Coop mod/missions suggestions/testing

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Re: Coop mod/missions suggestions/testing

Postby R_Charger » 21 Aug 2016, 15:11

Got a desync part way through the UEF vanilla campaign (Mission 1 Black Earth) playing coop with a friend. Sorry I looked at the faforever log and its all dated today so must have been overwritten since I played the coop mission?

A few suggestions:
Would be be better if when playing the campaign missions it autoselected the appropriate faction in the lobby (I tried it with other factions and it doesn't work) and there was no option to select another faction.
Also its not obvious that it is the hosting player who must fulfill the mission objectives e.g. if the non-hosting player builds 3 mexes and 3 powergens this doesn't trigger even the 1st set of objectives. Is there no way round this?

Thanks for the hard work so far - it is appreciated.
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Re: Coop mod/missions suggestions/testing

Postby KeyBlue » 01 Sep 2016, 18:25

Just watched a replay from my my mission: ThetaCivilianRescue

When the game ends the camera should rotate around the player ACU. But this didn't happen.
Instead i got this error:
Code: Select all
WARNING: Error running lua script: Army < 0 passed in
         stack traceback:
            [C]: in function `_c_CreateEntity'
            ...ed alliance\gamedata\mohodata.scd\lua\sim\entity.lua(11): in function `__init'
            ...alliance\gamedata\mohodata.scd\lua\sim\vizmarker.lua(15): in function `initfn'
            ...data\faforever\gamedata\lua.nx2\lua\system\class.lua(258): in function
                                        <...data\faforever\gamedata\lua.nx2\lua\system\class.lua:246>
            ...faforever\gamedata\lua.nx2\lua\scenarioframework.lua(1858): in function
                                        <...faforever\gamedata\lua.nx2\lua\scenarioframework.lua:1824>



The error comes from CDRDeathNISCamera -> OperationNISCameraThread
I think it has something todo with VizMarker. This class uses self:InitIntel to give vision/radar/omni to a certain area for a certain Army, but since the obeserver is -1, it gives this error.


1st replay also desynchs for some reason, but 2nd doesn't.
(I saw the error in the 2nd replay but that one takes 40min, so i tried to give one that wouldn't take forever to trigger the error.)
Attachments
5108345-Mephi.fafreplay
2nd : replay without desynch, but is 40min long.
(104.87 KiB) Downloaded 150 times
5108662-KeyBlue.fafreplay
1st : Short replay with error and desynch
(3.94 KiB) Downloaded 146 times
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Re: Coop mod/missions suggestions/testing

Postby Tavar » 11 Sep 2016, 05:27

Just tried to do the First Forged Alliance coop mission, and there was a desync after you save the civilian town. My map didn't update after the objective was completed and no cutscene played. The other player completed the next objective, but it did not cause my game to update.

Additionally, I made two attempts to play the forth cybran mission (Mainframe Tango), one solo one with another player. Both attempts resulted in the map loading, but neither ACU spawning, no 'cutscene', or anything. Just a map with no ability to do much of anything.

I have uploaded both logs below.
Attachments
CybranMission4Log.txt
(95.04 KiB) Downloaded 144 times
FACOOP1gamelog.txt
(59.68 KiB) Downloaded 147 times
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Re: Coop mod/missions suggestions/testing

Postby speed2 » 11 Sep 2016, 09:46

Tavar wrote:Just tried to do the First Forged Alliance coop mission, and there was a desync after you save the civilian town. My map didn't update after the objective was completed and no cutscene played. The other player completed the next objective, but it did not cause my game to update.

Additionally, I made two attempts to play the forth cybran mission (Mainframe Tango), one solo one with another player. Both attempts resulted in the map loading, but neither ACU spawning, no 'cutscene', or anything. Just a map with no ability to do much of anything.

I have uploaded both logs below.

Both are forever.log, those are for problems with client, for game I need game.log
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Re: Coop mod/missions suggestions/testing

Postby KeyBlue » 11 Sep 2016, 15:40

Just played Prothyon-16 with 3 players.
All went well until we had to transport the trucks and morax had to gate out.

Someone transferred the trucks to me so i could transport them to the quantum gateway.
There i gave them back, but the mission didn't want to trigger, not even after ctrl-k of trucks. (donated units are different units?)

Morax needs to leave the scene, but he happily stayed in his base.
Attachments
5145753-KeyBlue.fafreplay
(251.22 KiB) Downloaded 156 times
prothyon.log
game.log
(169.88 KiB) Downloaded 148 times
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Re: Coop mod/missions suggestions/testing

Postby Locutus » 07 Nov 2016, 18:02

The Prothyon 16 mission is really cool, thanks for all your work!:)
Sadly, the mission failed to update after we took the first base across the sea.
Code: Select all
warning: Error running lua script: ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1204): attempt to call method `SetCanBeKilled' (a nil value)
         stack traceback:
            ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1204): in function `IntroMission5'
            ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1185): in function <...alliance\maps\prothyon16.v0008\prothyon16_script.lua:1151>
warning: Error running lua script: ...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua(808): Game object has been destroyed
         stack traceback:
            [C]: in function `SetBusy'
            ...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua(808): in function <...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua:807>

We will try out other missions soon, really looking forward to it.
Attachments
5385640-Locutus.fafreplay
(195.47 KiB) Downloaded 123 times
replay.log
(147.52 KiB) Downloaded 122 times
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Re: Coop mod/missions suggestions/testing

Postby Mwthorn » 09 Nov 2016, 13:44

I gotta say, I really enjoyed playing through Speed2's Novax Station Assault mission. I love the ally AI and how they expand to build along with you as if you were playing with 3 friends. Amazing! Too bad the mission is not finished yet, but then perhaps I suggest this:
Will it be possible to make the ally expand to further bases if the mission goes that far? (maybe after the player have completed some objectives during the mission)
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Re: Coop mod/missions suggestions/testing

Postby speed2 » 09 Nov 2016, 15:51

Mwthorn wrote:I gotta say, I really enjoyed playing through Speed2's Novax Station Assault mission. I love the ally AI and how they expand to build along with you as if you were playing with 3 friends. Amazing! Too bad the mission is not finished yet, but then perhaps I suggest this:
Will it be possible to make the ally expand to further bases if the mission goes that far? (maybe after the player have completed some objectives during the mission)

Thats planned, qfter the cybrab base is killed it will expand there.
Locutus wrote:The Prothyon 16 mission is really cool, thanks for all your work!:)
Sadly, the mission failed to update after we took the first base across the sea.
Code: Select all
warning: Error running lua script: ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1204): attempt to call method `SetCanBeKilled' (a nil value)
         stack traceback:
            ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1204): in function `IntroMission5'
            ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1185): in function <...alliance\maps\prothyon16.v0008\prothyon16_script.lua:1151>
warning: Error running lua script: ...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua(808): Game object has been destroyed
         stack traceback:
            [C]: in function `SetBusy'
            ...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua(808): in function <...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua:807>

We will try out other missions soon, really looking forward to it.

Thanks for the report, I know where I failed.
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Re: Coop mod/missions suggestions/testing

Postby burnstreet » 23 Dec 2016, 20:05

Played the 4 first UEF missions today, unfortunately only one worked flawlessly.
2 players, no mods

Unfortunately there was no game.log in programdata/faforever

1. mission
Cybran Commander did not die at 0 hp
5567396-Burnstreet.fafreplay
1st mission
(49.61 KiB) Downloaded 150 times


2. mission
worked

3rd mission
the aeon assault did not end although there were no enemy units left
5567757-Burnstreet.fafreplay
3rd mission
(21.14 KiB) Downloaded 156 times


4th mission
t3 build tech did not become available when the goal was to build 3 t3 radars - unwinnalble
5567845-Burnstreet.fafreplay
4th mission
(56.5 KiB) Downloaded 155 times
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Re: Coop mod/missions suggestions/testing

Postby speed2 » 23 Dec 2016, 20:33

4th mission has objective to build T2 radars

for the rest I need logs, how to enable them: /viewtopic. ... 26#p140631
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