UFO: Alien Invasion Issue Tracker
UFO: Alien Invasion
Go to the previous open issue
Go to the previous issue (open or closed)
star_faded.png
Please log in to bookmark issues
icon_project.png UFO: Alien Invasion / Closed Bug report #2880 multiplayer enemy kill caused assertation failure
Go to the next issue (open or closed)
Go to the next open issue
This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Engine
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    6. Vital
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (0)
There are no items
People involved
Times and dates
  • Posted at
  • Last updated
  • Estimated time
    Not estimated
Issue details
  • Resolution
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Complexity
    Not determined
  • Platform
    Not determined
  • Architecture
    Not determined
Attachments (0)
There is nothing attached to this issue
Duplicate issues (0)
This issue does not have any duplicates
Description
[http://sourceforge.net/p/ufoai/bugs/2880 Item 2880] imported from sourceforge.net tracker on 2013-01-28 19:50:51

ufo: src/game/inventory.c:111: I_AddToInventory: Assertion `checkedTo' failed.
===== Comments Ported from Sourceforge =====

====== tlh2000 (2011-05-29 18:31:20) ======

assert was hit on the server side
====== tlh2000 (2011-05-29 18:32:07) ======

I don't think it'll help a lot - but who knows...
====== tlh2000 (2011-05-30 20:21:25) ======

it looks like EV_ACTOR_APPEAR is send more than one even if the actor is still visible for the player. maybe the playermask is just wrong
====== tlh2000 (2011-05-31 06:46:25) ======

G_EventActorAppear check edict has a zero entnum in some cases - this should really not happen
====== tlh2000 (2011-05-31 06:47:08) ======

with DEBUG_EVENTSYS activated
====== tlh2000 (2011-05-31 06:47:39) ======


====== tlh2000 (2011-06-01 06:31:37) ======

not related to killing someone, this also happens if a soldier just perishes by hiding behind some brush
====== tlh2000 (2011-06-01 07:28:29) ======

it might also be possible that the ent->visflags has a wrong value for the own-team member edicts.

this might be the reason for EV_ACTOR_APPEAR being sent twice - which will fail because the inventory is already full for the new-old actor that is going to get added to your own team.
====== tlh2000 (2011-06-01 07:29:33) ======


====== tlh2000 (2011-06-02 08:04:04) ======

should be fixed in bbee6f0f13b14f8d009e60fcc6ab50bb353f8844
====== sf-robot (2011-06-16 08:20:27) ======

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).
Steps to reproduce this issue
Nothing entered.
Todos (0 / 0)
Issue created
footer_logo.png The Bug Genie 4.3.1 | Support | Feedback spinning_16.gif