Technical support > Windows
Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Nightranger:
I've noticed this too. 3rd or 4th round. The message from ufoconsole.log is:
ERROR: LET_PathMove: Actor movement is out of sync: 147:152:0 should be 144:149:0 (step 5 of 5) (team 1)
I've noticed it is preceeded in the previous round by one of the soldiers TU's making a drastic drop (all the way to 1 or 0) while trying to move one square or more. I've tried this making the soldier move just one square over. He will then walk in a box pattern in the opposite direction, just like they move around trees, then "Hello Geoscape."
Sorry, I don't remember the build number. Think it was 24585.
Running on Windows XP Media Center Edition, v2002 SP2
Sepelio:
This is a bug I have noticed as well, often I see something like "missing image \filename etc." but its difficult to tell what has done it.
There did seem to be some issue with TUs that I noticed such as all TUs being expended upon moving a single square.
Nightranger:
This is what I got from the ufoconsole.log from my last attempt, which is 24585.
==== InitGame ====
CM_LoadMap: "-farm/f_ +drop_firebird +craft_ufo_harvester +field_a +field_c +field_c +stables_a +farmhouse_b +stables_b +barn_a +filler_m_b +filler_m_b" "-24 -8 0 0 8 0 -40 8 0 -40 -40 0 -8 -40 0 0 -8 0 24 -40 0 24 -16 0 -40 -8 0 -8 8 0 -8 24 0"
Map:farm/f_drop_firebird Offset:(-24, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 3)
Shifted wpMins:(104, 120, 0) wpMaxs:(127, 135, 3)
Tile bounds: (104, 120, 0) to (127, 135, 3)
Source bounds: (128, 128, 0) to (151, 143, 3)
Done copying data.
Loaded routing for tile farm/f_drop_firebird in 1.0s
Map:farm/f_craft_ufo_harvester Offset:(0, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(167, 159, 4)
Shifted wpMins:(128, 136, 0) wpMaxs:(167, 167, 4)
Tile bounds: (128, 136, 0) to (167, 167, 4)
Source bounds: (128, 128, 0) to (167, 159, 4)
Done copying data.
Loaded routing for tile farm/f_craft_ufo_harvester in 0.0s
Map:farm/f_field_a Offset:(-40, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(159, 159, 2)
Shifted wpMins:(88, 136, 0) wpMaxs:(119, 167, 2)
Tile bounds: (88, 136, 0) to (119, 167, 2)
Source bounds: (128, 128, 0) to (159, 159, 2)
Done copying data.
Loaded routing for tile farm/f_field_a in 0.0s
Map:farm/f_field_c Offset:(-40, -40, 0)
wpMins:(128, 128, 0) wpMaxs:(159, 159, 3)
Shifted wpMins:(88, 88, 0) wpMaxs:(119, 119, 3)
Tile bounds: (88, 88, 0) to (119, 119, 3)
Source bounds: (128, 128, 0) to (159, 159, 3)
Done copying data.
Loaded routing for tile farm/f_field_c in 0.0s
Map:farm/f_field_c Offset:(-8, -40, 0)
wpMins:(128, 128, 0) wpMaxs:(159, 159, 3)
Shifted wpMins:(120, 88, 0) wpMaxs:(151, 119, 3)
Tile bounds: (120, 88, 0) to (151, 119, 3)
Source bounds: (128, 128, 0) to (159, 159, 3)
Done copying data.
Loaded routing for tile farm/f_field_c in 1.0s
Map:farm/f_stables_a Offset:(0, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 3)
Shifted wpMins:(128, 120, 0) wpMaxs:(151, 135, 3)
Tile bounds: (128, 120, 0) to (151, 135, 3)
Source bounds: (128, 128, 0) to (151, 143, 3)
Done copying data.
Loaded routing for tile farm/f_stables_a in 0.0s
Map:farm/f_farmhouse_b Offset:(24, -40, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 151, 4)
Shifted wpMins:(152, 88, 0) wpMaxs:(167, 111, 4)
Tile bounds: (152, 88, 0) to (167, 111, 4)
Source bounds: (128, 128, 0) to (143, 151, 4)
Done copying data.
Loaded routing for tile farm/f_farmhouse_b in 0.0s
Map:farm/f_stables_b Offset:(24, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 151, 3)
Shifted wpMins:(152, 112, 0) wpMaxs:(167, 135, 3)
Tile bounds: (152, 112, 0) to (167, 135, 3)
Source bounds: (128, 128, 0) to (143, 151, 3)
Done copying data.
Loaded routing for tile farm/f_stables_b in 0.0s
Map:farm/f_barn_a Offset:(-40, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 4)
Shifted wpMins:(88, 120, 0) wpMaxs:(103, 135, 4)
Tile bounds: (88, 120, 0) to (103, 135, 4)
Source bounds: (128, 128, 0) to (143, 143, 4)
Done copying data.
Loaded routing for tile farm/f_barn_a in 0.0s
Map:farm/f_filler_m_b Offset:(-8, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 143, 2)
Shifted wpMins:(120, 136, 0) wpMaxs:(127, 151, 2)
Tile bounds: (120, 136, 0) to (127, 151, 2)
Source bounds: (128, 128, 0) to (135, 143, 2)
Done copying data.
Loaded routing for tile farm/f_filler_m_b in 0.0s
Map:farm/f_filler_m_b Offset:(-8, 24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 143, 2)
Shifted wpMins:(120, 152, 0) wpMaxs:(127, 167, 2)
Tile bounds: (120, 152, 0) to (127, 167, 2)
Source bounds: (128, 128, 0) to (135, 143, 2)
Done copying data.
Loaded routing for tile farm/f_filler_m_b in 0.0s
Rerouted for RMA in 0.0s
checksum for the map '+farm': 1168549001
ufo script checksum 1504555790
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/farm.mat'
music change to PsymongR2 (from karlmacklin_geoscape)
Retracing for model *1 in 0.0s
Retracing for model *2 in 0.0s
Retracing for model *3 in 0.0s
Retracing for model *4 in 0.0s
Retracing for model *5 in 0.0s
Retracing for model *6 in 0.0s
Retracing for model *7 in 0.0s
Retracing for model *8 in 0.0s
Starting the game...
Compaq_Administ has joined team 0
(player 0) It's team 1's round
Compaq_Administ has taken control over team 1.
music change to AlexSullencity (from PsymongR2)
Retracing for model *1 in 1.0s
Retracing for model *2 in 0.0s
Retracing for model *3 in 0.0s
Retracing for model *4 in 1.0s
Retracing for model *5 in 0.0s
Retracing for model *6 in 0.0s
Retracing for model *7 in 0.0s
Retracing for model *8 in 0.0s
Team 1 ended round, team 7's round started!
Team 7 ended round, team 0's round started!
Team 0 ended round, team 1's round started!
Team 1 ended round, team 7's round started!
Team 7 ended round, team 0's round started!
Team 0 ended round, team 1's round started!
********************
ERROR: LET_PathMove: Actor movement is out of sync: 121:124:0 should be 120:119:0 (step 2 of 2) (team 1)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
From here, it goes back to the Geoscape. The firebird can be sent to the same mission point and start again, but it only goes about 3 turns. Well, it went three in this one. In the second round, I had two soldier's TU's go from their max down to a point where they could not move, or even turn, (Soldier #2 and #6), without them even moving on the screen.
In round three, soldier #5 was the selected soldier when the battlescape stopped.
Nightranger:
I have been able to generate this problem by moving a soldier in a crouched position more than 11 TU's at a time. This will cause the soldier to freeze, after which they can only stand, crouch, turn and shoot. Once the soldier freezes, all attempts (so far) to move that soldier in later turns results in the game falling back to the Geoscape screen.
Mattn:
you have an event.log in your .ufoai dir (besides the ufoconsole.log) - please send the last ~20lines directly after you got that crash.
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