UFO: Alien Invasion Issue Tracker
star_faded.png
Please log in to bookmark issues
bug_report_small.png
CLOSED  Bug report #5457  -  +fs_mod command line option causes a failure on campaign startup
Posted Jun 10, 2015 - updated Jun 21, 2015
icon_info.png This issue has been closed with status "Closed" and resolution "RESOLVED".
Issue details
  • Type of issue
    Bug report
  • Status
     
    Closed
  • Assigned to
     DarkRain
  • Progress
       
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     ManDrake13
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Time spent
    1 week, 2 days, 18 hours
  • Category
    Not determined
  • Resolution
    RESOLVED
  • Priority
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • Complexity
    icon_customdatatype.png Not determined
  • Platform
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
Issue description
Using the latest 2.6 build, I'm seeing the following error during the second load of the parse scripts.
  1. ----------- parse scripts ----------
  2. 60 script files
  3. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'harvester' ignored!
  4. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'corrupter' ignored!
  5. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'bomber' ignored!
  6. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'carrier' ignored!
  7. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'supply' ignored!
  8. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'gunboat' ignored!
  9. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'ripper' ignored!
  10. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'mothership' ignored!
I added some quick and dirty debugging messages to the script.cpp program to see if I could see the problem.
  1. Com_ParseAircraftNames: Aircraft type ufoids, Name scout, Number: 10, Max: 12
  2. Com_ParseAircraftNames: Aircraft type ufoids, Name fighter, Number: 11, Max: 12
  3. Com_ParseAircraftNames: Aircraft type ufoids, Name harvester, Number: 12, Max: 12
  4. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'harvester' ignored! NUM: 12 MAX: 12
  5. Com_ParseAircraftNames: Aircraft type ufoids, Name corrupter, Number: 12, Max: 12
  6. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'corrupter' ignored! NUM: 12 MAX: 12
  7. Com_ParseAircraftNames: Aircraft type ufoids, Name bomber, Number: 12, Max: 12
  8. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'bomber' ignored! NUM: 12 MAX: 12
  9. Com_ParseAircraftNames: Aircraft type ufoids, Name carrier, Number: 12, Max: 12
  10. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'carrier' ignored! NUM: 12 MAX: 12
  11. Com_ParseAircraftNames: Aircraft type ufoids, Name supply, Number: 12, Max: 12
  12. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'supply' ignored! NUM: 12 MAX: 12
  13. Com_ParseAircraftNames: Aircraft type ufoids, Name gunboat, Number: 12, Max: 12
  14. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'gunboat' ignored! NUM: 12 MAX: 12
  15. Com_ParseAircraftNames: Aircraft type ufoids, Name ripper, Number: 12, Max: 12
  16. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'ripper' ignored! NUM: 12 MAX: 12
  17. Com_ParseAircraftNames: Aircraft type ufoids, Name mothership, Number: 12, Max: 12
  18. Com_ParseAircraftNames: Too many aircraft ids for type 'ufoids', 'mothership' ignored! NUM: 12 MAX: 12
  19. Com_ParseAircraftNames: Aircraft type ufoids, Name }, Number: 12, Max: 12
From that I can see that the counter is starting at 10, I double checked the first load parse scripts during the start up process and I see this in the log.
  1. ----------- parse scripts ----------
  2. 60 script files
  3. Com_ParseAircraftNames: Aircraft type ufoids, Name scout, Number: 0, Max: 12
  4. Com_ParseAircraftNames: Aircraft type ufoids, Name fighter, Number: 1, Max: 12
  5. Com_ParseAircraftNames: Aircraft type ufoids, Name harvester, Number: 2, Max: 12
  6. Com_ParseAircraftNames: Aircraft type ufoids, Name corrupter, Number: 3, Max: 12
  7. Com_ParseAircraftNames: Aircraft type ufoids, Name bomber, Number: 4, Max: 12
  8. Com_ParseAircraftNames: Aircraft type ufoids, Name carrier, Number: 5, Max: 12
  9. Com_ParseAircraftNames: Aircraft type ufoids, Name supply, Number: 6, Max: 12
  10. Com_ParseAircraftNames: Aircraft type ufoids, Name gunboat, Number: 7, Max: 12
  11. Com_ParseAircraftNames: Aircraft type ufoids, Name ripper, Number: 8, Max: 12
  12. Com_ParseAircraftNames: Aircraft type ufoids, Name mothership, Number: 9, Max: 12
  13. Com_ParseAircraftNames: Aircraft type ufoids, Name }, Number: 10, Max: 12
So what I suspect is happening is that we aren't clearing the ufoids counter out, during the second reload when we are loading the mod.
Steps to reproduce this issue
  1. Create an empty directory in the mods directory or use any existing mod if you have one.
  2. ./ufo +set developer 1 +fs_mod <what_ever_mod_you_want_to_use>
  3. Click to start a campaign.