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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #2289 able to stand inside and walk through civilians
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Battlescape
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    5. Important
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
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    Not estimated
Issue details
  • Resolution
    Not determined
  • Reproducability
    Not determined
  • Severity
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  • Complexity
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  • Platform
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Description
[http://sourceforge.net/p/ufoai/bugs/2289 Item 2289] imported from sourceforge.net tracker on 2013-01-28 19:26:38

tested in r27954
1. know where a civlian is going to be, that civilian cannot be visible in the battlespace.
2. move your unit to that (not visible yet) civilian tile.
3. your unit will see the civilian as it approaches (blue tracing line)
4. your unit will continue to walk into the tile of the civilian.

at step 3, the route should have been abandoned or cut short because the route of the unit goes onto or through the civilian.

see attached screen shot for proof.
===== Comments Ported from Sourceforge =====

====== markhawrylak (2010-01-11 11:49:41) ======

standing inside a civilian.
====== markhawrylak (2010-01-11 11:59:38) ======

additional notes.
not sure if they will have an impact but I had these switches enabled:
g_notu 1
debug_map 1
====== tlh2000 (2010-01-11 12:23:08) ======

missing forbidden list update
====== tlh2000 (2010-01-11 17:37:59) ======

nope - they should have no impact on the bug
====== tlh2000 (2010-01-11 19:18:28) ======

started to implement a fix in r27961
====== tlh2000 (2010-01-11 20:02:17) ======

please retry with r27963 and let me know whether that fixed the issue.
====== markhawrylak (2010-01-12 01:36:00) ======

when I move a unit around the excavation map I now receive a segfault
Program received signal SIGSEGV, Segmentation fault.
At Q:\ufoai\src\game\g_move.c:150
#0 0x6b454242 in G_ActorShouldStopInMidMove (ent=0x248a154c, stopOnVisStop=qtrue, visState=1, dvtab=0x22e9bc "!!\001\001!\021\021\021\021\021\021\061\021\351\"", max=8) at Q:\ufoai\src\game\g_move.c:150
tmp = 0
blockEdict = 0x0
pos = "€\001"
#1 0x6b454d73 in G_ClientMove (player=0x19f3a74c, visTeam=1, ent=0x248a154c, to=0x22ea91 "„˜\001\002", stopOnVisStop=qtrue, quiet=qfalse) at Q:\ufoai\src\game\g_move.c:401
crouchFlag = 0
status = 1
initTU = 31
dvtab = "!!\001\001!\021\021\021\021\021\021\061\021\351\"\000Æ\"P\000¤\025L\024‘\352\"\000‹\033Ik"
dv = 17
dir = 2
numdv = 12 '\f'
length = 30 '\036'
pos = "€\001"
div = 2
truediv = 2
tu = 2
contentFlags = 0
pointTrace = {16, 464, 76}
stepAmount = 0x25838634 "\004"
triggers = qfalse
oldState = 0
autoCrouchRequired = qfalse
crouchingState = 0 '\000'
#2 0x6b4486f9 in G_ClientAction (player=0x19f3a74c) at Q:\ufoai\src\game\g_client.c:627
action = PA_MOVE
num = 4
pos = "„˜\001"
i = 83671
firemode = 276578564
from = 10
fx = 1
fy = 268173312
to = 340530596
tx = 1
ty = 3993
hand = 2288788
fdIdx = 2090121329
objIdx = 268173312
resReaction = 341818144
resCrouch = 350814208
resShot = 36
ent = 0x248a154c
#3 0x005222b4 in SV_ExecuteClientMessage (cl=0x10d8cf8c, cmd=5, msg=0x144c15a4) at Q:\ufoai\src\server\sv_user.c:261
No locals.
#4 0x0051d867 in SV_ReadPacket (s=0x1a09163c) at Q:\ufoai\src\server\sv_main.c:435
cmd = 5
cl = 0x10d8cf8c
msg = 0x144c15a4
#5 0x004ffb5b in NET_Wait (timeout=0) at Q:\ufoai\src\common\net.c:457
s = 0x1a09163c
tv = {
tv_sec = 0,
tv_usec = 0
}
ready = 0
i = 0
read_fds_out = {
fd_count = 0,
fd_array = {0 <repeats 64 times>}
}
write_fds_out = {
fd_count = 0,
fd_array = {0 <repeats 64 times>}
}
#6 0x004f528e in Qcommon_Frame () at Q:\ufoai\src\common\common.c:1181
s = 0x0
time_to_next = 11
event = 0x144c15a4
#7 0x00519c95 in WinMain@16 (hInstance=0x400000, hPrevInstance=0x0, lpCmdLine=0x251f06 "", nCmdShow=10) at Q:\ufoai\src\ports\windows\win_main.c:358
No locals.
#8 0x005ae0f8 in main ()
No symbol table info available.

elevated priority to Highest while the segfault exists.
====== tlh2000 (2010-01-12 06:44:30) ======

r27966 should fix the segfault
====== markhawrylak (2010-01-13 03:14:57) ======

tested in r27995 - The segfault is resolved.
but I can still walk into a civilian as per the description above.
set status to open
====== tlh2000 (2010-01-13 08:01:21) ======

i&#039;ve tested this with the africa theme, and it works for me

moving the actor to the tile where an (yet) invisible civilian is standing - once the civilian got visible, the actor stops movement if a) the civilian is standing on the final target point or b) anywhere on the route to reach that target point
====== markhawrylak (2010-01-13 11:06:48) ======

ok I have tested the issue again in r27999
I cannot make it happen on the first movement of the unit.
when I have g_notu 1 set, then on the units second movement I can walk into a civilian. since this is not a normal game mode, the issue is technically resolved.
You have however, introduced a new issue, when a unit spots a civilian, the unit stops moving, regardless of if the movement is into the path of a civilian.
====== tlh2000 (2010-01-13 18:57:46) ======

the issue you have that you are stopping when your path is not touching the civilian position is not reproducible here. anything particular i have to keep an eye on?
====== markhawrylak (2010-01-14 02:16:03) ======

tested in r28016
Attached a screen shot ufo29.jpg that highlights the steps I am taking to test the issue. note a few other random maps I tested do not exhibit this behavior.
1. I have the setting confirm actions: only for moving set
2 load the excavation map in skirmish mode
3. set the route as per image 1.
4. as the unit walks, he stops moving as shown in image 2.
====== markhawrylak (2010-01-14 02:16:40) ======

steps to reproduce introduced error
====== tlh2000 (2010-01-14 18:51:51) ======

no i understand the issue - the final spot has an civilian, too - it&#039;s just not yet visible.
====== tlh2000 (2010-01-14 18:53:45) ======

should be fixed in r28021
====== tlh2000 (2010-01-14 18:54:41) ======

btw. thank you very much for your detailed bug report - that helped a lot to tackle it down
====== markhawrylak (2010-01-15 01:48:33) ======

tested in r28028, the test case I supplied in image ufo29.jpg is resolved
however, testing the issue further I have made it happen on the &#039;estate&#039; map.

I move the unit as per the screen shot ufo31,jpg. when the unit turns, he spots the civilian, but continues to walk into the civilian tile.
Also in that image, I give the example of walking through a civilian. if you set the route to the tile I highlighted in blue, you will walk through a civilian on the way to the final destination.
set status to Open
====== markhawrylak (2010-01-15 01:49:08) ======

reproduce issue on estate map
====== tlh2000 (2010-01-15 06:42:53) ======

holy shit - you are a testcase machine ;) - thank you very much, i will have a look
====== tlh2000 (2010-01-15 06:47:10) ======

problem is in G_ActorDoTurn - but it&#039;s not so easy to fix it - need some redesign of the turn function. might take some time.
====== tlh2000 (2010-01-15 07:17:49) ======

your issue should be fixed now - but i&#039;ve found another issue with aliens inside of civilians and civilians inside of aliens. i have to check them, too - set this to pending anyway.
====== markhawrylak (2010-01-15 23:33:18) ======

could be related to defect 2925207

====== tlh2000 (2010-01-16 06:18:44) ======

why did you open it again? still not fixed?
====== markhawrylak (2010-01-16 12:56:22) ======

tested in r28077 - FIXED
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