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[http://sourceforge.net/p/ufoai/bugs/2570 Item 2570] imported from sourceforge.net tracker on 2013-01-28 19:39:33
Version 2.4 r30545 - There seems to be a problem where standard missions become confused with Base Attack missions. The attached savegame is just before such a mission. The Geoscape Hud reports a Terror Mission at Arbil, but the mission description reads "Base is under attack" There is no base at this location.
All 7 of my bases, at this point, are operational. I despatch a dropship & team to Arbil and enter the mission. The map loads up with a [Base Attack] map and one of my base maps is displayed for the mission to begin - in this instance it is my base 06. If I successfully complete the mission - the Victory banner is displayed with the mission scores/achievements etc. but my Base 06 logo on the Geoscape is covered with what looks like a white shield, my Storage, Labs, Workshops, Living Quarters and Hospital all become disfunctional and my Aircraft are ON RED ALERT status.
I have screen shot images of this mision if required. Attached ufoconsole.log and savegame.
===== Comments Ported from Sourceforge =====
====== gren01 (2010-06-18 14:13:23) ======
====== gren01 (2010-06-18 14:14:03) ======
====== geever (2010-06-18 17:44:16) ======
The mapdef is 'baseattack' somehow...
my idea is that was sideeffect of the change of CP_ChooseMap, but don't know how. When missions created their mapdefs are nulled...
mission: 'cat2_interest640_4'
...category 2. 'Terror mission' -- stage 5. 'Terror mission underway'
...mapDef: 'baseattack'
...location: 'Arbil'
...start (day = 761569, sec = 64953), ends (day = 761571, sec = 65031)
...pos (-44.02, 36.33)(assigned Pos) -- mission on Geoscape
...UFO: no UFO
-geever
====== geever (2010-06-18 23:34:21) ======
Hmm, maybe baseattack is just a/only valid mapDef for that terror?
Checking maps.ufo:
mapdef baseattack
{
map ".baseattack"
multiplayer false
description "_Base is under attack."
maxaliens 16
}
There is no restrictions (population/terrain/culture) in the definition and the mission was spawned wo. ufo...
-geever
====== tlh2000 (2010-06-19 10:18:49) ======
there was a location in the code that prevents maps with . to not spawn - no sure how this is done for the baseattack
====== zhdophanti (2010-06-22 16:31:13) ======
Thats pretty much the same stuff that happened to me in 2.3
https://sourceforge.net/tracker/?func=detail&aid=3019230&group_id=157793&atid=805242
====== kildor (2010-06-23 12:42:31) ======
There are two ways to fix this issue, first one is setting storyRelated flag for baseattack mission ('storyrelated true' in maps.ufo. )
Second one is checking leading dot for md->map at CP_ChooseMap() function. (something like
Index: cp_campaign.c
===================================================================
--- cp_campaign.c (revision 30622)
+++ cp_campaign.c (working copy)
@@ -160,7 +159,7 @@
assert(mapIdx < csi.numMDs);
md = &csi.mds[mapIdx];
- if (md->storyRelated)
+ if (md->storyRelated || md->map[0]=='.')
return qfalse;
if (pos && !MAP_PositionFitsTCPNTypes(pos, md->terrains, md->cultures, md->populations, NULL))
@@ -1948,7 +1947,7 @@
* @note The random positions should be roughly uniform thanks to the non-uniform distribution used.
* @note This function always returns a value.
*/
PS: Can`t check this patch, because game is not compiling for me now.
====== geever (2010-06-24 23:03:47) ======
It turned out that if the mapDef starts with a dot and mission->data is not set CP_StartMissionMap selects a random base and sets it under attack in it's own. I've removed this behaviour, it was incorrect. This half of this bug is fixed in r30649 (trunk), r30650 (branch_2.3).
About the mapDef baseattack I prefer setting it story related, but should do some tests with it... tomorrow.
-geever
====== gren01 (2010-06-25 00:03:14) ======
geever - Thank you for both your hard work and the info on progress. I wish you luck with your testing on the mapDef baseattack.
Gren
====== geever (2010-06-25 20:45:46) ======
I set the mapDef story related in r30664 (trunk), r30669 (branch_2.3). bugs fixed.
The savegame is corrupted, you can however fix it by changing the mapDef of that mission to a valid one. or skipping that mission..
-geever
====== gren01 (2010-06-26 13:44:03) ======
geever - I envy your coding skills and knowledge. Thank you. I did as you suggested and re-loaded from an earlier save, ignoring this mission.
====== geever (2010-06-26 19:09:32) ======
Accidently you have reopened this with your comment.
-geever