CRITICAL Bug in scenario execution

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

Post Reply
User avatar
Arkady
Posts: 1261
Joined: Fri May 31, 2002 1:37 pm
Location: 27th Penal Battalion
Contact:

CRITICAL Bug in scenario execution

Post by Arkady »

Hi,

if you check some previous threads by Leo "Apollo 11" , you'll found that there are some problems with freeze during execution phase (after Sub units merging at end of a day).
First we suspect my template files, they was not absolutely correct (i fix them) but they don't cause this freeze.

For test I just copy Tutorial scenario and set with original database editor japanese LCUs to delay 9999. About eight japanese units left (with some HQs), US units, ships and aircrafts on both sides are untouched.

Run this scenario in H2H mode and simply clicking on Next Turn button for five or six turns, without any orders.

Each turn is gap between sub units merge phase and next phase (dividing crippled TFs) larger and larger.
And finaly game freeze.
If you remove more LCUs then game will freeze sooner.

Here is modified scenario for check:
http://www.arkady.cz/storage/scen31.zip

Please developers take a look and tell me that I made something wrong and your game is without critical leak


Arkady
Image
User avatar
Apollo11
Posts: 25351
Joined: Thu Jun 07, 2001 8:00 am
Location: Zagreb, Croatia
Contact:

RE: CRITICAL Bug in scenario execution

Post by Apollo11 »

Hi all,

I also think that there is some kind of "leak" that causes game freezing in WitP when small number of units are present.

I send my own mini scenario with 3 islands and just 6 units on each side to Raymond ("Mr. Frag") yesterday and he duplicated the problem.

I hope he would send that file to Michael Wood for inspection...


Leo "Apollo11"
Image

Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
User avatar
Mr.Frag
Posts: 11195
Joined: Wed Dec 18, 2002 5:00 pm
Location: Purgatory

RE: CRITICAL Bug in scenario execution

Post by Mr.Frag »

Taking that scenario,

Add a couple of ships and see if it chokes.

Add a couple of aircraft groups and see if it chokes.

That will rule out aircraft/ships as the problem and pin it to LCU's.
User avatar
Arkady
Posts: 1261
Joined: Fri May 31, 2002 1:37 pm
Location: 27th Penal Battalion
Contact:

RE: CRITICAL Bug in scenario execution

Post by Arkady »

ORIGINAL: Mr.Frag

Taking that scenario,

Add a couple of ships and see if it chokes.

Add a couple of aircraft groups and see if it chokes.

That will rule out aircraft/ships as the problem and pin it to LCU's.
how many ships and air groups?

this is original Tutorial scenario, no ships or airgroups was altered, there is already around 860 active ships and 590 active groups total for both sides
Image
User avatar
Mr.Frag
Posts: 11195
Joined: Wed Dec 18, 2002 5:00 pm
Location: Purgatory

RE: CRITICAL Bug in scenario execution

Post by Mr.Frag »

ORIGINAL: Arkady
ORIGINAL: Mr.Frag

Taking that scenario,

Add a couple of ships and see if it chokes.

Add a couple of aircraft groups and see if it chokes.

That will rule out aircraft/ships as the problem and pin it to LCU's.
how many ships and air groups?

this is original Tutorial scenario, no ships or airgroups was altered, there is already around 860 active ships and 590 active groups total for both sides

Oh, so all the ships and aircraft are still there, you just cut back on lcu's? I thought you stripped it down.
User avatar
Arkady
Posts: 1261
Joined: Fri May 31, 2002 1:37 pm
Location: 27th Penal Battalion
Contact:

RE: CRITICAL Bug in scenario execution

Post by Arkady »

I tried this scenario without ships and aircrafts, with ships only, with airgroups only

I even striped down all bases

Always was problem only when number of LCUs was too small

Arkady
Image
Post Reply

Return to “Scenario Design”