project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Edi

Pages: 1 ... 16 17 [18] 19 20
256
Bugs prior to release 2.3 / Re: [map] +farm, Cow...
« on: April 22, 2010, 09:38:02 pm »
It's not black squares, are three grids on the floor, so I understand.
Grilles? As in, to a sewage channel? Okay, I can see that happening. Perhaps I wasn't paying careful enough attention.

257
Bugs prior to release 2.3 / Re: [map] +farm, Cow...
« on: April 22, 2010, 08:32:19 pm »
i don't see any black brushes there
The three squares along the middle line of the building floor, equal distance from one another. One in front of the cow and the others a few squares to either side.

258
Bugs prior to release 2.3 / Re: [map] +farm, Cow...
« on: April 22, 2010, 06:33:55 pm »
please add screenshots for those black surfaces, too
They can be seen in the screenshot attached to the opening post.

259
Bugs prior to release 2.3 / Re: [map] +farm, Cow...
« on: April 22, 2010, 03:51:36 pm »
I added some console info into the bug tracker item. There are some floor tiles in those same buildings that need to be checked, looks like there's a missing texture or something because they look like holes but are normally passable.

260
It's still not a freeze. It's a processing delay, that's all. A freeze is when your computer stops responding for protracted periods of time. A few seconds is not a protracted period of time.

By that logic, just the wait times when booting up a computer counts as freezing. If your machine is a few years old, even if it has a two-core processor, it can easily require all processing capacity for a while for some task and UFO:AI uses both cores if it detects them.

261
Haven't seen the freezing myself, not in campaign mode anyway.

The reaction fire is quite as it should be. The grenade launcher does not have reaction fire for the explosive grenades, but it does have it for the flechettes, which makes really short work of aliens in close quarters.

262
Mapping / Re: More mapping bugs(Little Bungalo in a Forest map)
« on: April 21, 2010, 10:40:24 pm »
Please do put this on sourceforge so we don't forget it.

Tracker entry added

263
Mapping / Re: More mapping bugs(Little Bungalo in a Forest map)
« on: April 21, 2010, 07:43:14 pm »
I have the same problem with the black tent.

A list of things loaded, from ufoconsole.log:

Code: [Select]
2010/04/21 20:00:06 ==== InitGame ====
2010/04/21 20:00:07 SV_AssembleMap: Sequential map assembly in 22 ms
2010/04/21 20:00:07 CM_LoadMap: "-forest/fr_ +craft_drop_firebird +craft_crash_scout +h1 +h2 +w6 +w8 +f2 +f3 +f3 +f1 +f5 +f5 +f10 +f2 +f6 +a1 +w7 +a1 +a1 +w7 +w1 +w3" "-8 -16 0 -16 16 0 8 -40 0 16 0 0 -16 -24 0 -8 -40 0 16 -16 0 -16 -8 0 -8 0 0 16 -8 0 0 24 0 0 0 0 0 16 0 -16 8 0 16 16 0 16 32 0 -16 -40 0 -16 -32 0 -8 -32 0 -8 -24 0 0 -24 0 0 -32 0"
2010/04/21 20:00:09 Rerouted for RMA in   0.0s
2010/04/21 20:00:09 checksum for the map '+forest': 2491710756
2010/04/21 20:00:09 ufo script checksum 3151923691
2010/04/21 20:00:09 Created AI player (team 0)
2010/04/21 20:00:09 Created AI player (team 7)
2010/04/21 20:00:09 -------------------------------------
2010/04/21 20:00:09 Connecting to localhost...
2010/04/21 20:00:09 connection attempt from loopback connection
2010/04/21 20:00:09 load material file: 'materials/forest.mat'
2010/04/21 20:00:19 Starting the game...

264
Bugs prior to release 2.3 / Re: Crash to Geoscape from Battlescape
« on: April 21, 2010, 04:34:47 pm »
Hmm, turns out it was the actor out of sync crash when I took a closer look. But there is now a tracker item for the map bug here.

265
Bugs prior to release 2.3 / Re: Crash to Geoscape from Battlescape
« on: April 21, 2010, 12:06:05 pm »
I'll open up tracker items for these later in the afternoon. I posted about them in the same thread for convenience now.

266
Bugs prior to release 2.3 / Crash to Geoscape from Battlescape
« on: April 21, 2010, 10:45:48 am »
Build: 29482

Just moving a soldier along a wall in the battlescape crashed the battle to geoscape.

The relevant part of the ufoconsole log is as follows:


Code: [Select]
2010/04/21 11:35:53 ==== InitGame ====
2010/04/21 11:35:53 SV_AssembleMap: Sequential map assembly in 2 ms
2010/04/21 11:35:53 CM_LoadMap: "-oriental/or_ +craft_drop_firebird +house_b +house_c +house_e +house_f +craft_crash_fighter +house_c +trees_a +house_a +house_a +well +trees_b +trees_b +stand_b +stand_a" "-24 8 0 0 16 0 -8 0 0 0 -24 0 8 0 0 -24 -24 0 8 16 0 0 -8 0 8 -8 0 -24 0 0 16 -16 0 16 -24 0 -24 24 0 -16 24 0 -8 24 0"
2010/04/21 11:35:55 Rerouted for RMA in   1.0s
2010/04/21 11:35:55 checksum for the map '+oriental': 328065310
2010/04/21 11:35:55 ufo script checksum 3151923691
2010/04/21 11:35:55 Created AI player (team 0)
2010/04/21 11:35:55 Created AI player (team 7)
2010/04/21 11:35:55 -------------------------------------
2010/04/21 11:35:55 Connecting to localhost...
2010/04/21 11:35:55 connection attempt from loopback connection
2010/04/21 11:35:55 load material file: 'materials/oriental.mat'
2010/04/21 11:36:00 R_ParseStage: Failed to resolve texture: tex_material/desert001
2010/04/21 11:36:04 R_ModLoadTags: found 100 frames in models/objects/vegi/palm_a/palm1.tag but model has 101 frames
2010/04/21 11:36:04 Starting the game...
2010/04/21 11:36:04 Edi has joined team 1
2010/04/21 11:36:04 music change to David01 (from van_geoscape)
2010/04/21 11:36:04 music change to ufo2 (from David01)
2010/04/21 11:36:04 (player 0) It's team 1's round
2010/04/21 11:36:04 Edi has taken control over team 1.
2010/04/21 11:36:05 MN_ExecuteSetAction: node "root.team_selection.bt_actor8@disabled" doesn't exist (source: hud.hudenable)
2010/04/21 11:36:05 MN_ExecuteSetAction: node "root.team_selection.bt_actor8@disabled" doesn't exist (source: hud.hudenable)
2010/04/21 11:36:05 MN_ExecuteSetAction: node "root.team_selection.bt_actor8@disabled" doesn't exist (source: hud.hudenable)
2010/04/21 11:36:23 Shutdown gametype 'Campaign mode'
2010/04/21 11:36:23 Shutdown server: Quitting server.
2010/04/21 11:36:23 ==== ShutdownGame ====


From that, if you wanted me to pick the likely culprit, it would be

Code: [Select]
2010/04/21 11:36:00 R_ParseStage: Failed to resolve texture: tex_material/desert001
2010/04/21 11:36:04 R_ModLoadTags: found 100 frames in models/objects/vegi/palm_a/palm1.tag but model has 101 frames

On the same map, one of the house components has a bug on the first floor where you can't move past a table even though there should be space between it and the wall. So to get to the stairs going up, you have to go all the way around.

I will upload a screenshot later, right now I have to go.

267
Bugs prior to release 2.3 / Geoscape strangeness (minor)
« on: April 21, 2010, 09:04:29 am »
I installed the latest build by Destructavator yesterday and everything seems really peachy so far, but I did run across a minor strangeness with the geoscape.

If you repeatedly start a campaign, then exit, start again and so forth, after about five or six repetitions the geoscape goes haywire. It starts zooming in and out so fast that the geoscape looks like it's just flickering. Moving the geoscape stops this, but it was an interesting observation nonetheless.

I managed to replicate it just by repeating the procedure. On one occasion it also broke the zooming, so that instead of the smooth transition, zooming was step by step at set intervals. Restarting the entire game fixed that. There is nothing in the ufoconsole.log to indicate any of this.

In any case, this is at best a very minor issue that causes no problems and is easily worked around, but I figured I should report it just to be thorough.

Running Windows XP SP3 with Radeon HD4870 and the latest drivers.

268
Windows / Re: Win32 Development Binary Installer Links
« on: April 20, 2010, 10:40:33 pm »
The corrupted download issue is probably related to that person's internet connection. I have managed to download all of the installers without any DL managers, just using the browser and I've never once had a problem with the files.

I did have one problem once, but that was when I tried to download the installer to a network drive at work and for some reason the network drive really disliked files that large. DL'd the same file to desktop, no problem. So downloading to an external medium may cause problems. So could a crappy network connection, because I experienced that problem as well (at home), it screwed up everything, not just the DL. That was related to my modem settings.

There are literally 20 or 50 different reasons why the DL could be corrupted and it would need some serious troubleshooting, but in all probability it's at the user end.

For my money, the first thing I would do is make sure that particular machine has TCP/IP v6 disabled (in Windows Vista and Windows 7 it's enabled by default). I don't know if you guys have ANY idea just how "¤%"&#¤&#¤ much trouble that crap causes, but you can assume that anything internet related that goes wrong can be fixed by turning TCP/IP v6 off in Windows. If it doesn't help, only then do you start troubleshooting other stuff.

Yes, I work phone tech support for an ISP, thank you very much. I wish I didn't have to know all this... ;)

269
Bugs prior to release 2.3 / Re: Geoscape is transparent
« on: April 13, 2010, 09:12:30 pm »
I can live with it for now. The new drivers did not help any.

270
Bugs prior to release 2.3 / Re: Geoscape is transparent
« on: April 13, 2010, 08:40:33 pm »
nope, decompresses fine.

i also just reinstalled it from scratch, and it still has the issue.
Same here. I even deleted my old profile so it created a new one and the problem persisted.

However, playing around with the settings, I found what triggers the problem and how to work around it, but the workaround disables other things.

Namely, the problem is caused by the GLSL Shaders. Turn that off from the video options and the 3D Geoscape is visible. Unfortunately, turning the shaders off necessarily means turning off post-processing shader effects so you can't make the political borders visible. You can make the radar range circles visible with the shaders off, but it doesn't show the grayed out radar shadow areas outside detection range.

Interestingly enough, the political map makes the continents and islands visible even on a transparent map, so you can play, but terrain details are naturally missing. The view is pretty surreal. And very, very neon.

Hopefully this helps in pinpointing where the problem is.

I'm running Windows XP Pro SP3 with 4 GB RAM and an ATI HD4870 256MB graphics card.

My ATI drivers are not the very latest yet, but within half an hour they will be and I'll post the results then. I don't think that will do very much, however.

Pages: 1 ... 16 17 [18] 19 20