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How many of you are compiling the master branch build and testing it? #1623

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vbawol opened this issue Feb 5, 2015 · 33 comments
Closed

How many of you are compiling the master branch build and testing it? #1623

vbawol opened this issue Feb 5, 2015 · 33 comments

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@vbawol
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vbawol commented Feb 5, 2015

I would like to get a test build posted here soon, major problem is that it is likely to be very buggy and unstable. Ideally what we need is for a few skilled guys/gals to build the master branch on there own to test, debug, report issues, and fix bugs. I could provide a test build to start the process but to make certain your proposed fixes actually work its best that everyone involved can build and test on there own. After we release the 1.0.6 dev test build, please report any issues with "1.0.6" in the title so we can better sort the issues.

@vbawol vbawol added this to the 1.0.6 milestone Feb 5, 2015
@madrigo64
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I'm always ready for testing, I will test it with real players on my server
From your side is important to begin that.

@SplenectomY
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Already testing as much as I can without requiring an update from my players, so only server side stuff is being tested atm (208.115.238.69:2302 if you'd like to see for yourself). Found some bugs with the new UI and posted a pull request. However, with your blessing, I'll gladly dish out a master branch to my most experienced players and start testing it 100%.

@raziel23x
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+1

@Barada123
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I am ready to test version 1.0.6 .
I have your home server machine.

@Markokil321
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I'm also willing to help out / test with whatever may be needed.

Been doing some testing of some pull requests have not found any issues yet.

@Karakurd
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Karakurd commented Feb 9, 2015

+++
I'm ready to test =)
//home server machine

@Stalke2033
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I am willing to participate in testing adopted its server there

@madrigo64
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@vbawol any good news?

@RimBlock
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Anyone got a pbo build up and running yet.

I am getting cfg errors with

ErrorMessage: File z\addons\dayz_code\Configs\CfgWeapons\Weapon\Rifle\FN_FAL_ANPVS4_DZE.hpp, line 0: /CfgWeapons.FN_FAL_ANPVS4_DZE: Undefined base class 'FN_FAL_ANPVS4'

and

ErrorMessage: File z\addons\dayz_code\Configs\CfgMagazines\Planting.hpp, line 83: /CfgMagazines/ItemHempPlant.type: Member already defined.

so far (haven't got past the second one yet).

Could well be my workflow though :-).

Alternatively I can just remove the conflicting CFG items.

If I can get a working build then I have 4 days (Chinese New Year holiday here) to get A Plot for Life integrated.

@Namindu
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Namindu commented Feb 19, 2015

#1630 should fix it.

@seb3sec
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seb3sec commented Feb 19, 2015

#1631 is a fix, #1630 adds another error for not finding base class for m16a2
EDIT: #1632 fixes second compile error

@RimBlock
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Thanks seb3sec. Server is now starting so looks like the cfg errors are sorted.

@RimBlock
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The RedRyder pbo seems to have config file issues as well.

I am assuming the prefix of z\addons\redryder for the pbo as that is where all the config.cpp links are pointing although the PBOPREFIX file has a prefix of \z\addons\redryder. Setting the prefix with the leading \ causes an error finding config.cpp.

Getting some issues, possibly a pathing / prefix issue for the redryder though.

2:55:06 Warning Message: No entry 'bin\config.bin/CfgMagazines.RedRyder'.
2:55:06 Warning Message: No entry '.picture'.
2:55:06 Warning Message: '/' is not a value
2:55:06 Warning Message: No entry '.scope'.
2:55:06 Warning Message: '/' is not a value
2:55:06 Warning Message: Error: creating magazine RedRyder with scope=private
...

Am also getting the following coming up in both client and server RPT logs.

2:54:54 Warning Message: No entry 'model.cfg/CfgModels/Default.sections'.
2:54:54 Warning Message: Size: '/' not an array
2:54:54 Warning Message: No entry 'model.cfg/CfgModels/Default.sectionsInherit'.
2:54:54 Warning Message: '/' is not a value

I can still login with these errors but would be worth fixing if anyone has any ideas.

@Issty
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Issty commented Feb 20, 2015

When a chainsaw is in players hand the model is bugy.

The old 1.0.5.1 saw_idle.rtm in dayz_code.pbo and day_anim.pbo is working fine for me.

@RimBlock
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Only seen issues related to the RedRyder at the moment from the items I have played with (no chainsaws yet for me).

Warning: z\addons\redryder\models\redryder.p3d:VIEW_PILOT Error while trying to generate ST for points: 2040, 2042, 2039
Warnings in z\addons\redryder\models\redryder.p3d:VIEW_PILOT
Warning Message: No entry 'model.cfg/CfgModels/redryder.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'model.cfg/CfgModels/redryder.sectionsInherit'.
Warning Message: '/' is not a value
Too detailed shadow lod in z\addons\redryder\models\redryder.p3d (0:1.000000 : 2026) - shadows disabled

Warning Message: Picture z\addons\redryder\textures\bb_magazine_picture.paa not found

Addon redryder (entry 350Rnd_BB_Magazine) not found in the list of active addons.
Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
redryder

Warning Message: Picture equip\m\m_z\addons\redryder\textures\bb_magazine_picture.paa.paa not found

Slight issues with compass and watch

19:27:19 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
19:27:21 Warnings in z\addons\dayz_communityassets\models\watch.p3d:shadow(1000)

Have not really seen any other issues after palying from scratch for a few hours today.

Will look at the building system tomorrow.

@RimBlock
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Have put a list of issues up on the forums as well at http://epochmod.com/forum/index.php?/topic/32562-dayz-epoch-v106-test-current-bugs-list/ in the hope of more exposure.

After removing the RedRyder code, most of the errors have gone away.

@arma2WillRobinson
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RimBlock I believe the reason the RedRyder is causing you so much trouble is because the models on GitHub are binarized. after downloading the redryder file off here, replacing the models with non binarized versions, packing it, dropping it in @Dayz_Epoch/addons and setting up a 1.0.5.1 server with the RedRyder as the spawn weapon, there werent too many errors. There were some that you listed so I'm glad you bought it up. Anyhow #1643 fixes all of the RPT errors I was getting.

@RimBlock
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RimBlock commented Mar 4, 2015

Thanks Will.

So will the new files posted sort out the issues that the binarised files produced as well as the other errors. Sorry but modelling is not my area of expertise.

I am also not so confident this release is going anywhere again as there seems to be very little dev action since this thread was made high priority.

@vbawol
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vbawol commented Mar 4, 2015

check my latest push for a test build of the red ryder pbo

@arma2WillRobinson
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Awesome thanks for putting up a test pbo Awol! I ran into a small glitch off the bat, the PREFIX was z\addons\dayz_code instead of z\addons\redryder. That was confusing the mission.sqm because "redryder" is declared under addOns[]=, and ultimatley causing the server RPT to loop this:
9:46:31 Missing addons detected:
9:46:31 redryder
9:46:31 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.redryder

@arma2WillRobinson
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For testing purposes I created a repository with the just the redryder folder and exact instructions on how to pack and use on an epoch server successfully, or at least it works for me. https://github.com/arma2WillRobinson/Red-Ryder

It also contains a redryder.pbo that should work. I just need someone besides me to test it.

@icomrade
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icomrade commented Mar 5, 2015

@arma2WillRobinson You have 2 CFG errors. The first is in your config.cpp, you have no required addons field adjust CFGPatches accordingly, see below the corrected one, you may want to leave requiredaddons empty

class CfgPatches
{
    class RedRyder
    {
        units[] = {};
        weapons[] = {"RedRyder"};
        requiredVersion = 1.00000;
        requiredAddons[] = {"dayz_code"}; //or just requiredAddons[] = {};
    };
};

Also, in your model.cfg you are missing a semicolon after the } at line 12.

BINARIZE YOUR .P3D FILES! You can leave the unbinarized ones on github in a separate folder but not in the addon. To take some stress off the engine just binarize them.

As for the rest of epoch code, @seb3sec corrected FN_FAL_ANPVS4_DZE.hpp and Planting.hpp

@arma2WillRobinson
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I absolutely agree with you on binarizing the .p3d files. In my comment to RimBlock I thought they were already binarized on github so downloading and packing them again with the rest of the folder would cause problems, but I was wrong they are no longer binarized on github, hadn't checked in awhile.

As for the 2 config errors I appreciate you looking the files over, the cfgs will be updated. I didn't add the requiredAddons line initially because I thought that since the addon wasn't dependent on any other it wasn't necessary.

@RimBlock
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RimBlock commented Mar 5, 2015

Thanks VBAwol. Any rough target date for the 1.0.6 release to work towards or are you waiting for the A2 EOL patch to come out first ?. Would appreciate any info, so I can also schedule my own workload.

@Markokil321
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Hello,

Is there a way the damage to buildables / base objects that gets done by CHAINSAWS is reduced, or possibly prevent them from being used at all on cinder walls/doors.

Currently it is so easy to wreck people's bases with a chainsaw it's stupid, nobody is using them for faster wood cutting anymore. If you have 2 people with a chainsaw and a few cans of fuel they are able to take down several locked cinder doors within a few minutes. This mixed with the fact they can refill chainsaw ammo by re-logging or something similar is making it the #1 troll/grief weapon on many servers.

I plea for a damage reduction (towards buildables/objects) that is done by CHAINSAWS, or implement some sort of chainsaw breaking system if they are used against cinder. I feel this would do a huge amount in balancing the game with today's players.

@seb3sec
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seb3sec commented Mar 13, 2015

I wrote a modification for the player_harvest.sqf which allows to use the sledge hammer for mining iron ore if you're aiming at a specific object (some kind of heap found in mines). It also includes breaking the hammer. Should be easy to modify the code to achieve the same for Cinder_DZE class and chainsaw ammo. But I'm not sure how exploit safe it is.

@RimBlock
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If you get any takers then let me know. I will update my repo to bring it bakc in line with this one (plus the A Plot for life stuff) and you can take a copy of that so people can test it out. If it works fine then I will put in a pull requst to get it merged here.

@Markokil321
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I did originally ask awol for a 1.0.6 test build here on github but that doesn't seem to have happened yet..

Either way thanks for this Ebay, i'll hop on as soon as i get my faulty PSU replaced! :)

@vbawol
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vbawol commented May 19, 2015

Seems the EOL patch for A2 is going to be released soon.

Are you ready? https://twitter.com/FoltynD/status/600670419260153856?lang=en

Arma 2: Operation Arrowhead experimental update now out on beta branch! https://twitter.com/FoltynD/status/600680145314140160

@Gr8z
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Gr8z commented May 19, 2015

About Time Bohemia ! YAY

@Windmolders
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Can i share an opinion on the use of git ( based on my experience at my job).

MASTER:
We use Master branch as a ready branch. Only working stuff is in there. Tested and ready to deploy.

PRODUCTION:
The branch that currently is deployed. On new release this will contain the master from that date.

BETA:
a running branch where everyone can do his tests on. Stuff needs to be tested here before they can be pushed to Master.

Release Branches:
Like u currently have to get easier to older versions. Gets made when a new production is pushed.

Dev branches:
Well named branches with only 1 issue fixed in it. Better to have alot of branches with small fixes than alot of fixes in 1 big branches.

@vbawol
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vbawol commented Jul 1, 2015

Makes perfect sense to me @Windmolders, If you would like please set that up here.

@icomrade
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icomrade commented May 3, 2016

Closing because we are compiling test builds and updating the test server fairly regularly and any issues should be posted in #1681 if you wish to test please see the info here https://github.com/EpochModTeam/DayZ-Epoch/tree/master/Test%20Build

@icomrade icomrade closed this as completed May 3, 2016
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