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[http://sourceforge.net/p/ufoai/bugs/3290 Item 3290] imported from sourceforge.net tracker on 2013-01-28 20:05:19
2012/05/24 14:03:29 ERROR: Could not find tile: '+craft_crash_scout' in assembly 'alienlandingnature' (maps/frozen.ump)
The assembly has no craft_crash_scout defined in maps.ufo.
Problem is already described in https://sourceforge.net/tracker/index.php?func=detail&aid=3487929&group_id=157793&atid=805242, but it is not possible to attach a file there.
One thing to note. In the older bugreport freakyd mentioned the same happened for +mansion map to him. There is one thing that both maps have. They both have different assemblies, in some of them there are UFOs defined, in others not. One example: + mansion has two assemblies, "huge" and "small". In "huge" there are UFOs defined, in "small" not (empty block for 'all'). The same goes for +frozen, where "alienlandingnature" and "alienlandingindustrial" have, but "industrial" and "small" have not UFOs defined. I just can´t think of any other map where thats also the case.
===== Comments Ported from Sourceforge =====
====== shipit (2012-05-24 12:43:04) ======
====== natewr (2012-05-26 08:36:44) ======
Just got the same on +mansion. ufoconsole.log attached (at the end after the million error lines about not finding soldier head models).
====== natewr (2012-05-26 12:10:58) ======
Please ignore my previous comment. I had not yet updated maps so I was missing a BSP. Just tried again and didn't get the problem on the same assembly.
====== nokim (2012-06-01 20:40:42) ======
Similar problem:
2012/06/01 23:35:28 ERROR: Could not find tile: '+craft_crash_fighter' in assembly 'alienlandingnature' (maps/frozen.ump)
Checked maps - i have latest.
====== shipit (2012-06-06 04:32:52) ======
same problem on +mansion map
====== shipit (2012-06-06 04:45:19) ======
I added a savegame from this forum thread : http://ufoai.org/forum/index.php/topic,6744.0.html
It is about the same problem on +mansion. The crash site is somewhere in europe, but the game tries to load the "huge" assembly". For this, the terrain parameter says 'coast', so it should not be used there. It should use the "small" assembly instead.
Somehow the map selection uses the wrong assembly.
====== darkrainx (2012-06-11 19:52:23) ======
The problem does NOT have to do with how maps are selected, checking the saves you will see that they are using frozen_small and mansion_small respectively, so the correct maps are chosen, the problem is in the combination of assemblies that support crashed UFOs but do NOT include an actual UFO tile (thus the RMA has no crash tiles) and assemblies that don't support crashed UFOs but DO include an UFO tile in the same .ump, see, when loading the map the game sets rm_ufo to the crashed UFO name then tries to assemble the map, but in doing so it parses the .ump file parsing ALL the assemblies, now since there are assemblies that call for the tile named in rm_ufo, which in this case is a crashed UFO which doesn't exist in the RMA theme the game can't find the tile and errors out.
Possible solutions:
Split the assemblies to different .ump files
Change the parsing function to parse only the needed assembly
Add the crashed ufo tiles to the RMAs
====== natewr (2012-06-12 07:25:22) ======
Of the three solutions darkrainx describes, I would really prefer this one:
Change the parsing function to parse only the needed assembly
Maintaining multiple .ump files for each assembly would duplicate a lot of work and adding all crashed UFO tiles to all assemblies just does not really work with most RMAs.
====== darkrainx (2012-06-12 13:21:34) ======
I just tougth of a fourth posssible solution: Don't set rm_ufo/rm_craft if the respective list in the mapDef is empty.
Note that here I'm assuming that an empty list means the specified assembly doesn't calls for an ufo/craft tile and not that someone was to lazy to type the full list if the assembly supports all possible craft types ;-)
====== shipit (2012-06-13 04:37:20) ======
I agree with Nate, changing the parsing function is the best solution.
====== aduke1 (2012-07-04 22:54:34) ======
I guess this one is my job for now...
====== darkrainx (2012-07-15 20:18:04) ======
http://pastebin.com/K4i9iQJh
I've been using that for a while now, not that I play a lot, but I always put my first base in the south pole so I've had a lot of crashed scouts in +frozen maps and with that patch they work just fine.
====== tlh2000 (2012-07-16 11:46:51) ======
are you sure that in case the craft list for the mapdef is empty, the cvar rm_drop is set to ""?
otherwise the cvar might still have the old value of a previous map start, no?
====== darkrainx (2012-07-16 14:21:33) ======
No it isn't, I didn't think it was a problem, as the assemblies for those mapdefs don't use dropship tiles, but just in case:
http://pastebin.com/esM6jXc2
====== tlh2000 (2012-07-16 18:45:46) ======
i'm still not sure - i think the fix should be in CP_ChooseMap already.
====== aduke1 (2012-07-16 20:35:44) ======
tlh2000 committed a fix later today.
Thx guys, you helped me out :) I was somewhat 'blocked'.
I didn't dare to base the fix on resetting rm_ufo coz I overlooked that it is *only* used to pass the info to RMA.
I'm rather sure that this fix will work coz my analysis came to (nearly) the same conclusion as DarkRainX in his first comment.
However, there is one question left:
We have to parse ALL the assemblies in the UMP because of that 'pick a random assemly'-feature.
@tlh2000
: any idea where we use this feature ? (other than the map and devmap cmds)
====== tlh2000 (2012-07-17 07:03:12) ======
@aduke: it can be used for e.g. skirmish, if you don't give an assembly in the param of the mapdef, it will ick a random one. it can be used in the server mapcycle afair (i might be wrong here) to start a random assembly on a server.
also i'm not entirely sure that my resetting of the cvars fixes the issue. there is still something fishy in CP_ChooseMap or the **IsSelectable**Whatever function. I didn't had the time to look into this deeper yet.
====== nokim (2012-07-25 15:30:21) ======
Resetting of the cvars doesn't fix the issue:
2012/07/25 18:22:49 ********************
2012/07/25 18:22:49 ERROR: Could not find tile: '+craft_crash_fighter' in assembly 'alienlandingnature' (maps/frozen.ump)
2012/07/25 18:22:49 ********************
2012/07/25 18:22:52 Shutdown server: Server crashed.
2012/07/25 18:22:52 Unload the game library
Compiled latest from master.
====== nokim (2012-07-25 15:58:41) ======
In frozen.ump there is no such tile as +craft_crash_fighter in any assembly so first question is why it was called at first place.
====== shipit (2012-07-26 05:58:51) ======
I reopened this as, after the problem was mentioned again on IRC yesterday, I was able to reproduce the problem with a build from Jul 25.
====== darkrainx (2012-07-27 17:02:26) ======
I pushed my previous fix as 6fc6189fe43323803e16c60cd448ed498a2a276c
it shouldn't cause any problems -- skirmish map selection is doing the same thing anyway
if you come with a better fix you can revert it if you feel it's needed
====== shipit (2012-07-28 06:58:21) ======
In my testcase the problem seems to be solved after this commit.
====== aduke1 (2012-09-20 22:29:28.644000) ======
- **status**: pending --> open
====== aduke1 (2012-11-25 23:57:11.471000) ======
So do we consider this bug killed now ?
====== darkrainx (2012-11-27 17:02:56.173000) ======
I'd say so, unless tlh2000 still wants to check CP_ChooseMap or CP_MapIsSelectable, but any fishiness there should be unrelated.
====== aduke1 (2012-11-27 22:17:07.772000) ======
So let's close it then.
mattn can reopen bugs if needed ;)