to hear Badlands will be up 24 hours a day, Castrin, I know that time zones can make it difficult for people to log on at times (I know I'm one of them)...  

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #5 on: April 01, 2003, 02:22:14 pm »
I have been toying with the idea of updating the OP+ shiplist to be more D2-friendly for some time. The fact that Nomad was wondering if I was going to do the very same made me think that maybe I should do this next, and not later.

.. so.. I started thinking about 2 issues:
1- How long after a refit should the unrefitted ship be available?
2- Should I change the dates lyran ships with PFs appear?

I added a couple of polls to the OP+ 1.21 thread in the general forum:
 http://208.57.228.4/ubbthreads/showflat.php?Cat=&Board=UBB1&Number=54232


Please go and answer the polls so that I have a more accurate view of what people what for this issue.. SFB itself is not very useful in this matter since the D2 is not historically correct in many ways. (We can't have mothball fleets on the D2.. it would be nice, but kinda awkward. )


-- Luc

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #6 on: April 01, 2003, 03:46:41 pm »
Quote:

The BattleStation Assault script works now, but..
.. if I recall correctly, the DV of the sector was not affected. (it had stayed at 30)

.. I went back onto the server as the opposing race to install another base at the border. "Starbase Construction" for a base station went well, but.. when then mission was over, the DV was down to 26. (huh?)

.. today I will try to destroy that base and see what happens.
-- Luc  




Ok.. so ..
.. I destroyed the BaseStation. The DV of the now baseless hex was still 26.
I returned to my home territory, restocked, and reattacked the offending sector.

The DV went down to 15. huh?
-- Luc
 
EDIT: The 2nd mission was a convoy raid. A successful attack. Doing a convoy raid with a mauler is like ..well.. shooting at fish in a barrel.
« Last Edit: April 01, 2003, 03:52:28 pm by FireSoul »

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #7 on: April 01, 2003, 04:55:27 pm »
Hmmm, that IS odd. It sounds like the base's DV boost was subtracted after the second mission instead of the first.

Oh, and I believe it was Dizzy who first asked about phasing out ships in the list, though I do think it's a good idea.
« Last Edit: December 31, 1969, 06:00:00 pm by jdmckinney »

Maxillius

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #8 on: April 01, 2003, 04:57:28 pm »
Quote:

***SNIP***
EDIT: The 2nd mission was a convoy raid. A successful attack. Doing a convoy raid with a mauler is like ..well.. shooting at fish in a barrel.
 




LOL

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #9 on: April 01, 2003, 09:33:04 pm »
Some results:

As Gorn attacking a Klingon/Korgath hex (enemy to Klingon, friendly to Korgath, which Klingons are also friendly with), I was able to hurt the Klingon DV -- in other words, no cartel interference, at least as long as there weren't any Korgath in the mission (I'm guessing that would mess things up).

As Klingons, Tempest and I were able to boost that Klingon hex after first weakening it by 2 DV as Gorn/Fed (one mission me solo, one both of us). With 2 missions, we boosted the hex from 3 to full-health at 5.

Next up, we tried PvP in a Klingon/neutral hex as Klingon vs. Fed. I attacked Tempest's Fed fleet with, I think, a Met_NW10Patrol. The mission spawned Romulan allies for me (2) and 2 Fed DDGs to back up Tempest's CVB and CC+. Oddly, just as I was about to die a nice, painful, Klingon-like death (the Roms were already gone), the mission said "Closing Session" and quit. As I tried to get out of debriefing, I lost connection to the server, so I don't know where the problem was. Either the mission ended prematurely (once the Roms were done?) or the server crash affected it. I doubt it was lag causing me to seem OK when Tempest saw me as dead, because I did not see any lag up to that point. I haven't yet heard Tempest's side of the story.

So far, I'm encouraged by the DV changes. I'm seeing boosts when they should happen with most missions, and DVs going down when they should. The only major problem seems to be neutral coop with same-race players, but we can do without it considering allied coop seems to work.

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #10 on: April 01, 2003, 09:39:12 pm »
Still would be good to report this asap to DavidF.. so that he could possibly prepare another test .EXE for the serverkit.

Maxillius

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #11 on: April 01, 2003, 10:18:10 pm »
So the server's down for the night?

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #12 on: April 02, 2003, 06:30:37 am »
I don't know if Castrin was able to put Badlands back up last night; hopefully he has more information on the crash.

IndyShark

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #13 on: April 02, 2003, 07:06:24 am »
Thanks Nomad! I have been having a lot of fun on Badlands and I have been trying to recruit more players.

 

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #14 on: April 02, 2003, 08:26:17 am »
Tempest and I did see a player we didn't recognize last night by the name of Animator. I've been out of the D2 loop for a while, so I'm rusty on who's who. All are welcomed to join in the fun and, if so inclined, help us test. Spread the word.

Maxillius

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #15 on: April 02, 2003, 11:52:43 am »
Is Badlands run by Rommies?  It doesn't show on the server selection screen, so for OP there are *ZERO* servers.  

CptCastrin

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #16 on: April 02, 2003, 12:11:43 pm »
Quote:

Oddly, just as I was about to die a nice, painful, Klingon-like death (the Roms were already gone), the mission said "Closing Session" and quit. As I tried to get out of debriefing, I lost connection to the server, so I don't know where the problem was. Either the mission ended prematurely (once the Roms were done?) or the server crash affected it.  




Not sure what caused it but something crashed the server. There was another similar crash with another script but I can't remember what it was and I"m not even sure they're related.

Well the server should be back up now (actually it was bak up late last night) and I'll be watching it.  

EDIT: Oops looks like it went down again just a few min ago, it's back up now.
« Last Edit: December 31, 1969, 06:00:00 pm by CptCastrin »

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #17 on: April 02, 2003, 12:25:12 pm »
I'm almost certain we were playing a Met_NW10Patrol at the time of the crash. Animator was the only other player on at the time, and was not involved in PvP. I've played the Met_NW10Patrol solo and coop before and not had a crash, so I wonder if it was something about the PvP? I'm grasping at straws here -- Dave?

The only other thing I can think of that might cause a problem is mission dragging. Tempest and I were dragging missions now and then to get in position (a hex or two max), then logging out to clear the mandatories before drafting each other. Could a buildup of errors from dragging have caused a crash?

(PS: I'd love to have mandatories turned off for testing, so it's easier to get specific missions.)

NuclearWessels

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #18 on: April 02, 2003, 01:05:18 pm »
No idea what's up yet Doug - will need more information.  If it's a script problem it's a weird one, as the 10Patrol is one of the most-tested, least-significantly altered scripts over the past many versions.  <shrugs> I just dunno!

I tried to get on a couple of times this morning, but no server

dave

 

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #19 on: April 02, 2003, 01:28:51 pm »
Frankly, I doubt there's a major bug in the 10 patrol script. The early mission close did remind me of a couple prior bugs from Taldren scripts, though: the Shipyard Assault/Defense and the Patrol (all or some of them, I can't be sure, not even sure if it was EAW, OP, or both). First, the shipyard mission used to always close in multiplayer (i.e., not solo vs. AI) if two of the three docks are captured/killed. The third was essentially forgotten (even if you were within a hair of killing/capturing it). Second, I recall past D2 missions in PvP where if one side captured one of the AI ships, and possibly killed another (not certain if both had to be true), then the mission would end even though their player enemy was still alive and kicking. Is it possible this is a variation on the latter instance? I would tend to doubt it just because no ships were captured in the mission that ended early on us.

I'll try to recreate the circumstances tonight, but I'm hoping it was an isolated incident.
« Last Edit: December 31, 1969, 06:00:00 pm by jdmckinney »

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #20 on: April 02, 2003, 05:29:02 pm »
Dave, I don't know if Mog told you while you were on the server, but he and I had a SuperFleet mission that put us (Klingon and Lyrans, allied) against each other. I took the mission in neutral space and drafted him, spawning a crowd of hungry Lyrans.

NuclearWessels

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #21 on: April 02, 2003, 06:09:27 pm »
Whoops - yep, the SuperFleet script only specified the other side had to be "different than" the drafter, instead of "enemy of".  Got it corrected now, so will be in the next release.

Also fixed: in 2HoldingAction, when the player transfers the information from the base the AI will sometimes (at least in coop) attempt to grab control of the ship.   Forgot to check if the ship was player controlled before issuing orders to the AI to disengage (doh!)

On another note, in the scout mission, me scouting Moggy, he pushed me off the map (I hadn't scouted him) and it gave moggy a forfeit and me a loss.  I'm looking into this one - hopefully will also have it fixed shortly.

EDIT:: got the scout problem fixed, and also set it up so that if the scout team captures an enemy ship and escapes with it they get credit for scouting it

dave


 
« Last Edit: April 02, 2003, 06:34:09 pm by NuclearWessels »

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #22 on: April 02, 2003, 06:59:02 pm »
That reminds me, while you guys were having fun earlier, Can-able and I had a scout mission against each other. He was supposed to scout me, but didn't and I actually ended up blowing his ship to bits. I'm pretty sure I got a failure for some reason -- I got very few points, like around 50? Anyway, maybe that's another symptom of that scout problem you fixed.

Keep up the great work, Dave! Let us know if you have specific missions that need testing.

ZTempest

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #23 on: April 02, 2003, 07:10:02 pm »
I am getting ready to check the OP D2 and go back in if it is up tonight.

That mission where Nomad and I crashed -- I had just nailed the last Rom vessel and was turning to Nomad when the mission suddenly ended -- got the "mission incomplete" message in game, but when it exited to the debrief screen got the "Astounding Victory".  I exited the debrief screen and the server was not listed.

First time that has happened to me.  Maybe we can replicate the circumstances tonight again and see if it happens again.

Tempest  

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #24 on: April 02, 2003, 08:27:32 pm »
New mission bug: Met_NW10Patrol (version 3.2), Klingon (me) attacking Fed (Tempest) in Klingon/neutral hex. Neutral Orions were in the mission, and died first (both killed by me). Tempest and the 2 Fed AI allies captured one Lyran AI and killed one. Mission kept running at this point. I asked Tempest to self-destruct the captured Lyran, but while he was driving it, I killed the ship. He was then stuck unable to return to his F-CC+, and had to watch as if his ship had died. He was not instantly sent back to his other (original) ship. I was then killed by the Fed AIs, and mission ended in a loss for me with 200 bonus prestige and -60 normal prestige. Hex DV dropped in Fed favor.

Though we didn't get a crash, this bug certainly was odd. Tempest's CC+ survived and he still had it after the mission.

Also, in the previous Met_NW10Patrol we flew (same hex) with no Orions, but still 2 Fed AI and 2 Lyran AI, Tempest got a failed mission briefing (I was drafter and also got failure for death), but still had the win prestige (I think) and DV result.

Going back in for a bit.

ZTempest

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #25 on: April 02, 2003, 08:31:16 pm »
Heh. I originally put this into another thread, but I deleted that thread and transferred it to here -- same mission as Nomad, comments are from my point of view of what happened --

Nomad and I were in a patrol mission in Klingon space. He drafted me in a patrol. I was Fed in a CC+, he was Klingon in a D7C.

We went into the battle. I had two Fed Allies ( either two DD varients or a DD/FF). He had two Lyran allies, one an SR the other I think was a CW class. There was additionally an Orion Pirate (neutral) Frigate that was hostile to both sides.

He took care of the Orion. The Lyrans and I sparred, along with my Fed allies. By mutual consent the idea was to capture a Lyran vessel and then end the battle, or perhaps do something to see if a capture would adversely affect the mission or the DV.

I captured the SR. Nomad then said to self destruct it -- I put it into self destruct sequence but he managed to T-Bomb it before it self destructed.

Now comes the weird part. After the Lyran died (I was in it when it died), it did not default me back to my original ship. In fact, my vessel did not show up on the fleet list at all. The AI took over my vessel and of course controlled the other two Fed vessels and engaged Nomad. I was left to watch the battle, as if my vessel as a player had been destroyed.

The three fed vessels completed the mission. In the debrief screen I got a victory result and over 800 prestige! When I got back to the strategic map, I was once again in my CC+. Nomad said that the DV in the hex went down, signifying that it was a Federation victory -- it was a Klingon hex.

I thought that if you have two vessels in your fleet, and one gets destroyed, then it should automaticaly put you back in your other vessel? Is that right, or is it different with Captured vessels in battle that you control?
 

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #26 on: April 02, 2003, 08:54:11 pm »
One of the AI Feds was definitely an FF of some sort. There were 2 Orions, one a DW, the other a CA hull, but could have been a CL -- didn't catch the designation.

One of the Lyrans had PFs -- it was a CWF. PFs exploded (as usual) upon mothership's death.

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #27 on: April 02, 2003, 08:54:54 pm »
Make those PFs INTs.

NuclearWessels

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #28 on: April 02, 2003, 09:02:08 pm »
OK, I'll have a look at the on-capture methods for the patrols (they're the same in 6/17 patrol so I'm assuming the bug exists there too)

I'm guessing it's just an oversight in the "put you back in a ship" bits and pieces, so hopefully will be able to clear that one up.

dave
 

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #29 on: April 02, 2003, 09:20:24 pm »
Quote:

New mission bug: Met_NW10Patrol (version 3.2), Klingon (me) attacking Fed (Tempest) in Klingon/neutral hex. Neutral Orions were in the mission, and died first (both killed by me). Tempest and the 2 Fed AI allies captured one Lyran AI and killed one. Mission kept running at this point. I asked Tempest to self-destruct the captured Lyran, but while he was driving it, I killed the ship. He was then stuck unable to return to his F-CC+, and had to watch as if his ship had died. He was not instantly sent back to his other (original) ship. I was then killed by the Fed AIs, and mission ended in a loss for me with 200 bonus prestige and -60 normal prestige. Hex DV dropped in Fed favor.
 




I have found that default game has many many impossible to manage capture bugs.
I don't think there's much you can do about it.. they're hard to debug.. hard to find.. and hard to avoid.

NuclearWessels

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #30 on: April 02, 2003, 09:51:55 pm »
Heh, the easiest way I found to avoid the problem was to have the AI self destruct when they get captured ... but that kinda takes the fun out of capturing

dave
 

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #31 on: April 02, 2003, 10:16:35 pm »
Quote:

Heh, the easiest way I found to avoid the problem was to have the AI self destruct when they get captured ... but that kinda takes the fun out of capturing

dave
   





Well.. may I suggest a "mOnChangingShip" when a player changes his control to a different ship?
I've noticed that when switching to a captured ship, the following will happen:

- mOnChangingShip is called (make sure it's within a class tTeamInfo)
  - doing a "currentship = fChildActor->mCurrentlyControlledShip();" is supposed to work..
    - with a ship from player's original fleet, it works fine. currentship = ship switching to.
    - with a captured ship,currentship = NULL. (oops!??)


Maybe with this we could avoid a player switching to a ship with corrupt data?
Code:

void tCommonTeamBaseState::mOnChangingShip( tShipInfo* ship )
{
   // Fetch the currently controlled ship
   tTeamInfo *ti = fMissionInfo->mGetTeamHandle(ship->mGetTeam());

   tShipInfo *current_ship = NULL;
   Assert( ti );
   if ( ti )
      if ( ti->mIsTeamHumanControlled() )
         current_ship = ti->mCurrentlyControlledShip();

   if (! current_ship) {
      // return to a properly set-up ship: the previous.
      ship->mSetShipPlayerControlled();
   }
}





What do you think? This should return the player to the ship he controlled when he tried to switch.
-- Luc
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »