Author Topic: AI War 2 v0.518 Released! "Active Selections and Capturing the Uncapturable"  (Read 6740 times)

Offline keith.lamothe

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Release notes here!

The main new feature here is that selecting a control group is now "sticky" or "active": if more units of that control group are produced, or arrive from a different planet, they're automatically added to your selection. This allows you to continue to give a fleet movement orders without having to periodically re-select the control group to rope-in any new arrivals.

There's also some major bugfixes in how neutral units are claimed/captured (like Golems), and I think we nailed the source of units having selection circles when they shouldn't and not having them when we should.

Enjoy!
Keith
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Offline keith.lamothe

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Sounds, Badger, or anyone else that hit the OSX crash-on-start, please let me know whether the OSX situation changed at all with this one.
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Offline BadgerBadger

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Still broken. Here's an excerpt from the unity log

Code: [Select]
<other similar looking errors above>
A script behaviour (probably UnityEngine.UI.CanvasScaler?) has a different serialization layout when loading. (Read 32 bytes but expected 76 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
 
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1895)

A script behaviour (probably SgtBeltModel?) has a different serialization layout when loading. (Read 32 bytes but expected 44 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
 
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1895)

A script behaviour (probably ArcenMainGameVisuals?) has a different serialization layout when loading. (Read 32 bytes but expected 136 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
 
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1895)

A script behaviour (probably IMDrawCamera?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
 
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1895)

WARNING: 183941664 format is not supported, decompressing texture
-------- GLSL link error: ERROR: Input of fragment shader 'vs_TEXCOORD2' not written by vertex shader
ERROR: Input of fragment shader 'vs_TEXCOORD1' not written by vertex shader
ERROR: Input of fragment shader 'vs_TEXCOORD3' not written by vertex shader



 
(Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/opengles/ApiGLES.cpp Line: 657)

Note: Creation of internal variant of shader 'Hidden/PrismEffectsSecondary' failed.
UnloadTime: 3.363835 ms
Setting up 4 worker threads for Enlighten.
  Thread -> id: 70000021d000 -> priority: 1
  Thread -> id: 70000168c000 -> priority: 1
  Thread -> id: 7000018ce000 -> priority: 1
  Thread -> id: 7000019d4000 -> priority: 1
##utp:{"type":"MemoryLeaks","allocatedMemory":300115,"memoryLabels":[{"Default":1568},{"Permanent":12736},{"NewDelete":259987},{"Thread":16},{"Manager":808},{"Serialization":11328\
},{"BaseObject":576},{"Terrain":176},{"String":746},{"DynamicArray":76},{"PoolAlloc":-176},{"ScriptManager":1976},{"CloudService":2616},{"WebRequest":7450},{"SceneManager":232}]}
Symbol file LoadedFromMemory doesn't match image /Users/user/Library/Application Support/Steam/steamapps/common/AI War 2/AIWar2.app/Contents/Resources/Data/Managed/UnityEngine.dll
Symbol file /Users/user/Library/Application Support/Steam/steamapps/common/AI War 2/AIWar2.app/Contents/Resources/Data/Managed/UnityEngine.dll.mdb doesn't match image /Users/user/\
Library/Application Support/Steam/steamapps/common/AI War 2/AIWar2.app/Contents/Resources/Data/Managed/UnityEngine.dll

Offline keith.lamothe

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It's reporting that error for UnityEngine.UI.CanvasScaler? That's not even something we can change, let alone change in a breaking way.

That might narrow down the potential causes. I think it's pretty clear we aren't dealing with weird #ifdef's in our code or whatever, but something is generally messed up in the way the OSX stuff is being built.

Thanks for letting me know.

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Offline keith.lamothe

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Ok, I just rebuilt them all as non-development-mode, tested to make sure those ran, and pushed that up to steam. Any difference when you update with those?
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Offline BadgerBadger

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Still broken, but different error message. I'm just going to attach the whole unity log here

Offline Sounds

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Still broken, but different error message. I'm just going to attach the whole unity log here
I concur still broken on OSX.

Offline keith.lamothe

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Ok, 0.519 is out but not announced yet. Chris did a bunch of investigating and it looked like it was either some dll version changes or the settings-loading changes causing really bizarre values leading to undefined behavior, etc.

So I've switched the dll's back and made the game super-aggressive about not using any settings values until they've been initialized at least to the minimum valid values.

Please let me know how that goes on OSX and Linux :)
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Offline BadgerBadger

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OSX still broken, alas. Linux works fine and the Dyson Sphere looks amazing. I think there needs to be code to prevent it from covering other interesting things. The superterminal is almost hidden under the Dyson Sphere on one map, which isn't really desirable.

Just to be clear, the errors on OSX have never been seen on Linux. Linux has worked fine the whole time.

I'm working on letting map settings be tunable in-game. I've got almost all the infrastructure down, and just need look at all the map types to figure out which settings are tweakable. This is going to reduce the number of distinct map types a bit, but you'll be able to get all of them back by changing the settings.

 


« Last Edit: September 09, 2017, 01:08:03 pm by BadgerBadger »

Offline keith.lamothe

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OSX still broken, alas.
Yea, Chris found that to be the case as well. Currently trying something else, which led to the windows build crash-dumping before showing the window. Fun times. Trying a variant of that which will hopefully not die so aggressively.

Quote
Linux works fine
I knew it didn't have the OSX's errors, but I remember you getting all kinds of strangeness in the wake of the settings menu update, and I didn't recall hearing that this had gone away.

Quote
and the Dyson Sphere looks amazing. I think there needs to be code to prevent it from covering other interesting things. The superterminal is almost hidden under the Dyson Sphere on one map, which isn't really desirable.
Glad to hear it looks good; I haven't actually seen it in-game yet. Good point on not covering things.

Quote
I'm working on letting map settings be tunable in-game. I've got almost all the infrastructure down, and just need look at all the map types to figure out which settings are tweakable. This is going to reduce the number of distinct map types a bit, but you'll be able to get all of them back by changing the settings.
Sounds great :) Distinct type count won't be a problem, it's more important to have good map types than many. And I don't think we'll have many fewer with the other map types y'all have already cooked up.
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Offline BadgerBadger

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Re: AI War 2 v0.518 Released! "Active Selections and Capturing the Uncapturable"
« Reply #10 on: September 09, 2017, 01:33:10 pm »
The linux strangeness is with the UI scaling problem, and full screen mode sometimes causes weird visual artifacts, which are (maybe?) a different problems.

Offline BadgerBadger

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Re: AI War 2 v0.518 Released! "Active Selections and Capturing the Uncapturable"
« Reply #11 on: September 09, 2017, 04:03:48 pm »
Alright, feast your eyes upon the following map settings menu! W00t

I think I'm doing something wrong because
                ArcenSettingTable.Instance.CopyTempValuesToCurrent();
                GameSettings.Current.SaveToDisk();
doesn't actually flush any changes made in the window to disk.

The current layout is pretty haphazard, if only because there are a number of other features not implemented yet (player color, AI types, difficulty settings, choice of starting bonus ship) that will also need space here. Also I'd love an IntDropdownHidden for some settings, where I need the user to choose between a small number of discrete choices.

For other modders, adding new settings will be really easy. Add an entry in the XML, then add that name to the "Supported settings for this map type" function, then call a "GetSettingValue" function in the map generation code, then use the value.

The code needs a bit more polishing yet (and I want to see what settings in Keith's maps would make sense to show) so I'm just going to post a screenshot and request feedback for now.

Offline keith.lamothe

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Re: AI War 2 v0.518 Released! "Active Selections and Capturing the Uncapturable"
« Reply #12 on: September 09, 2017, 04:07:39 pm »
Awesome :) Gotta run, but will look at that next week.

Just put in another attempted fix to the OSX Madness. Let me know whether there's any change from that.

Thanks for the help, as always :)
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Offline BadgerBadger

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Re: AI War 2 v0.518 Released! "Active Selections and Capturing the Uncapturable"
« Reply #13 on: September 09, 2017, 04:30:03 pm »
AI War 2 on OSX now hits the following error
MacBook-Pro:MacOS user$ ./AIWar2
Mono path[0] = '/Users/iser/Library/Application Support/Steam/steamapps/common/AI War 2/AIWar2.app/Contents/Resources/Data/Managed'
Mono config path = '/Users/iser/Library/Application Support/Steam/steamapps/common/AI War 2/AIWar2.app/Contents/Mono/etc'
PlayerConnection initialized from /Users/user/Library/Application Support/Steam/steamapps/common/AI War 2/AIWar2.app/Contents/Resources/Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55261
Multi-casting "[IP] 192.168.1.10 [Port] 55261 [Flags] 2 [Guid] 817059947 [EditorId] 372859405 [Version] 1048832 [Id] OSXPlayer(MacBook-Pro.local) [Debug] 0" to [225.0.0.222:54997]...
Started listening to [0.0.0.0:55261]
Symbol file /Users/user/Library/Application Support/Steam/steamapps/common/AI War 2/AIWar2.app/Contents/Resources/Data/Managed/mscorlib.dll.mdb doesn't match image /Users/user/Library/Application Support/Steam/steamapps/common/AI War 2/AIWar2.app/Contents/Resources/Data/Managed/mscorlib.dll
* Assertion at domain.c:1471, condition `mono_defaults.monotype_class != 0' not met


and does not start at all.

Also, Linux is now broken:
(16:35:59) hostname:~/AIWar2/AIWarExternalCode/src $ ai2
Found path: /home/user/AIWar2/AIWar2Linux.x86_64
There is no data folder
##utp:{"type":"MemoryLeaks","allocatedMemory":1360,"memoryLabels":[{"Manager":104},{"Terrain":176},{"PoolAlloc":-176},{"GI":1256}]}
<program returns here>

« Last Edit: September 09, 2017, 04:49:26 pm by BadgerBadger »

Offline keith.lamothe

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Re: AI War 2 v0.518 Released! "Active Selections and Capturing the Uncapturable"
« Reply #14 on: September 09, 2017, 07:21:02 pm »
Sigh. Ok. Put something in to address those. Any change?
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