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Topics - Nightknight

Pages: [1]
1
Bugs prior to release 2.3 / Ship Manufacture / Transfer Issue.
« on: August 27, 2009, 11:35:38 pm »
Game Version:
Game obtaine: "svn co https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk"
svn info >
Path: .
URL: https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk
Repository Root: https://ufoai.svn.sourceforge.net/svnroot/ufoai
Repository UUID: 39b98707-f80d-0410-bc7e-c6b02f5409da
Revision: 25855
Node Kind: directory
Schedule: normal
Last Changed Author: tlh2000
Last Changed Rev: 25855
Last Changed Date: 2009-08-26 12:26:19 -0430 (Wed, 26 Aug 2009)

System Information:
OS: Ubuntu 9.04 "Jaunty Jackalope"
Kernel "2.6.28-15-generic"
GPU: nVIDIA Gforce 8800gt 512mb DDR3
lspci >01:00.0 VGA compatible controller: nVidia Corporation GeForce 8800 GT (rev a2)
Driver: NVIDIA Accelerated Graphics Driver (Version 180)
Arch: AMD64 - X86_64
uname -a > Linux Anastasia 2.6.28-15-generic #49-Ubuntu SMP Tue Aug 18 19:25:34 UTC 2009 x86_64 GNU/Linux

What happened before the bug occurred?
Problem with Aircraft Manufacture: Particularly the "Stingray - Interceptor"
Explanation: Base "Hefesto 3*" (50 Workers > 3 Small Hangars [Empty]) was in the process of producing N number of "Stingrays" to be transfered to the other bases.
The first 2 transfer were a success. After that I detected an anomaly: Aircrafts shown for "Sale"[Buy /Sell GUI] & In "Aircraft" [Aircraft GUI] did not match number of Aircrafts available to be transfered [Transfer GUI].
- Course of Action: Destroyed and Rebuilt the 3 Hangars at "Hefesto 3*"
- Next Batch of "Stingrays" produced. Transfered to Base X. Saved.
- Several game ours passed: CRASH.
Re-entered the game, loaded last savegame, press "Play", several game hours pass: Crash.
Ran game with "dbg": Results attached.
*/ Savegame contains the last savegame (Crash)
*/ Shiptransbug contains: Last lines of terminal / last lines of ufoconsole.log / results of be full.

[NEW]

For those willing to download and test the savegame.

Found a way to avoid the imminent crash, these are the steps to take.
-Upon game load DO NOT advance the time. (Do stay in "Pause" mode.)
-Enter base called "Ares 3"
-Sell one "Stingray"
-Go to Geo and advance the time.
Results: Game will not crash. The Transfer of the Stingray will be a success. Funny thing is that there won't be any Stingray waiting for you once you check the base.
 


2
Bugs prior to release 2.3 / Game Crash: Equip Soldier
« on: August 26, 2009, 08:59:16 am »
Version
Code: [Select]
Game Downloaded via "svn co https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk"
Output of "svn info"
Path:
URL: https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk
Repository Root: https://ufoai.svn.sourceforge.net/svnroot/ufoai
Repository UUID: 39b98707-f80d-0410-bc7e-c6b02f5409da
Revision: 25831
Node Kind: directory
Schedule: normal
Last Changed Author: geever
Last Changed Rev: 25831
Last Changed Date: 2009-08-24 16:50:50 -0430 (Mon, 24 Aug 2009)
System
Code: [Select]
OS: Ubuntu 9.04 "Jaunty Jackalope"
Kernel "2.6.28-15-generic"
GPU: nVIDIA Gforce 8800gt 512mb DDR3
"01:00.0 VGA compatible controller: nVidia Corporation GeForce 8800 GT (rev a2)" Driver: NVIDIA Accelerated Graphics Driver (Version 180)
Arch: AMD64
What happened before the bug occurred? Is the bug reproducible?
Code: [Select]
Crash occurred on a loaded "Savegame".
Crash is reproducible (Hardly, but possible)
Just before the crash occurred, my "Firebird" was returning from a Mission (Crashed UFO - Fighter).
(Outcome of Mission: 1 Unit (of 8) lost / All Aliens deceased / UFO Captured and sent to UFO Yard.
-Waited ~1:39 game hours for ship to return to Base
-"Entered" the base that hosts the Aircraft
-Selected "Aircraft" UI Option.
-Selected the Aircraft "Firebird" (Base hosts 2) -> "Soldiers" Tab -> Added one soldier to the Aircraft crew -> Pressed "Equip Soldiers": Game Crashed.
These are the last lines of the Terminal output.
http://pastebin.com/ma2fef04 (Stored for a Month)
These are some lines from "ufoconsole.log"
http://pastebin.com/m557303e (Stored for a Month)

3
Feature Requests / Dual - Cooperative Research
« on: August 25, 2009, 05:42:43 pm »
Greetings,
 
Good day, guys. I'd like to share an idea that would be nice to have in the game. I've searched the forums and the Requests Tracker at SourceForge.net and didn't see someone mentioning it before, so I'll proceed.

1.- "Shared Research": I've noticed that you are not able to research "X" Topic in two different bases at the same time. Example: Assuming you have a "Base A" with X number of Scientists and a "Base B" with Y number of Scientists, you can not research the "Z" topic at the same time on both bases. "What is the point of it?" you might ask. If you have a "Base A" with 20 Scientists researching "Z", your other 30 Scientists over at "Base B" will just sit there and do nothing while the eggheads at "Base A" have all the fun. Sure, solution is easy. Stop research at "Base A", since "Base B" has more Scientists, the research will be completed sooner.
What I am proposing is to be able to have X number of Scientists on "Base A" and Y number of Scientists at "Base B" working together, cooperatively on the same project. It would help to shorten the research times and also to make good use of your human resources. (Having expensive scientists sitting around doing nothing is a waste of time / credits.)
It does sound reasonable since in year 2084 (If i'm correct) there would be a million methods to be able to coordinate scientific investigations made at X different locations.
What do you think?


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