Coop mod/missions suggestions/testing

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Re: Coop mod/missions suggestions/testing

Postby speed2 » 02 Jul 2016, 22:33

Use this test client for player coop:
https://ci.appveyor.com/api/buildjobs/3defm9sidorqpnbe/artifacts/dist/Forged%20Alliance%20Forever-0.11.60-win32.msi

Make sure you have sandbox as victory condition (hosting a game on faf and changing it before hosting coop)
Difficulty sometimes bugs out, if it happens change it, launch game, then you can rehost with desired difficulty.
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Re: Coop mod/missions suggestions/testing

Postby Martin_PL » 08 Jul 2016, 20:17

Two new misions seem great. Umfortunately "Fort Clark Assault" hangs every time after about 90-120 mins. I've tried 3 times. It hanged every time.
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Re: Coop mod/missions suggestions/testing

Postby speed2 » 09 Jul 2016, 03:03

Martin_PL wrote:Two new misions seem great. Umfortunately "Fort Clark Assault" hangs every time after about 90-120 mins. I've tried 3 times. It hanged every time.

No log no help
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Re: Coop mod/missions suggestions/testing

Postby Martin_PL » 09 Jul 2016, 09:15

OK. I will prepare log from the game. Give me some time. I have to play it again. ;)
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Re: Coop mod/missions suggestions/testing

Postby Martin_PL » 10 Jul 2016, 11:40

Here it is.
Log of coop game crashed after 1h48. Mission: Fort Clark Assault.
https://www.dropbox.com/s/ecf7iag0rye4l ... n.log?dl=0

I hope you can help me.
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Re: Coop mod/missions suggestions/testing

Postby speed2 » 12 Jul 2016, 20:31

Coop is fixed more than Equilibrium!! 8-) Read here: http://www.faforever.com/2016/07/coopfixupdate
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Re: Coop mod/missions suggestions/testing

Postby speed2 » 14 Jul 2016, 05:52

Its time to make replays work. What I need from you is to watch replays and if it breaks, desyncns post the replay, game.log and replay.log (make sure you have logs enabled) and some description, what mission you played and in what part did it break.
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Re: Coop mod/missions suggestions/testing

Postby Martin_PL » 16 Jul 2016, 20:42

Unfortunately Fort Clark Assault stiil crashes after about 2 hours.
Here is today's log from the game:
https://www.dropbox.com/s/8yaez6r1qgru8 ... 2.log?dl=0
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Re: Coop mod/missions suggestions/testing

Postby SalvationKing0 » 26 Jul 2016, 13:10

Aeon mission 4, Entity.

I tried to play this mission, but was Tactical Missile sniped from the north-eastern base. The first missile impacted my ACU at 56 seconds in to the mission.

Now, this seems a little bit silly to me. Unless I am missing something really stupid (which is a distinct possibility) there is no reasonable way to counter this. The only thing I can think of is to build a base further to the south-west than is intended, but that denies at least two and possibly four mexes.

If I am missing something dumb, please tell me what it is. If not, maybe do something about that tac launcher?

Also, the very first voice-over that is supposed to happen, the audio file that plays is the one that happens when you die. When I die at the end of the video, the audio file intended for the beginning of the mission plays instead.

PS. I tried to attach a video of what happened, but got an "Error 413: Entity too large"
PPS. Thank you guys so much for even creating a coop campaign and for all the work that goes into this client. If I had my own bank account I would donate, but I'm still in high school... :(
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Re: Coop mod/missions suggestions/testing

Postby speed2 » 26 Jul 2016, 15:04

Tac missiles in vanilla had smaller range, thats whats causing this early snipe. Ive solved it by activating the TMLs after some minutes to give player time to prepare for it.
This mission is the first one I decided to rework to use FA ai, so its more agressive, added extra patrols and cleaned up the code. Its 80% done. I just need to set up and balance attacks in the last part of the mission.
Voice over at the beginning also fixed. I might throw here my current version once I get home and you can try the first part if you want.
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