project-navigation
Personal tools

Author Topic: Map Industrial - tile not passable  (Read 5187 times)

Offline Charlie

  • Rookie
  • ***
  • Posts: 45
    • View Profile
Map Industrial - tile not passable
« on: January 01, 2013, 05:47:08 pm »

The tile under the cursor is not passable though graphically it's empty and the soldier should be able to stand there.


Please tell me what exact info you need in the future so I can provide just the relevant bit. For now, have the whole blob of text:


setting game random seed to 53042
------- Loading game.so -------
not found at '/usr/local/lib'
not found at '/home/drslony/.ufoai/2.5-dev/base'
found at './base'
Using RMA2 seed: 29 for <medium>
tiles: -industrial/ind_ +craft_ufo_harvester +fr12_3x3 +craft_drop_herakles +fr06_3x2 +fr02 +fr10 +fr03 +fr05 +fr07 +fr15_2x1 +fr13_2x1 +fr09 +fr04 +fr01 +fr10 +fr10 +fr14_1x3
pos: 0 -24 0 -24 -8 0 0 16 0 -24 16 0 0 0 0 0 8 0 24 16 0 24 24 0 24 -32 0 8 -32 0 -8 -32 0 -8 -24 0 -8 -16 0 -24 -32 0 -24 -24 0 -24 -16 0 -16 -32 0
tiles: 17
CM_LoadMap: "-industrial/ind_ +craft_ufo_harvester +fr12_3x3 +craft_drop_herakles +fr06_3x2 +fr02 +fr10 +fr03 +fr05 +fr07 +fr15_2x1 +fr13_2x1 +fr09 +fr04 +fr01 +fr10 +fr10 +fr14_1x3" "0 -24 0 -24 -8 0 0 16 0 -24 16 0 0 0 0 0 8 0 24 16 0 24 24 0 24 -32 0 8 -32 0 -8 -32 0 -8 -24 0 -8 -16 0 -24 -32 0 -24 -24 0 -24 -16 0 -16 -32 0"
Rerouted for RMA in   2.0s
checksum for the map '+industrial': 1604226843
ufo script checksum 3365609145


Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Map Industrial - tile not passable
« Reply #1 on: January 02, 2013, 12:54:26 am »
For map issues like this, a simple screenshot with the map string you provided is usually all we need, thanks. It's best if you can report at our bug tracker as stuff in the forums often gets lost (especially over the holidays).

Offline Charlie

  • Rookie
  • ***
  • Posts: 45
    • View Profile
Re: Map Industrial - tile not passable
« Reply #2 on: January 02, 2013, 03:04:30 am »
Ok.
Which part of the text I pasted exactly do you need? Just the seed and map name? I don't mind pasting the whole thing but I don't want to spam you either.

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Map Industrial - tile not passable
« Reply #3 on: January 02, 2013, 11:49:57 am »
The lines with all the +'s.

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: Map Industrial - tile not passable
« Reply #4 on: January 02, 2013, 11:59:41 am »
Report seems fine to me. SF would be even better oc.

Pathfinding information shows nothing that could block movement. Strange.

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: Map Industrial - tile not passable
« Reply #5 on: January 02, 2013, 12:11:21 pm »
Cannot reproduce this.

Which tile exactly? Maybe it was just the actor didnĀ“t have enough TUs left to move there?

Offline Charlie

  • Rookie
  • ***
  • Posts: 45
    • View Profile
Re: Map Industrial - tile not passable
« Reply #6 on: January 02, 2013, 12:48:21 pm »
The tile to the right of the soldier, the one right under the cursor cube in my screenshot.
In yours: http://i.imgur.com/PczsD.png


Not a TU issue, I tried with three soldiers over 2 turns.
I updated from git before playing yesterday (and every day).

Offline Charlie

  • Rookie
  • ***
  • Posts: 45
    • View Profile
Re: Map Industrial - tile not passable
« Reply #7 on: January 02, 2013, 12:53:41 pm »
They would walk more or less like this, and if I tried to get them to stand on that tile they wouldn't react.
http://i.imgur.com/wa0tW.png

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: Map Industrial - tile not passable
« Reply #8 on: January 02, 2013, 05:51:51 pm »
Works fine for me.

Maybe /make maps / map-get helps.

Offline Charlie

  • Rookie
  • ***
  • Posts: 45
    • View Profile
Re: Map Industrial - tile not passable
« Reply #9 on: January 02, 2013, 07:51:25 pm »
Is contrib/map-get/update.py not enough?