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[http://sourceforge.net/p/ufoai/bugs/2548 Item 2548] imported from sourceforge.net tracker on 2013-01-28 19:39:33
On the newly available city map, there are some problems.
First, on the outside of the parking garage, the harvester tile can appear misaligned with the rest of the map, extending outside the map area by several squares. This occurrence causes a corresponding area of black, inaccessible void between the harvester and the other areas of the map. Screenshot attached.
The second problem is aliens who seem to exist on two levels of the map at once. The attached screenshots show how on level 5 of the map, two aliens are visible floating in thin air and the same aliens are on level 6, standing on the concrete floor there. The two highlighted aliens did not move anywhere during the two turns they were visible on the map, while the third alien on level 6 did.
It is possible that if this is an actorclip issue, they were unable to do so because they were "stuck" in the floor. Actorclip problems in other maps have left aliens hanging totally in thin air and allowed them to move away from the problem squares.
Excerpt from ufoconsole.log:
2010/05/29 17:18:45 ==== InitGame ====
2010/05/29 17:18:45 SV_AssembleMap: Sequential map assembly in 0 ms
2010/05/29 17:18:45 CM_LoadMap: "-city/city +str_cross +strv_1a +strv_1a +strv_1a +strv_1a +str_cross +str_cross +strh_cwl_1a +strh_1a +strh_1a +strh_cwr_1a +bldl_4x4_2a +strh_cwl_1a +strh_1a +strh_1a +strh_cwr_1a +str_rail_cross +strv_rail_btm2a +craft_drop_firebird +str_rail_cross +strv_rail_btm2a +strv_rail_2a +strv_rail_2a +strv_rail_top2b +str_rail_cross +craft_ufo_harvester +strh_cwl_1a +strh_1a +strh_1a +strh_cwr_1a" "-32 -40 0 -32 -32 0 -32 -24 0 -32 -16 0 -32 -8 0 -32 0 0 -32 40 0 -24 -40 0 -16 -40 0 -8 -40 0 0 -40 0 -24 -32 0 -24 0 0 -16 0 0 -8 0 0 0 0 0 8 -40 0 8 -32 0 8 -24 0 8 0 0 8 8 0 8 16 0 8 24 0 8 32 0 8 40 0 -32 8 0 -24 40 0 -16 40 0 -8 40 0 0 40 0"
2010/05/29 17:18:48 Rerouted for RMA in 0.0s
2010/05/29 17:18:48 checksum for the map '+city': 1380433349
2010/05/29 17:18:48 ufo script checksum 2075525545
2010/05/29 17:18:48 Not enough spawn points for team 0
2010/05/29 17:18:48 Created AI player (team 0)
2010/05/29 17:18:48 Created AI player (team 7)
2010/05/29 17:18:48 -------------------------------------
2010/05/29 17:18:48 Connecting to localhost...
2010/05/29 17:18:48 connection attempt from loopback connection
2010/05/29 17:18:48 load material file: 'materials/city.mat'
2010/05/29 17:19:01 added light, ambient=0.488281
2010/05/29 17:19:03 Starting the game...
===== Comments Ported from Sourceforge =====
====== edirr (2010-05-29 16:07:40) ======
Harvester tile misalignment
====== edirr (2010-05-29 16:08:19) ======
Aliens on garage level 5
====== edirr (2010-05-29 16:08:42) ======
Aliens on garage level 6
====== natewr (2010-05-30 11:30:56) ======
Thanks for reporting. The harvester tile should be fixed in r30249.
I'm not sure what would be causing the aliens appearing on different levels thing. There aren't two alien spawn points there, so they had to have moved to that location. But I don't see anything in the editor that would be blocking their path...
And a question to a coder, should I be worried about this line in his log?
Not enough spawn points for team 0
My guess would be that team 0 is civilians? There should be 3 or 4 spawn entities for them. How many should I have?
====== edirr (2010-05-30 14:18:47) ======
What I noticed with the level 5/6 issue is that if you look at the stairwell, there is only a very incremental height increase from the stairs up to the level where the door to level 6 is. The door is on level six, but the stair section just a tiny bit lower to the side is on level 5.
If the floor on level six has different height levels, it may just be at a level where certain squares can appear on both levels. The concrete tiling next to the door (visible squares) seems to be slightly higher than the asphalt floor where the aliens are standing. That's the first thing I'd look at.
The actorclip issue I am referring to can be seen in tracker item #2992733, at https://sourceforge.net/tracker/?func=detail&aid=2992733&group_id=157793&atid=805242
That bug has been fixed, but the explanations may make more sense to you than they do to me, since I have absolutely no idea whatsoever what an actorclip is or what it does.
As far as the spawnpoints, if I had to take a guess (warning: the following is speculation), the game may want to put a certain number of civilians on the map (may be random) and if it wants a larger number on larger maps, 3 or 4 spawnpoints may not be enough. If so, it apparently does not cause a critical error, since the mission went ahead anyway, it just means less members for that team than the game wanted.
====== kildor (2010-05-31 05:57:48) ======
> My guess would be that team 0 is civilians? There should be 3 or 4 spawn
entities for them. How many should I have?
As much as you can,
Max possible number of spawned civilians is 10 (if mission is spawned in urban population).
====== natewr (2010-06-02 18:34:15) ======
r30310 should (hopefully) fix the problem where aliens on level 6 appear on level 5. You were right that the floor was too low. I thought I'd made all the level plans appropriately (getting the stairs to line up was the difficult part), but obviously not.
This change raises levels 6/7/8 up 4 units (but just makes level 8 shorter to avoid going over 512). It was quite a bulk operation that could have introduced new bugs, so I'd love it if you'd be willing to give it a good test again.
====== edirr (2010-06-16 17:33:06) ======
Fixes seem to be confirmed. Haven't seen this behavior anymore. The harvester tile is absolutely fixed.
====== sf-robot (2010-06-17 02:20:11) ======
This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
did not respond within 14 days (the time period specified by
the administrator of this Tracker).