UFO: Alien Invasion Issue Tracker
UFO: Alien Invasion Timeline
October 15, 2020
bug_report_tiny.png 18:53  Bug report #726 - Flashing bloodspider model
geever (geever) : Issue closed
bug_report_tiny.png 18:47  Bug report #2915 - memory corruption (valgrind report)
geever (geever) : Issue closed
bug_report_tiny.png 18:25  Bug report #5677 - Crash to desktop on a basedefence mission
geever (geever) : Issue closed
bug_report_tiny.png 18:22  Bug report #5661 - Start campaign crashed game after open Options menu section in Windows build
geever (geever) : Issue closed
bug_report_tiny.png 16:28  Bug report #5749 - Transferred antimatter disappears on save - load cycles
geever (geever) : Issue closed
bug_report_tiny.png 14:09  Bug report #4859 - Black square on map
geever (geever) : Issue closed
feature_request_tiny.png 13:55  Feature request #5721 - Base view : Clicking on an aircraft's silhouette should select the appropriate aircraft
geever (geever) : Issue closed
September 22, 2020
bug_report_tiny.png 18:55  Bug report #5749 - Transferred antimatter disappears on save - load cycles
anonymissimus (anonymissimus) : Issue created
Antimatter currently in transfer between bases is not reloaded after a save - shut down - reload cycle.
This patch seems to work (looks like someone forgot it):

<source lang="diff">
diff --git a/src/client/cgame/campaign/cp_transfer.cpp b/src/client/cgame/campaign/cp_transfer.cpp
index 47b33123cc..5441056c4c 100644
--- a/src/client/cgame/campaign/cp_transfer.cpp
+++ b/src/client/cgame/campaign/cp_transfer.cpp
@@ -433,7 +433,10 @@ bool TR_SaveXML (xmlNode_t* p)
cgi->XML_AddInt(s, SAVE_TRANSFER_SRCBASE, transfer->srcBase->idx);
/* save antimatter */
if (transfer->antimatter > 0) {
+ xmlNode_t* itemNode = cgi->XML_AddNode(s, SAVE_TRANSFER_ANTIMATTER);
+ if (!itemNode)
+ return false;
+ cgi->XML_AddInt(itemNode, SAVE_TRANSFER_ANTIMATTER_AMOUNT, transfer->antimatter);
/* save items */
if (transfer->itemCargo != nullptr) {
@@ -502,6 +505,12 @@ bool TR_LoadXML (xmlNode_t* p)
/* Initializing some variables */
transfer.hasEmployees = false;

+ /* load antimatter */
+ if (ss) {
+ const int amount = cgi->XML_GetInt(ss, SAVE_TRANSFER_ANTIMATTER_AMOUNT, 0);
+ transfer.antimatter = amount;
+ }
/* load items */
if (ss) {
diff --git a/src/client/cgame/campaign/save/save_transfer.h b/src/client/cgame/campaign/save/save_transfer.h
index 93d5a29e67..3aabc7a1dc 100644
--- a/src/client/cgame/campaign/save/save_transfer.h
+++ b/src/client/cgame/campaign/save/save_transfer.h
@@ -45,6 +45,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define SAVE_TRANSFER_AIRCRAFT "aircraft"
#define SAVE_TRANSFER_ID "id"

+#define SAVE_TRANSFER_ANTIMATTER "antimatter"

August 28, 2020
bug_report_tiny.png 18:16  Bug report #5748 - #define DEBUG is missing on cmake build type - patch provided
anonymissimus (anonymissimus) : Issue created
The patch below fixes this, enabling the debug_* console commands.

<source lang="diff">
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 8f00156f7f..d80252b4df 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -23,6 +23,12 @@ if(NOT CMAKE_BUILD_TYPE)
message(STATUS "CMake build type is not set, defaulting to 'RelWithDebInfo'")
set(CMAKE_BUILD_TYPE "RelWithDebInfo")
+message(STATUS "CMake build type is set to ${CMAKE_BUILD_TYPE}")
+ message(STATUS "Adding #define DEBUG")
+ add_definitions(-DDEBUG)

message(STATUS "Target is 64 bits")
August 27, 2020
bug_report_tiny.png 23:27  Bug report #5747 - Missions of category INTERESTCATEGORY_INTERCEPT disappear on save-load cycles
anonymissimus (anonymissimus) : Issue created
See some related console output below.
Attached a savegame that reproduces and a proposed fix. At least it is wrong that the logic looks for my radar towers for missions that should maybe look for an aircraft.
To check: save/load a missions of category INTERESTCATEGORY_INTERCEPTBOMBING

I cannot get attachments to work. Is this bugtracker very undermaintained ? See patch as comment.

Mission on non-existent installation
CP_GetMissionByID: Could not find mission cat8_interest136_0
Aircraft Firebird EU (idx: 0) is linked to an invalid mission: cat8_interest136_0
CP_GetMissionByID: Could not find mission cat8_interest136_0
Warning: UFO - Harvester (idx: 0) is linked to an invalid mission cat8_interest136_0, removing it
File 'save/campaign/20200826-231044.savx' successfully loaded from compressed xml savegame.
June 23, 2020
enhancement_tiny.png 19:44  Submit Patch #5746 - Haiku build fix proposal
devnexen (dclink) : Issue created
Patch to be able to build on haiku system
May 03, 2020
bug_report_tiny.png 08:55  Bug report #5745 - bfd_get_section_flags compile error from git
geever (geever) : Issue closed
April 26, 2020
bug_report_tiny.png 12:30  Bug report #5745 - bfd_get_section_flags compile error from git
simbioz (simbioz) : Issue created
Failed to compile from git. Archlinux aur package https://aur.archlinux.org/packages/ufoai-git/

src/server/sv_world.cpp: In function ‘bool SV_LoadModelAABB(const char*, int, AABB&)’:
src/server/../common/../shared/shared.h:177:60: warning: ‘void* memset(void*, int, size_t)’ clearing an object of non-trivial type ‘sv_model_t’ {aka ‘s
truct sv_model_s’}; use assignment or value-initialization instead [-Wclass-memaccess]
177 | #define OBJSET(obj, val) (memset(&(obj), (val), sizeof(obj)))
| ^
src/server/../common/../shared/shared.h:178:26: note: in expansion of macro ‘OBJSET’
178 | #define OBJZERO(obj) OBJSET((obj), 0)
| ^~~~~~
src/server/sv_world.cpp:594:2: note: in expansion of macro ‘OBJZERO’
594 | OBJZERO(*mod);
| ^~~~~~~
In file included from src/server/sv_world.cpp:30:
src/server/server.h:47:16: note: ‘sv_model_t’ {aka ‘struct sv_model_s’} declared here
47 | typedef struct sv_model_s {
| ^~~~~~~~~~
===> CXX [testall] src/shared/aabb.cpp
===> CXX [testall] src/shared/bfd.cpp
src/shared/bfd.cpp: In function ‘void lookup_section(bfd*, asection*, void*)’:
src/shared/bfd.cpp:61:8: error: ‘bfd_get_section_flags’ was not declared in this scope; did you mean ‘bfd_set_section_flags’?
61 | if (!(bfd_get_section_flags(abfd, sec) & SEC_ALLOC))
| ^~~~~~~~~~~~~~~~~~~~~
| bfd_set_section_flags
src/shared/bfd.cpp:64:22: error: ‘bfd_get_section_vma’ was not declared in this scope; did you mean ‘bfd_set_section_vma’?
64 | const bfd_vma vma = bfd_get_section_vma(abfd, sec);
| ^~~~~~~~~~~~~~~~~~~
| bfd_set_section_vma
src/shared/bfd.cpp:65:35: error: ‘bfd_get_section_size’ was not declared in this scope; did you mean ‘bfd_set_section_size’?
65 | if (data->counter < vma || vma + bfd_get_section_size(sec) <= data->counter)
| ^~~~~~~~~~~~~~~~~~~~
| bfd_set_section_size
make: *** [Makefile:183: release-linux-x86_64/testall/shared/bfd.cpp.o] Error 1
April 18, 2020
enhancement_tiny.png 07:25  Submit Patch #5744 - Missing space in doc of S1 sniper rifle
geever (geever) : Issue closed
April 04, 2020
enhancement_tiny.png 10:37  Submit Patch #5744 - Missing space in doc of S1 sniper rifle
Averell (florent hivert) : Issue created
See my fix in [SF.net](https://sourceforge.net/p/ufoai/code/merge-requests/2/)
February 26, 2020
feature_request_tiny.png 23:16  Feature request #5525 - [geoscape] V2.5 Colors of nations : small mistakes or color mask positioning
DarkRain (darkrainx) : Issue closed
February 21, 2020
enhancement_tiny.png 03:21  Submit Patch #5740 - Fix remembering of radar overlay state on geomap
DarkRain (darkrainx) : Issue closed
bug_report_tiny.png 03:19  Bug report #5401 - Radar range is disappearing all the time
DarkRain (darkrainx) : Issue closed
bug_report_tiny.png 00:58  Bug report #5727 - Battlescape : particles are always visible
DarkRain (darkrainx) : Issue closed
January 25, 2020
bug_report_tiny.png 12:12  Bug report #5743 - Dependency on dead gtkglext means editor will be dropped from Gentoo
Chewi (Chewi) : Issue created
gtkglext is dead upstream and Gentoo is dropping it as well as any dependencies on it. The whole of UFO: AI was initially masked for removal but I'll just drop the editor instead. Do you have a plan here? I believe it still works in general but it's based around GTK+ 2, which is being killed off everywhere.
January 10, 2020
bug_report_tiny.png 19:33  Bug report #5741 - Logical bug: Buy/Sell versus Production
geever (geever) : Issue closed
feature_request_tiny.png 19:32  Feature request #5742 - Alien-tech available on market
geever (geever) : Issue created
After a while items start appearing on market based on a pre-scripted rate. This makes sense for Earth-tech items assuming that factories produce these items, but not for alien-tech items.

In the end it results to that PHALANX Commander can buy any items from the market and Workshops will become obsolete after gathering items items (disassembled from UFOs) for research.

We should track what items/tech aliens brought to Earth, what have reached the market and the market should not serve more items than what was possible.

This feature would bring us closer to a more deep Market simulation which would be a good thing anyway.
January 09, 2020
bug_report_tiny.png 18:39  Bug report #5741 - Logical bug: Buy/Sell versus Production
PalĨa (palca) : Issue created
Logical bug: If any product is bought by Buy/Sell menu, it is obtained faster and even cheaper, than to use tens of paid workers to manufacture it.

Example: direct buy of Plasma Rifle costs 2500 c and it is immediately available. Production of Plasma Rifle will cost also 2500 c, but takes production time (23h in my situation) and also consumes 30 pcs alien materials.
The same is for all products incl. standard Earth items, like weapons or aircrafts. Buying them is both cheaper and faster than manufacturing it, because wages of workers must be paid.

It is logical to have some costs to manufacture items, but these financial costs cannot be 100% of the standard purchasing price of that item (in original UFO series initial costs to manufacture items is 0). I would recommend initial costs for example 25% of market price of the manufactured product, paid immediately when production starts. Income from manufacturing and selling items (margin) must be able easily cover expenditures for workers wage.
January 06, 2020
enhancement_tiny.png 09:42  Submit Patch #5740 - Fix remembering of radar overlay state on geomap
vincele (vincele) : Issue created
The radar overlay remembering is done on the wrong level:
the GEO_SetOverlay_f() console command instead of the
underlying GEO_SetOverlay(). Move this handling therein.

To reproduce: in a campaign game, on geoscape, toggle the
radar overlay view on, then click on the globe, or select a base
and exit back to geoscape to find that the radar overlay has
been disabled back instead of being properly remembered.
July 29, 2019
feature_request_tiny.png 19:41  Feature request #5739 - Upgrade to MXML 3.x
geever (geever) : Issue created
The game is not compatible with MiniXML 3.x. Update the code to be compatible with the new version and bundle the new version for platforms not providing it.
July 07, 2019
feature_request_tiny.png 13:16  Feature request #5737 - Missing resolution : 1600x900
geever (geever) : Issue closed
feature_request_tiny.png 13:13  Feature request #5738 - UI: Allow specifying custom video mode in Video Options
geever (geever) : Issue created
In Video Options, we offer valid video modes offered by the SDL2 library. In some cases SDL2 may not detect the native resolution of the monitor. There is a solution: set the vid_width and vid_height Cvars via command-line or config.cfg. BUT

It would be more user friendly to expose this setting on the UI.
July 05, 2019
bug_report_tiny.png 18:17  Bug report #5723 - Geoscape : AA51 missile launchers don't disappear from storage when equipped on a SAM site
geever (geever) : Issue closed
June 23, 2019
bug_report_tiny.png 10:29  Bug report #5506 - ufoai-2.4.9999.ebuild needs updating
geever (geever) : Issue closed
feature_request_tiny.png 09:45  Feature request #4038 - UFO Recovery suggestions
geever (geever) : Issue closed
June 16, 2019
feature_request_tiny.png 10:04  Feature request #5737 - Missing resolution : 1600x900
tiredansletaman (tiredansletaman) : Issue created
In the options, the screen resolution 1600x900 is not available. What I can do at best on a 1600x900 screen is 1440x900.
bug_report_tiny.png 09:55  Bug report #5736 - Campaign Intro : PHALANX logo messed up if you skip animation
tiredansletaman (tiredansletaman) : Issue created
In the campaign intro, you can click to skip the animations of text and graphics. It works fine until the PHALANX logo appears. If you click to skip the animation, the shield will stop in at the bottom of the screen and the spears will appear in the middle, resulting in a messed-up logo.

I just tried clicking during the spears animation as well, and they stop in the middle of their course, too.

When skipping the animation of the shield, it should not stop where it is, but jump to its final location instead. Same for the spears.
feature_request_tiny.png 09:43  Feature request #5735 - Battlescape : Can't zoom out to see the entire map
tiredansletaman (tiredansletaman) : Issue created
On small maps, I can zoom out to see the entire maps, but not on medium or big ones. Changing the zoom limits to the maximum in the options doesn't seem to change anything (it seems to work for zooming in, I can zoom in very close, but not for zooming out : I always seem to hit the same limit, even with a max at 12).
bug_report_tiny.png 09:36  Bug report #5734 - Battelscape : various camera issues
tiredansletaman (tiredansletaman) : Issue created
* Concerning the camera effects when units are seeing each other :

Whenever a unit is seeing an other, or the gathering of TUs for a reaction shot starts, or the gathering of TUs for a reaction shot ends, or an opponent starts to shoot, the camera moves. But it doesn't just hop from one point to an other, it uses a travelling effect which is very annoying :

- this travelling effect starts with an acceleration of a second or two, ends with a deceleration of a second or two.

- the cruising speed of the camera is always the same, no matter the zoom, no matter the distance between the units it focuses on, you can't change it

- the camera position is often completely off the target it wants to show to the player

- sometimes the camera hits the border of the map before the end of its travelling. It ends up sliding stupidly against an invisible barrier (this can be the reason the camera is off sometimes, but I also suspect the zoom affects the camera accuracy)

- nothing happens when the camera moves, and the player can't perform any action. Most actions of the player (like looking at the stats of a unit) during the camera travelling will force the camera to jump somewhere else, after which the camera will jump back to its point of origin, and will restart the whole process again

- this travelling effect alone can't be disabled, but it can be disabled if you totally disable the "center view" option, which I'm going to talk about now.

*) Concerning the camera moves when the units are seeing each other (aka "centered view"):

Whenever a unit is being spotted, or an opponent fires at us, the camera moves to show us the unit, its move, and/or its possible target. This happens very often during a turn, too often I think.

- When an alien enters the fov of one of my soldiers, the camera focuses on the alien as it's being spotted, then on the soldier as it starts to accumulate TUs for a reaction shot, then on the alien again to show me which unit the soldier is aiming at, and when enough TUs have been gathered, the camera focuses on the soldier, and then the alien, and then the shot is taken. If the alien wants to take a shot while my soldier accumulate TUs, the camera will shift focus at least two more times. If the alien escapes the fov of my soldiers to enter it again, add an other round of camera focus changes on top of that. If the alien moves in an out of the fov many times in a row (like when it's walking in a building behind windows), it becomes very annoying.

- When civilians gather in a safe area, they will just stay there walking in circles until the area isn't safe anymore or the mission ends. If you happen to have a unit there, the camera will shift focus every time a civilian walks in or out of its fov.

- This can be disabled by unchecking the "center view" option. This way, most missions become much more enjoyable. On base defense missions, however, one can be tempted to check the option back, because in this kind of mission you have cameras, and it's very useful to track aliens, to count how many of them are remaining, and to know where a particular alien was wandering last. As an alien can pass in front of a camera for just a split second, and as the map is too big to be viewed entirely when zooming out, centering the view in this case is helpful. Also, the "center view" option is useful when you select your own units, because sometimes the halo effect on the selection ring is not enough to spot the selected unit quickly.

Anyway, if you add that horrible camera travelling effect on top of centered view, the missions can quickly drive you mad.

* What I suggest for camera travelling :

- give a way to customize the camera travelling effect : changing its speed, removing the acceleration/deceleration parts.

- fix the camera position problem

- make the camera stop against the border of the map when it hits it, rather than sliding against it

- more importantly and above all : give a way to *DISABLE* that camera travelling effect

* What I suggest for camera moves :

- reduce the number of camera moves. In the scenario above, there's no need to show us the soldier who has spotted the alien and/or is gathering TUs for a reaction shot. Just saying who it is is enough. For the TU gathering process there's a tooltip with the face of the soldier, if it's not enough you can add his name and/or highlight him on the map. If he's off-screen the player can simply zoom out to see him.

- when opening a window (like soldier view) the camera should either continue its travelling movement or be paused. The camera should not enter into a travelling loop.

- perhaps even disable the camera moves when the map is zoomed out enough to see all the involved actors. Simply highlight them to show to the player where the action is happening. The UI should be pointing stuff out, not grabbing your head and putting your face in it.

- give a way to disable the camera moves for a certain category of unit (or player). I know those civilians are safe in that garage, I don't want to anybody to remind me that they are walking in circles in there because they have nothing better to do.
June 14, 2019
bug_report_tiny.png 15:17  Bug report #5733 - Performance issues in UFO:AI
tiredansletaman (tiredansletaman) : Issue created
Here are some performance issues I could spot while playing the campaign :

1) Market : after a couple of hours, selling/buying at the market is very slow : the duration between the click and the moment the item is actually sold/bought is very long (and gets longer and longer over time), restarting the program and reloading the saved game fixes this, so I suspect a memory leak

2) Geoscape : after a couple of hours, unpausing the geoscape is also very slow (I especially noticed this when I was sending my aicrafts on interception missions), I suspect a memory leak here too.

3) Over the course of a very long game all of the geoscape interface will get laggy, with delays on every click, similarly to the Market interface.

4) The Alien AI becomes slower and slower. I think it's the AI decision making that takes time because I don't hear any footsteps or shots

5) When starting a mission, there is a delay between the end of the mission loading and the moment the computer give you control and your turn starts. For a short period, the interface is frozen until you can play. This period can be between 0 to a few dozen seconds. I'm not 100% sure about this but I think this freeze period increases over the course of a campaign.

6) The freeze period mentioned in 5) also increases when you restart a mission. In the end it's more practical to ALt+F4 and reload the game than to Esc+Restart mission.
feature_request_tiny.png 15:08  Feature request #5732 - Battlescape : Features to prevent misclicks ?
tiredansletaman (tiredansletaman) : Issue created
Misclicks can be so.goddam.freaking.annoying. And they happen so easily. Sometimes you want to click in the interface to select a firing order or to disable reaction shot, you misclick and your soldier ends up moving on the map.

Misclicks also happen easily when you want to select a guy.

What I suggest :

- Have a keyboard shortcut for each possible HUD action (crouch/get up, enable/disable reaction shot, select firing action, use IR goggles, open radar view, etc.).

- Use Ctrl+left click to select a guy and left click to move it (or make this an option).
bug_report_tiny.png 15:00  Bug report #5731 - Battlescape : different obstruction size for firebird dropships ?
tiredansletaman (tiredansletaman) : Issue created
Battlescape : some Firebird dropships have a different obstruction size than others (some allow you to place soldiers in some corners, some don't). Is this intended or not ?
feature_request_tiny.png 14:58  Feature request #5730 - Base view : replace employees' lists by employees' tables ?
tiredansletaman (tiredansletaman) : Issue created
Base view : Choosing the best soldiers/pilots to recruit when plenty are available can be quickly annoying. This is due to A) the interface lag, B ) the slowness of the scroll wheel/arrows, which forces you to use the slider ( see bug #5706 ) , C) the fact that you have to click every soldier and remember the values to be able to compare it with an other. I suggest to treat the list of soldiers as a table where you could sort them and select them on certain values.
feature_request_tiny.png 14:55  Feature request #5729 - Base view : Buildings 3D preview ?
tiredansletaman (tiredansletaman) : Issue created
I never remember which buildings have a level above the ground and could obstruct the vision of, let's say, a sniper standing in the dropship hangar control tower :) It would be good to have a 3D preview of a building before you build it. This way you could now the obstruction size of the building above the ground in base defense missions, and if there's an external entry point. Having a preview of what the cameras would see when placing the building could be cool, too.
feature_request_tiny.png 14:52  Feature request #5728 - Base view : no popup for overloaded soldiers
tiredansletaman (tiredansletaman) : Issue created
When you drag on a soldier an item that is too heavy for him, there is a pop up telling you you won't be able to perform certain actions, but then when you decide to remove a few small items from him, the message pops up for every item you drag off him. I think there should be a message displaying next to the soldier instead of an annoying popup.