UFO:Alien Invasion

Archive => Bugs prior to release 2.3 => Topic started by: setimike on July 18, 2009, 09:00:46 am

Title: ERROR: Actor is still moving
Post by: setimike on July 18, 2009, 09:00:46 am
I am getting a server crash during a mission which drops me back out to the desktop.

Code: [Select]
Team 1 ended round, team 7's round started!
********************
ERROR: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====

I am running revision 25213 on Linux x86_64. I currently have a saved game where this does seem to be repeatable, I have started this mission 4 times now, and at some point in the scenario, after I finish a round, it crashes to desktop.

Here is the latest console msg:
Code: [Select]
Starting the game...
mike has joined team 0
(player 0) It's team 1's round
mike has taken control over team 1.
music change to PsymongO5 (from PsymongR3)
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!
Team 1 ended round, team 7's round started!
********************
ERROR: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1c)[0x55f826]
./ufo[0x55f886]
/lib/libc.so.6[0x7f0182b4f040]
./ufo(INVSH_EmptyContainer+0x9d)[0x53341b]
./ufo(LE_Cleanup+0x18d)[0x44c8b6]
./ufo(GAME_Drop+0x16)[0x4351de]
./ufo(CL_Drop+0xe)[0x44d666]
./ufo(Com_Error+0x18a)[0x5044da]
./ufo(CL_ActorDoMove+0xc7)[0x45c39a]
./ufo[0x45a697]
./ufo(Qcommon_Frame+0x95)[0x506141]
./ufo(main+0x57)[0x55e4d1]
/lib/libc.so.6(__libc_start_main+0xe6)[0x7f0182b3a5a6]
./ufo[0x428779]
./ufo(Sys_Backtrace+0x1c)[0x55f826]
./ufo(Sys_Error+0xa4)[0x55e9bf]
./ufo(Sys_InitSignals+0x0)[0x55f898]
/lib/libc.so.6[0x7f0182b4f040]
./ufo(INVSH_EmptyContainer+0x9d)[0x53341b]
./ufo(LE_Cleanup+0x18d)[0x44c8b6]
./ufo(GAME_Drop+0x16)[0x4351de]
./ufo(CL_Drop+0xe)[0x44d666]
./ufo(Com_Error+0x18a)[0x5044da]
./ufo(CL_ActorDoMove+0xc7)[0x45c39a]
./ufo[0x45a697]
./ufo(Qcommon_Frame+0x95)[0x506141]
./ufo(main+0x57)[0x55e4d1]
/lib/libc.so.6(__libc_start_main+0xe6)[0x7f0182b3a5a6]
./ufo[0x428779]
Error: Received signal 11.

It is a fighter crash, I'll see if I can post the whole console log from start of the mission (loading everything, I notice some messages about unable to post lua file that I am not sure if they are expected messages or not.
I am also trying to attach the save game from right before the mission.
Title: Re: ERROR: Actor is still moving
Post by: 8472 on July 18, 2009, 11:47:02 am
same happened to me
http://ufoai.ninex.info/forum/index.php?topic=3857.msg28723#msg28723
Title: Re: ERROR: Actor is still moving
Post by: jack1232 on July 19, 2009, 04:18:08 pm
I noticed this bug, when aliens attacked my base.

And map africa :

Code: [Select]
-------------------------------------
Connecting to localhost...
load material file: 'materials/africa.mat'
music change to PsymongO6 (from karlmacklin_geoscape)
Starting the game...
jacek has joined team 0
(player 0) It's team 1's round
jacek has taken control over team 1.
music change to PsymongO2 (from PsymongO6)
jacek: drawspottedlines
jacek: drawspottedlines
jacek: drawspottedlines
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: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
Title: Re: ERROR: Actor is still moving
Post by: jack1232 on July 19, 2009, 05:43:03 pm
another map ufo crash

Code: [Select]
load material file: 'materials/ufocrash.mat'
music change to PsymongO6 (from van_geoscape)
Starting the game...
jacek has joined team 0
(player 0) It's team 1's round
jacek has taken control over team 1.
music change to dbsea (from PsymongO6)
jacek: drawspottedlines
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: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x819081e]
./ufo[0x819087e]
[0xb7f53400]
./ufo(LE_Cleanup+0x140)[0x808cc94]
./ufo(GAME_Drop+0x13)[0x8075e1d]
./ufo(CL_Drop+0x10)[0x808d70e]
./ufo(Com_Error+0xd0)[0x813e36f]
./ufo(CL_ActorDoMove+0xcf)[0x809c359]
./ufo[0x809a7dc]
./ufo(Qcommon_Frame+0x9a)[0x8140044]
./ufo(main+0x66)[0x818f581]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb778f775]
./ufo[0x8069d81]
./ufo(Sys_Backtrace+0x1f)[0x819081e]
./ufo(Sys_Error+0x22)[0x818f998]
./ufo(Sys_InitSignals+0x0)[0x8190891]
[0xb7f53400]
./ufo(LE_Cleanup+0x140)[0x808cc94]
./ufo(GAME_Drop+0x13)[0x8075e1d]
./ufo(CL_Drop+0x10)[0x808d70e]
./ufo(Com_Error+0xd0)[0x813e36f]
./ufo(CL_ActorDoMove+0xcf)[0x809c359]
./ufo[0x809a7dc]
./ufo(Qcommon_Frame+0x9a)[0x8140044]
./ufo(main+0x66)[0x818f581]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb778f775]
./ufo[0x8069d81]
Error: Received signal 11.
[\code]
Title: Re: ERROR: Actor is still moving
Post by: jack1232 on July 19, 2009, 11:13:01 pm
I puted more code from terminal, maybe this help:

Code: [Select]
LoadLibrary (./base/game.so)
==== InitGame ====
SV_AssembleMap: Map assembly 'craft_crash_fighter' not found
CM_LoadMap: "-ufocrash/uc_ +drop_firebird +craft_crash_fighter +h07 +h03 +h01 +h05 +h01 +h01" "-16 0 0 -8 -16 0 8 8 0 -24 -16 0 16 -16 0 -24 0 0 -8 16 0 -24 16 0"
Map:ufocrash/uc_drop_firebird  Offset:(-16, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 3)
Shifted wpMins:(112, 128, 0) wpMaxs:(135, 143, 3)
Tile bounds: (112, 128, 0) to (135, 143, 3)
Source bounds: (128, 128, 0) to (151, 143, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_drop_firebird in   0.0s
Map:ufocrash/uc_craft_crash_fighter  Offset:(-8, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(167, 151, 3)
Shifted wpMins:(120, 112, 0) wpMaxs:(159, 135, 3)
Tile bounds: (120, 112, 0) to (159, 135, 3)
Source bounds: (128, 128, 0) to (167, 151, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_craft_crash_fighter in   0.0s
Map:ufocrash/uc_h07  Offset:(8, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 4)
Shifted wpMins:(136, 136, 0) wpMaxs:(159, 151, 4)
Tile bounds: (136, 136, 0) to (159, 151, 4)
Source bounds: (128, 128, 0) to (151, 143, 4)
Done copying data.
Loaded routing for tile ufocrash/uc_h07 in   1.0s
Map:ufocrash/uc_h03  Offset:(-24, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 4)
Shifted wpMins:(104, 112, 0) wpMaxs:(119, 127, 4)
Tile bounds: (104, 112, 0) to (119, 127, 4)
Source bounds: (128, 128, 0) to (143, 143, 4)
Done copying data.
Loaded routing for tile ufocrash/uc_h03 in   0.0s
Map:ufocrash/uc_h01  Offset:(16, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 135, 3)
Shifted wpMins:(144, 112, 0) wpMaxs:(159, 119, 3)
Tile bounds: (144, 112, 0) to (159, 119, 3)
Source bounds: (128, 128, 0) to (143, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h01 in   0.0s
Map:ufocrash/uc_h05  Offset:(-24, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 143, 3)
Shifted wpMins:(104, 128, 0) wpMaxs:(111, 143, 3)
Tile bounds: (104, 128, 0) to (111, 143, 3)
Source bounds: (128, 128, 0) to (135, 143, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h05 in   0.0s
Map:ufocrash/uc_h01  Offset:(-8, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 135, 3)
Shifted wpMins:(120, 144, 0) wpMaxs:(135, 151, 3)
Tile bounds: (120, 144, 0) to (135, 151, 3)
Source bounds: (128, 128, 0) to (143, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h01 in   0.0s
Map:ufocrash/uc_h01  Offset:(-24, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 135, 3)
Shifted wpMins:(104, 144, 0) wpMaxs:(119, 151, 3)
Tile bounds: (104, 144, 0) to (119, 151, 3)
Source bounds: (128, 128, 0) to (143, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h01 in   1.0s
Rerouted for RMA in   0.0s
checksum for the map '+ufocrash': 3135849616
ufo script checksum 2489862118
Not enough spawn points for team 0
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/ufocrash.mat'
music change to ufo1 (from van_geoscape)
Starting the game...
jacek has joined team 0
(player 0) It's team 1's round
jacek has taken control over team 1.
music change to space (from ufo1)
jacek: drawspottedlines
jacek: drawspottedlines
Team 1 ended round, team 7's round started!
********************
ERROR: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x8190a2a]
./ufo[0x8190a8a]
[0xb7f92400]
./ufo(LE_Cleanup+0x140)[0x808cddc]
./ufo(GAME_Drop+0x13)[0x8075ea8]
./ufo(CL_Drop+0x10)[0x808d856]
./ufo(Com_Error+0xd0)[0x813e62b]
./ufo(CL_ActorDoMove+0xcf)[0x809c4a1]
./ufo[0x809a924]
./ufo(Qcommon_Frame+0x9a)[0x8140300]
./ufo(main+0x66)[0x818f78d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb77ce775]
./ufo[0x8069dc1]
./ufo(Sys_Backtrace+0x1f)[0x8190a2a]
./ufo(Sys_Error+0x22)[0x818fba4]
./ufo(Sys_InitSignals+0x0)[0x8190a9d]
[0xb7f92400]
./ufo(LE_Cleanup+0x140)[0x808cddc]
./ufo(GAME_Drop+0x13)[0x8075ea8]
./ufo(CL_Drop+0x10)[0x808d856]
./ufo(Com_Error+0xd0)[0x813e62b]
./ufo(CL_ActorDoMove+0xcf)[0x809c4a1]
./ufo[0x809a924]
./ufo(Qcommon_Frame+0x9a)[0x8140300]
./ufo(main+0x66)[0x818f78d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb77ce775]
./ufo[0x8069dc1]
Error: Received signal 11.

Title: Re: ERROR: Actor is still moving
Post by: Mattn on July 20, 2009, 08:44:34 am
try to reproduce with

  setdeveloper DEBUG_EVENTSYS

that output might be useful.

you also have a file called events.log in your ufo userdata directory. the last few (let's say twenty lines) could be useful, too.
Title: Re: ERROR: Actor is still moving
Post by: Drowsy on July 20, 2009, 11:44:10 am
same problem..
and it happens really often...
output with DEBUG_EVENTSYS (i havent moved my men ... just pressed next round)

Code: [Select]
==== InitGame ====
SV_AssembleMap: Map assembly 'craft_crash_fighter' not found
CM_LoadMap: "-ufocrash/uc_ +drop_firebird +craft_crash_fighter +h07 +h05 +h05 +h01 +h01 +h02 +h02 +h02 +h02" "8 -8 0 -16 0 0 -24 -16 0 -24 0 0 0 -16 0 8 -16 0 -24 16 0 24 -16 0 -8 16 0 24 8 0 24 16 0"
Map:ufocrash/uc_drop_firebird  Offset:(8, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 3)
Shifted wpMins:(136, 120, 0) wpMaxs:(159, 135, 3)
Tile bounds: (136, 120, 0) to (159, 135, 3)
Source bounds: (128, 128, 0) to (151, 143, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_drop_firebird in   1.0s
Map:ufocrash/uc_craft_crash_fighter  Offset:(-16, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(167, 151, 3)
Shifted wpMins:(112, 128, 0) wpMaxs:(151, 151, 3)
Tile bounds: (112, 128, 0) to (151, 151, 3)
Source bounds: (128, 128, 0) to (167, 151, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_craft_crash_fighter in   0.0s
Map:ufocrash/uc_h07  Offset:(-24, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 4)
Shifted wpMins:(104, 112, 0) wpMaxs:(127, 127, 4)
Tile bounds: (104, 112, 0) to (127, 127, 4)
Source bounds: (128, 128, 0) to (151, 143, 4)
Done copying data.
Loaded routing for tile ufocrash/uc_h07 in   0.0s
Map:ufocrash/uc_h05  Offset:(-24, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 143, 3)
Shifted wpMins:(104, 128, 0) wpMaxs:(111, 143, 3)
Tile bounds: (104, 128, 0) to (111, 143, 3)
Source bounds: (128, 128, 0) to (135, 143, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h05 in   0.0s
Map:ufocrash/uc_h05  Offset:(0, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 143, 3)
Shifted wpMins:(128, 112, 0) wpMaxs:(135, 127, 3)
Tile bounds: (128, 112, 0) to (135, 127, 3)
Source bounds: (128, 128, 0) to (135, 143, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h05 in   0.0s
Map:ufocrash/uc_h01  Offset:(8, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 135, 3)
Shifted wpMins:(136, 112, 0) wpMaxs:(151, 119, 3)
Tile bounds: (136, 112, 0) to (151, 119, 3)
Source bounds: (128, 128, 0) to (143, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h01 in   0.0s
Map:ufocrash/uc_h01  Offset:(-24, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 135, 3)
Shifted wpMins:(104, 144, 0) wpMaxs:(119, 151, 3)
Tile bounds: (104, 144, 0) to (119, 151, 3)
Source bounds: (128, 128, 0) to (143, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h01 in   0.0s
Map:ufocrash/uc_h02  Offset:(24, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(152, 112, 0) wpMaxs:(159, 119, 3)
Tile bounds: (152, 112, 0) to (159, 119, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h02 in   0.0s
Map:ufocrash/uc_h02  Offset:(-8, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(120, 144, 0) wpMaxs:(127, 151, 3)
Tile bounds: (120, 144, 0) to (127, 151, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h02 in   1.0s
Map:ufocrash/uc_h02  Offset:(24, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(152, 136, 0) wpMaxs:(159, 143, 3)
Tile bounds: (152, 136, 0) to (159, 143, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h02 in   0.0s
Map:ufocrash/uc_h02  Offset:(24, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(152, 144, 0) wpMaxs:(159, 151, 3)
Tile bounds: (152, 144, 0) to (159, 151, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h02 in   0.0s
Rerouted for RMA in   0.0s
checksum for the map '+ufocrash': 890679298
ufo script checksum 3513711902
Unable to parse Lua file 'ai/civilian.lua'
Unable to parse Lua file 'ai/civilian.lua'
Unable to parse Lua file 'ai/civilian.lua'
Unable to parse Lua file 'ai/civilian.lua'
Unable to parse Lua file 'ai/civilian.lua'
Unable to parse Lua file 'ai/civilian.lua'
Unable to parse Lua file 'ai/civilian.lua'
Unable to parse Lua file 'ai/civilian.lua'
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/ufocrash.mat'
music change to van_mission4 (from van_geoscape)
event(now): EV_START
Starting the game...
drowsy has joined team 0
event(now): EV_RESET
(player 0) It's team 1's round
event(at 83918): EV_ACTOR_APPEAR 0x1ade09bc
event(at 83918): EV_ACTOR_STATECHANGE 0x1b37a2dc
event(at 83918): EV_INV_ADD 0x1b212384
event(at 83918): EV_ACTOR_APPEAR 0x1b21247c
event(at 83918): EV_ACTOR_STATECHANGE 0x1b212574
event(at 83918): EV_INV_ADD 0x1b21266c
event(at 83918): EV_ACTOR_APPEAR 0x1b4aeacc
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4aebc4
event(at 83918): EV_INV_ADD 0x1b4aecbc
event(at 83918): EV_ACTOR_APPEAR 0x1b4aedb4
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4aeeac
event(at 83918): EV_INV_ADD 0x1b48bec4
event(at 83918): EV_ACTOR_APPEAR 0x1b48bfbc
event(at 83918): EV_ACTOR_STATECHANGE 0x1b48c0b4
event(at 83918): EV_INV_ADD 0x1b48c1ac
event(at 83918): EV_ACTOR_APPEAR 0x1b48c2a4
event(at 83918): EV_ACTOR_STATECHANGE 0x1b48c39c
event(at 83918): EV_INV_ADD 0x1b48c494
event(at 83918): EV_ACTOR_APPEAR 0x1b48c58c
event(at 83918): EV_ACTOR_STATECHANGE 0x1b48c684
event(at 83918): EV_INV_ADD 0x1b48c77c
event(at 83918): EV_ACTOR_APPEAR 0x1b48c874
event(at 83918): EV_ACTOR_STATECHANGE 0x1b48c96c
event(at 83918): EV_INV_ADD 0x1b4c44c4
event(at 83918): EV_ACTOR_APPEAR 0x1b4c55a4
event(at 83918): EV_ACTOR_APPEAR 0x1b4c6684
event(at 83918): EV_ACTOR_APPEAR 0x1b4c677c
event(at 83918): EV_ACTOR_ADD 0x1b4c6874
event(at 83918): EV_ACTOR_ADD 0x1b4c696c
event(at 83918): EV_ACTOR_ADD 0x1b4c6a64
event(at 83918): EV_ACTOR_ADD 0x1b4c6b5c
event(at 83918): EV_ACTOR_ADD 0x1b4c6c54
event(at 83918): EV_ACTOR_ADD 0x1b4c6d4c
event(at 83918): EV_ACTOR_ADD 0x1b4c6e44
event(at 83918): EV_ACTOR_ADD 0x1b4c6f3c
event(at 83918): EV_ACTOR_ADD 0x1b4c7034
event(at 83918): EV_ACTOR_STATS 0x1b4c712c
event(at 83918): EV_ACTOR_STATS 0x1b4c7224
event(at 83918): EV_ACTOR_STATS 0x1b4c731c
event(at 83918): EV_ACTOR_STATS 0x1b4c7414
event(at 83918): EV_ACTOR_STATS 0x1b4e63c4
event(at 83918): EV_ACTOR_STATS 0x1b4e74a4
event(at 83918): EV_ACTOR_STATS 0x1b4e8584
event(at 83918): EV_ACTOR_STATS 0x1b4e9664
event(at 83918): EV_ACTOR_STATS 0x1b4ea744
event(at 83918): EV_ACTOR_STATS 0x1b4eb824
event(at 83918): EV_ACTOR_STATS 0x1b4ec904
event(at 83918): EV_ACTOR_STATS 0x1b4ed9e4
event(at 83918): EV_ACTOR_STATS 0x1b4eeac4
event(at 83918): EV_ACTOR_STATS 0x1b4efba4
event(at 83918): EV_ACTOR_STATS 0x1b4f0c84
event(at 83918): EV_ACTOR_STATS 0x1b4f1d64
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4f2e44
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4f3f24
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4f5004
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4f60e4
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4f71c4
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4f82a4
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4f9384
event(at 83918): EV_ACTOR_STATECHANGE 0x1b4fa464
event(at 83918): EV_START_DONE 0x1b4fb544
drowsy has taken control over team 1.
music change to PsymongR3 (from van_mission4)
event(dispatching): EV_ACTOR_APPEAR 0x1ade09bc
event(dispatching): EV_ACTOR_STATECHANGE 0x1b37a2dc
event(dispatching): EV_INV_ADD 0x1b212384
event(dispatching): EV_ACTOR_APPEAR 0x1b21247c
event(dispatching): EV_ACTOR_STATECHANGE 0x1b212574
event(dispatching): EV_INV_ADD 0x1b21266c
event(dispatching): EV_ACTOR_APPEAR 0x1b4aeacc
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4aebc4
event(dispatching): EV_INV_ADD 0x1b4aecbc
event(dispatching): EV_ACTOR_APPEAR 0x1b4aedb4
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4aeeac
event(dispatching): EV_INV_ADD 0x1b48bec4
event(dispatching): EV_ACTOR_APPEAR 0x1b48bfbc
event(dispatching): EV_ACTOR_STATECHANGE 0x1b48c0b4
event(dispatching): EV_INV_ADD 0x1b48c1ac
event(dispatching): EV_ACTOR_APPEAR 0x1b48c2a4
event(dispatching): EV_ACTOR_STATECHANGE 0x1b48c39c
event(dispatching): EV_INV_ADD 0x1b48c494
event(dispatching): EV_ACTOR_APPEAR 0x1b48c58c
event(dispatching): EV_ACTOR_STATECHANGE 0x1b48c684
event(dispatching): EV_INV_ADD 0x1b48c77c
event(dispatching): EV_ACTOR_APPEAR 0x1b48c874
event(dispatching): EV_ACTOR_STATECHANGE 0x1b48c96c
event(dispatching): EV_INV_ADD 0x1b4c44c4
event(dispatching): EV_ACTOR_APPEAR 0x1b4c55a4
event(dispatching): EV_ACTOR_APPEAR 0x1b4c6684
event(dispatching): EV_ACTOR_APPEAR 0x1b4c677c
event(dispatching): EV_ACTOR_ADD 0x1b4c6874
event(dispatching): EV_ACTOR_ADD 0x1b4c696c
event(dispatching): EV_ACTOR_ADD 0x1b4c6a64
event(dispatching): EV_ACTOR_ADD 0x1b4c6b5c
event(dispatching): EV_ACTOR_ADD 0x1b4c6c54
event(dispatching): EV_ACTOR_ADD 0x1b4c6d4c
event(dispatching): EV_ACTOR_ADD 0x1b4c6e44
event(dispatching): EV_ACTOR_ADD 0x1b4c6f3c
event(dispatching): EV_ACTOR_ADD 0x1b4c7034
event(dispatching): EV_ACTOR_STATS 0x1b4c712c
event(dispatching): EV_ACTOR_STATS 0x1b4c7224
event(dispatching): EV_ACTOR_STATS 0x1b4c731c
event(dispatching): EV_ACTOR_STATS 0x1b4c7414
event(dispatching): EV_ACTOR_STATS 0x1b4e63c4
event(dispatching): EV_ACTOR_STATS 0x1b4e74a4
event(dispatching): EV_ACTOR_STATS 0x1b4e8584
event(dispatching): EV_ACTOR_STATS 0x1b4e9664
event(dispatching): EV_ACTOR_STATS 0x1b4ea744
event(dispatching): EV_ACTOR_STATS 0x1b4eb824
event(dispatching): EV_ACTOR_STATS 0x1b4ec904
event(dispatching): EV_ACTOR_STATS 0x1b4ed9e4
event(dispatching): EV_ACTOR_STATS 0x1b4eeac4
event(dispatching): EV_ACTOR_STATS 0x1b4efba4
event(dispatching): EV_ACTOR_STATS 0x1b4f0c84
event(dispatching): EV_ACTOR_STATS 0x1b4f1d64
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4f2e44
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4f3f24
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4f5004
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4f60e4
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4f71c4
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4f82a4
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4f9384
event(dispatching): EV_ACTOR_STATECHANGE 0x1b4fa464
event(dispatching): EV_START_DONE 0x1b4fb544
event(at 92577): EV_ENDROUND 0x18e5f474
event(dispatching): EV_ENDROUND 0x18e5f474
Team 1 ended round, team 7's round started!
event(at 93133): EV_ACTOR_TURN 0x179b2b6c
event(at 93133): EV_ACTOR_MOVE 0x1b0f44b4
event(at 93133): EV_ENT_PERISH 0x1b0f5594
event(at 0): EV_ACTOR_SHOOT_HIDDEN 0x1b0f6674
event(at 93633): EV_ACTOR_SHOOT_HIDDEN 0x1b0f7754
event(at 95033): EV_ACTOR_STATS 0x1b0f8834
event(at 95033): EV_ACTOR_STATS 0x1b0f892c
event(at 95033): EV_ACTOR_STATS 0x1b0f8a24
event(at 95033): EV_ACTOR_STATS 0x1b0f8b1c
event(at 95033): EV_ACTOR_STATS 0x1b0f8c14
event(at 95033): EV_ACTOR_STATS 0x1a22c24c
event(at 95033): EV_ACTOR_STATS 0x1a22d32c
event(at 95033): EV_ACTOR_STATS 0x1a22e40c
event(dispatching): EV_ACTOR_SHOOT_HIDDEN 0x1b0f6674
event(dispatching): EV_ACTOR_TURN 0x179b2b6c
event(dispatching): EV_ACTOR_MOVE 0x1b0f44b4
event(dispatching): EV_ENT_PERISH 0x1b0f5594
event(dispatching): EV_ACTOR_SHOOT_HIDDEN 0x1b0f7754
event(dispatching): EV_ACTOR_STATS 0x1b0f8834
event(dispatching): EV_ACTOR_STATS 0x1b0f892c
event(dispatching): EV_ACTOR_STATS 0x1b0f8a24
event(dispatching): EV_ACTOR_STATS 0x1b0f8b1c
event(dispatching): EV_ACTOR_STATS 0x1b0f8c14
event(dispatching): EV_ACTOR_STATS 0x1a22c24c
event(dispatching): EV_ACTOR_STATS 0x1a22d32c
event(dispatching): EV_ACTOR_STATS 0x1a22e40c
event(at 96973): EV_ACTOR_START_SHOOT 0x179b2954
event(at 97273): EV_ACTOR_SHOOT 0x179b2b14
event(at 97473): EV_ACTOR_SHOOT 0x18e5ff84
event(at 97673): EV_ACTOR_SHOOT 0x18e60a8c
event(at 99784): EV_ACTOR_START_SHOOT 0x18e60b84
event(at 100084): EV_ACTOR_SHOOT 0x18e60c7c
event(at 100284): EV_ACTOR_SHOOT 0x18e60d74
event(at 100484): EV_ACTOR_SHOOT 0x1b0e2d3c
event(dispatching): EV_ACTOR_START_SHOOT 0x179b2954
event(dispatching): EV_ACTOR_SHOOT 0x179b2b14
event(dispatching): EV_ACTOR_SHOOT 0x18e5ff84
event(dispatching): EV_ACTOR_SHOOT 0x18e60a8c
event(at 100684): EV_ACTOR_SHOOT_HIDDEN 0x179b299c
event(at 102881): EV_ACTOR_SHOOT_HIDDEN 0x1b0f593c
event(at 104281): EV_ACTOR_STATS 0x1b0f5a34
event(at 104281): EV_ACTOR_STATS 0x1b0f5b2c
event(at 104281): EV_ACTOR_STATS 0x1b0f5c24
event(at 104281): EV_ACTOR_STATS 0x1b0f5d1c
event(at 104281): EV_ACTOR_STATS 0x1b0f5e14
event(at 104281): EV_ACTOR_STATS 0x1b0f5f0c
event(at 104281): EV_ACTOR_STATS 0x1b0f6004
event(at 104281): EV_ACTOR_STATS 0x1b0f60fc
event(at 103081): EV_ACTOR_SHOOT_HIDDEN 0x1b0f61f4
event(at 103281): EV_ACTOR_SHOOT_HIDDEN 0x1b0f62ec
event(dispatching): EV_ACTOR_START_SHOOT 0x18e60b84
event(dispatching): EV_ACTOR_SHOOT 0x18e60c7c
event(dispatching): EV_ACTOR_SHOOT 0x18e60d74
event(dispatching): EV_ACTOR_SHOOT 0x1b0e2d3c
event(dispatching): EV_ACTOR_SHOOT_HIDDEN 0x179b299c
event(at 104681): EV_ACTOR_START_SHOOT 0x179b3854
event(at 104981): EV_ACTOR_SHOOT 0x1b0bc144
event(at 105181): EV_ACTOR_SHOOT 0x1b0bc23c
event(at 105381): EV_ACTOR_SHOOT 0x1b0bc334
event(at 107192): EV_ACTOR_START_SHOOT 0x1b0bc42c
event(at 107492): EV_ACTOR_SHOOT 0x1b0bc524
event(at 109517): EV_ACTOR_STATS 0x1b0bc61c
event(at 109517): EV_ACTOR_STATS 0x1b0bc714
event(at 109517): EV_ACTOR_STATS 0x1b0bc80c
event(at 109517): EV_ACTOR_STATS 0x1b0bc904
event(at 109517): EV_ACTOR_STATS 0x1b0bc9fc
event(at 109517): EV_ACTOR_STATS 0x1b0bcaf4
event(at 109517): EV_ACTOR_STATS 0x1b0bcbec
event(at 109517): EV_ACTOR_STATS 0x1b0bcce4
event(at 109517): EV_ACTOR_STATS 0x1b0bcddc
event(at 107692): EV_ACTOR_SHOOT 0x1b0bced4
event(at 107892): EV_ACTOR_SHOOT 0x18156e3c
event(dispatching): EV_ACTOR_SHOOT_HIDDEN 0x1b0f593c
event(dispatching): EV_ACTOR_SHOOT_HIDDEN 0x1b0f61f4
event(dispatching): EV_ACTOR_SHOOT_HIDDEN 0x1b0f62ec
event(dispatching): EV_ACTOR_STATS 0x1b0f5a34
event(dispatching): EV_ACTOR_STATS 0x1b0f5b2c
event(dispatching): EV_ACTOR_STATS 0x1b0f5c24
event(dispatching): EV_ACTOR_STATS 0x1b0f5d1c
event(dispatching): EV_ACTOR_STATS 0x1b0f5e14
event(dispatching): EV_ACTOR_STATS 0x1b0f5f0c
event(dispatching): EV_ACTOR_STATS 0x1b0f6004
event(dispatching): EV_ACTOR_STATS 0x1b0f60fc
event(dispatching): EV_ACTOR_START_SHOOT 0x179b3854
event(dispatching): EV_ACTOR_SHOOT 0x1b0bc144
event(dispatching): EV_ACTOR_SHOOT 0x1b0bc23c
event(dispatching): EV_ACTOR_SHOOT 0x1b0bc334
event(at 109822): EV_ENDROUND 0x1b0e2de4
event(dispatching): EV_ACTOR_START_SHOOT 0x1b0bc42c
event(dispatching): EV_ACTOR_SHOOT 0x1b0bc524
event(dispatching): EV_ACTOR_SHOOT 0x1b0bced4
event(dispatching): EV_ACTOR_SHOOT 0x18156e3c
event(dispatching): EV_ACTOR_STATS 0x1b0bc61c
event(dispatching): EV_ACTOR_STATS 0x1b0bc714
event(dispatching): EV_ACTOR_STATS 0x1b0bc80c
event(dispatching): EV_ACTOR_STATS 0x1b0bc904
event(dispatching): EV_ACTOR_STATS 0x1b0bc9fc
event(dispatching): EV_ACTOR_STATS 0x1b0bcaf4
event(dispatching): EV_ACTOR_STATS 0x1b0bcbec
event(dispatching): EV_ACTOR_STATS 0x1b0bcce4
event(dispatching): EV_ACTOR_STATS 0x1b0bcddc
event(dispatching): EV_ENDROUND 0x1b0e2de4
Team 7 ended round, team 0's round started!
event(at 109865): EV_ACTOR_MOVE 0x1a1575d4
event(at 109865): EV_ACTOR_TURN 0x1a357894
event(at 109865): EV_ACTOR_MOVE 0x18e9f1fc
event(dispatching): EV_ACTOR_MOVE 0x1a1575d4
event(dispatching): EV_ACTOR_TURN 0x1a357894
event(dispatching): EV_ACTOR_MOVE 0x18e9f1fc
********************
ERROR: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x81879d2]
./ufo(Com_Error+0xe1)[0x81373a0]
./ufo(CL_ActorDoMove+0xcf)[0x809a77d]
./ufo[0x8098ed4]
./ufo(Qcommon_Frame+0x9a)[0x813901d]
./ufo(main+0x66)[0x8186825]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe0)[0xb7b45450]
./ufo[0x8069c51]
music change to karlmacklin_geoscape (from PsymongR3)

and the last 21 lines of event.log
Code: [Select]
2009/07/20 11:40:19 - Crashed UFO:     102691 EV_ACTOR_START_SHOOT
2009/07/20 11:40:19 - Crashed UFO:     102691 EV_ACTOR_SHOOT
2009/07/20 11:40:19 - Crashed UFO:     102691 EV_ACTOR_SHOOT
2009/07/20 11:40:19 - Crashed UFO:     102691 EV_ACTOR_SHOOT
2009/07/20 11:40:21 - Crashed UFO:     107173 EV_ACTOR_START_SHOOT
2009/07/20 11:40:21 - Crashed UFO:     107473 EV_ACTOR_SHOOT
2009/07/20 11:40:21 - Crashed UFO:     107677 EV_ACTOR_SHOOT
2009/07/20 11:40:21 - Crashed UFO:     107891 EV_ACTOR_SHOOT
2009/07/20 11:40:23 - Crashed UFO:     109513 EV_ACTOR_STATS
2009/07/20 11:40:23 - Crashed UFO:     109513 EV_ACTOR_STATS
2009/07/20 11:40:23 - Crashed UFO:     109513 EV_ACTOR_STATS
2009/07/20 11:40:23 - Crashed UFO:     109513 EV_ACTOR_STATS
2009/07/20 11:40:23 - Crashed UFO:     109513 EV_ACTOR_STATS
2009/07/20 11:40:23 - Crashed UFO:     109513 EV_ACTOR_STATS
2009/07/20 11:40:23 - Crashed UFO:     109513 EV_ACTOR_STATS
2009/07/20 11:40:23 - Crashed UFO:     109513 EV_ACTOR_STATS
2009/07/20 11:40:23 - Crashed UFO:     109513 EV_ACTOR_STATS
2009/07/20 11:40:23 - Crashed UFO:     109821 EV_ENDROUND
2009/07/20 11:40:23 - Crashed UFO:     109865 EV_ACTOR_MOVE
2009/07/20 11:40:23 - Crashed UFO:     109865 EV_ACTOR_TURN
2009/07/20 11:40:23 - Crashed UFO:     109865 EV_ACTOR_MOVE
Title: Re: ERROR: Actor is still moving
Post by: Kildor on July 20, 2009, 07:49:40 pm
Here is mine outputs:
Code: [Select]
Change gametype to 'Skirmish mode'
==== InitGame ====
CM_LoadMap: "-village/vil_ +c01 +c04 +craft_drop_firebird +craft_ufo_harvester +d02 +s08 +r02 +s03 +h01 +s02 +h03 +r01 +d02 +d03 +s04 +s03 +d03 +r03 +d07 +s05 +s03 +d04" "16 8 0 16 -16 0 -8 16 0 -32 -32 0 -32 -8 0 8 -16 0 -32 16 0 8 -8 0 -32 0 0 -32 -32 0 16 -32 0 -16 0 0 -24 -8 0 0 0 0 8 8 0 8 0 0 0 8 0 16 0 0 24 0 0 8 -32 0 8 -24 0 16 -32 0"
Map:village/vil_c01  Offset:(16, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 151, 4)
Shifted wpMins:(144, 136, 0) wpMaxs:(159, 159, 4)
Tile bounds: (144, 136, 0) to (159, 159, 4)
Source bounds: (128, 128, 0) to (143, 151, 4)
Done copying data.
Loaded routing for tile village/vil_c01 in   0.0s
Map:village/vil_c04  Offset:(16, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 5)
Shifted wpMins:(144, 112, 0) wpMaxs:(159, 127, 5)
Tile bounds: (144, 112, 0) to (159, 127, 5)
Source bounds: (128, 128, 0) to (143, 143, 5)
Done copying data.
Loaded routing for tile village/vil_c04 in   0.0s
Map:village/vil_craft_drop_firebird  Offset:(-8, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 5)
Shifted wpMins:(120, 144, 0) wpMaxs:(143, 159, 5)
Tile bounds: (120, 144, 0) to (143, 159, 5)
Source bounds: (128, 128, 0) to (151, 143, 5)
Done copying data.
Loaded routing for tile village/vil_craft_drop_firebird in   0.0s
Map:village/vil_craft_ufo_harvester  Offset:(-32, -32, 0)
wpMins:(128, 128, 0) wpMaxs:(167, 159, 5)
Shifted wpMins:(96, 96, 0) wpMaxs:(135, 127, 5)
Tile bounds: (96, 96, 0) to (135, 127, 5)
Source bounds: (128, 128, 0) to (167, 159, 5)
Done copying data.
Loaded routing for tile village/vil_craft_ufo_harvester in   0.0s
Map:village/vil_d02  Offset:(-32, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 5)
Shifted wpMins:(96, 120, 0) wpMaxs:(103, 127, 5)
Tile bounds: (96, 120, 0) to (103, 127, 5)
Source bounds: (128, 128, 0) to (135, 135, 5)
Done copying data.
Loaded routing for tile village/vil_d02 in   0.0s
Map:village/vil_s08  Offset:(8, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(136, 112, 0) wpMaxs:(143, 119, 3)
Tile bounds: (136, 112, 0) to (143, 119, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile village/vil_s08 in   0.0s
Map:village/vil_r02  Offset:(-32, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 5)
Shifted wpMins:(96, 144, 0) wpMaxs:(119, 159, 5)
Tile bounds: (96, 144, 0) to (119, 159, 5)
Source bounds: (128, 128, 0) to (151, 143, 5)
Done copying data.
Loaded routing for tile village/vil_r02 in   0.0s
Map:village/vil_s03  Offset:(8, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(136, 120, 0) wpMaxs:(143, 127, 3)
Tile bounds: (136, 120, 0) to (143, 127, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile village/vil_s03 in   0.0s
Map:village/vil_h01  Offset:(-32, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 4)
Shifted wpMins:(96, 128, 0) wpMaxs:(111, 143, 4)
Tile bounds: (96, 128, 0) to (111, 143, 4)
Source bounds: (128, 128, 0) to (143, 143, 4)
Done copying data.
Loaded routing for tile village/vil_h01 in   0.0s
Map:village/vil_s02  Offset:(-32, -32, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(96, 96, 0) wpMaxs:(103, 103, 3)
Tile bounds: (96, 96, 0) to (103, 103, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile village/vil_s02 in   0.0s
Map:village/vil_h03  Offset:(16, -32, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 3)
Shifted wpMins:(144, 96, 0) wpMaxs:(159, 111, 3)
Tile bounds: (144, 96, 0) to (159, 111, 3)
Source bounds: (128, 128, 0) to (143, 143, 3)
Done copying data.
Loaded routing for tile village/vil_h03 in   0.0s
Map:village/vil_r01  Offset:(-16, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 4)
Shifted wpMins:(112, 128, 0) wpMaxs:(127, 143, 4)
Tile bounds: (112, 128, 0) to (127, 143, 4)
Source bounds: (128, 128, 0) to (143, 143, 4)
Done copying data.
Loaded routing for tile village/vil_r01 in   0.0s
Map:village/vil_d02  Offset:(-24, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 5)
Shifted wpMins:(104, 120, 0) wpMaxs:(111, 127, 5)
Tile bounds: (104, 120, 0) to (111, 127, 5)
Source bounds: (128, 128, 0) to (135, 135, 5)
Done copying data.
Loaded routing for tile village/vil_d02 in   0.0s
Map:village/vil_d03  Offset:(0, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 5)
Shifted wpMins:(128, 128, 0) wpMaxs:(135, 135, 5)
Tile bounds: (128, 128, 0) to (135, 135, 5)
Source bounds: (128, 128, 0) to (135, 135, 5)
Done copying data.
Loaded routing for tile village/vil_d03 in   0.0s
Map:village/vil_s04  Offset:(8, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(136, 136, 0) wpMaxs:(143, 143, 2)
Tile bounds: (136, 136, 0) to (143, 143, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile village/vil_s04 in   0.0s
Map:village/vil_s03  Offset:(8, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(136, 128, 0) wpMaxs:(143, 135, 3)
Tile bounds: (136, 128, 0) to (143, 135, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile village/vil_s03 in   0.0s
Map:village/vil_d03  Offset:(0, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 5)
Shifted wpMins:(128, 136, 0) wpMaxs:(135, 143, 5)
Tile bounds: (128, 136, 0) to (135, 143, 5)
Source bounds: (128, 128, 0) to (135, 135, 5)
Done copying data.
Loaded routing for tile village/vil_d03 in   0.0s
Map:village/vil_r03  Offset:(16, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(144, 128, 0) wpMaxs:(151, 135, 2)
Tile bounds: (144, 128, 0) to (151, 135, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile village/vil_r03 in   1.0s
Map:village/vil_d07  Offset:(24, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(152, 128, 0) wpMaxs:(159, 135, 2)
Tile bounds: (152, 128, 0) to (159, 135, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile village/vil_d07 in   0.0s
Map:village/vil_s05  Offset:(8, -32, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(136, 96, 0) wpMaxs:(143, 103, 2)
Tile bounds: (136, 96, 0) to (143, 103, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile village/vil_s05 in   0.0s
Map:village/vil_s03  Offset:(8, -24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(136, 104, 0) wpMaxs:(143, 111, 3)
Tile bounds: (136, 104, 0) to (143, 111, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile village/vil_s03 in   0.0s
Map:village/vil_d04  Offset:(16, -32, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(144, 96, 0) wpMaxs:(151, 103, 2)
Tile bounds: (144, 96, 0) to (151, 103, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile village/vil_d04 in   0.0s
Rerouted for RMA in   1.0s
checksum for the map '+village': 1384939317
ufo script checksum 286461347
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/village.mat'
Starting the game...
Kildor has joined team 0
(player 0) It's team 1's round
Kildor has taken control over team 1.
music change to PsymongO5 (from van_theme)

event(at 321975): EV_ACTOR_MOVE 27901F4C
event(at 321975): EV_ACTOR_STATS 27903A94
event(dispatching): EV_ACTOR_MOVE 27901F4C
event(dispatching): EV_ACTOR_STATS 27903A94
event(at 328840): EV_ACTOR_TURN 27903ADC
event(at 328840): EV_ACTOR_START_SHOOT 27901F04
event(at 329140): EV_INV_AMMO 27903D1C
event(at 329140): EV_ACTOR_SHOOT 27903DAC
event(at 332429): EV_ACTOR_STATS 27903E3C
event(at 332429): EV_ACTOR_STATS 27903ECC
event(at 332429): EV_ACTOR_STATS 27903F5C
event(at 332429): EV_ACTOR_STATS 27903FEC
event(at 332429): EV_ACTOR_STATS 2790407C
event(at 332429): EV_ACTOR_STATS 2790410C
event(at 332429): EV_ACTOR_STATS 2790419C
event(at 332429): EV_ACTOR_STATS 2790422C
event(at 332429): EV_ACTOR_STATS 279042BC
event(dispatching): EV_ACTOR_TURN 27903ADC
event(dispatching): EV_ACTOR_START_SHOOT 27901F04
event(dispatching): EV_INV_AMMO 27903D1C
event(dispatching): EV_ACTOR_SHOOT 27903DAC
event(dispatching): EV_ACTOR_STATS 27903E3C
event(dispatching): EV_ACTOR_STATS 27903ECC
event(dispatching): EV_ACTOR_STATS 27903F5C
event(dispatching): EV_ACTOR_STATS 27903FEC
event(dispatching): EV_ACTOR_STATS 2790407C
event(dispatching): EV_ACTOR_STATS 2790410C
event(dispatching): EV_ACTOR_STATS 2790419C
event(dispatching): EV_ACTOR_STATS 2790422C
event(dispatching): EV_ACTOR_STATS 279042BC
event(at 339196): EV_ENDROUND 2790422C
event(at 339196): EV_ENT_APPEAR 279041E4
event(at 339196): EV_INV_ADD 27904154
event(at 339196): EV_INV_DEL 279040C4
event(at 339196): EV_ACTOR_STATECHANGE 27904034
event(at 339196): EV_CENTERVIEW 27903FA4
event(at 339196): EV_ENT_PERISH 27903F14
event(at 339196): EV_INV_ADD 27903E84
event(at 339196): EV_ACTOR_TURN 27901F04
event(at 339196): EV_ACTOR_MOVE 27903A94
event(at 339196): EV_ACTOR_TURN 27904394
event(at 339196): EV_ACTOR_MOVE 27904424
event(at 340516): EV_ACTOR_MOVE 279044B4
event(at 344640): EV_ENT_PERISH 27904544
event(dispatching): EV_ENDROUND 2790422C
Team 1 ended round, team 7's round started!
event(dispatching): EV_ENT_APPEAR 279041E4
event(dispatching): EV_INV_ADD 27904154
event(dispatching): EV_INV_DEL 279040C4
event(dispatching): EV_ACTOR_STATECHANGE 27904034
event(dispatching): EV_CENTERVIEW 27903FA4
event(dispatching): EV_ENT_PERISH 27903F14
event(dispatching): EV_INV_ADD 27903E84
event(dispatching): EV_ACTOR_TURN 27901F04
event(dispatching): EV_ACTOR_MOVE 27903A94
event(dispatching): EV_ACTOR_TURN 27904394
event(dispatching): EV_ACTOR_MOVE 27904424
********************
ERROR: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
Shutdown gametype 'Skirmish mode'
music change to van_theme (from PsymongO5)
music change to van_theme (from van_theme)
Menu 'popup_tipoftheday' is not on the active stack
event(not executed): EV_ACTOR_MOVE 279044B4
event(not executed): EV_ENT_PERISH 27904544
Wrote config.cfg.
Wrote keys.cfg

Code: [Select]
2009/07/21 00:39:49 - Village commercial:     126622 EV_START
2009/07/21 00:39:54 - Village commercial:     126622 EV_RESET
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:56 - Village commercial:     126622 EV_INV_ADD
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:56 - Village commercial:     126622 EV_INV_ADD
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:56 - Village commercial:     126622 EV_INV_ADD
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:56 - Village commercial:     126622 EV_INV_ADD
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:56 - Village commercial:     126622 EV_INV_ADD
2009/07/21 00:39:56 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:57 - Village commercial:     126622 EV_INV_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:57 - Village commercial:     126622 EV_INV_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:57 - Village commercial:     126622 EV_INV_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_APPEAR
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_ADD
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:57 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:57 - Village commercial:     126622 EV_ADD_BRUSH_MODEL
2009/07/21 00:39:57 - Village commercial:     126622 EV_ADD_BRUSH_MODEL
2009/07/21 00:39:57 - Village commercial:     126622 EV_ADD_BRUSH_MODEL
2009/07/21 00:39:57 - Village commercial:     126622 EV_ADD_BRUSH_MODEL
2009/07/21 00:39:57 - Village commercial:     126622 EV_ADD_BRUSH_MODEL
2009/07/21 00:39:58 - Village commercial:     126622 EV_ADD_BRUSH_MODEL
2009/07/21 00:39:58 - Village commercial:     126622 EV_ADD_BRUSH_MODEL
2009/07/21 00:39:58 - Village commercial:     126622 EV_ADD_BRUSH_MODEL
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATS
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:58 - Village commercial:     126622 EV_ACTOR_STATECHANGE
2009/07/21 00:39:58 - Village commercial:     126622 EV_START_DONE
2009/07/21 00:42:39 - Village commercial:     321975 EV_ACTOR_MOVE
2009/07/21 00:42:39 - Village commercial:     321975 EV_ACTOR_STATS
2009/07/21 00:42:46 - Village commercial:     328840 EV_ACTOR_TURN
2009/07/21 00:42:46 - Village commercial:     328840 EV_ACTOR_START_SHOOT
2009/07/21 00:42:46 - Village commercial:     329118 EV_INV_AMMO
2009/07/21 00:42:46 - Village commercial:     329118 EV_ACTOR_SHOOT
2009/07/21 00:42:49 - Village commercial:     332413 EV_ACTOR_STATS
2009/07/21 00:42:49 - Village commercial:     332413 EV_ACTOR_STATS
2009/07/21 00:42:49 - Village commercial:     332413 EV_ACTOR_STATS
2009/07/21 00:42:49 - Village commercial:     332413 EV_ACTOR_STATS
2009/07/21 00:42:49 - Village commercial:     332413 EV_ACTOR_STATS
2009/07/21 00:42:49 - Village commercial:     332413 EV_ACTOR_STATS
2009/07/21 00:42:49 - Village commercial:     332413 EV_ACTOR_STATS
2009/07/21 00:42:49 - Village commercial:     332413 EV_ACTOR_STATS
2009/07/21 00:42:49 - Village commercial:     332413 EV_ACTOR_STATS
2009/07/21 00:42:56 - Village commercial:     339196 EV_ENDROUND
2009/07/21 00:42:56 - Village commercial:     339196 EV_ENT_APPEAR
2009/07/21 00:42:56 - Village commercial:     339196 EV_INV_ADD
2009/07/21 00:42:56 - Village commercial:     339196 EV_INV_DEL
2009/07/21 00:42:56 - Village commercial:     339196 EV_ACTOR_STATECHANGE
2009/07/21 00:42:56 - Village commercial:     339196 EV_CENTERVIEW
2009/07/21 00:42:56 - Village commercial:     339196 EV_ENT_PERISH
2009/07/21 00:42:56 - Village commercial:     339196 EV_INV_ADD
2009/07/21 00:42:56 - Village commercial:     339196 EV_ACTOR_TURN
2009/07/21 00:42:56 - Village commercial:     339196 EV_ACTOR_MOVE
2009/07/21 00:42:56 - Village commercial:     339196 EV_ACTOR_TURN
2009/07/21 00:42:56 - Village commercial:     339196 EV_ACTOR_MOVE
Title: Re: ERROR: Actor is still moving
Post by: jack1232 on July 20, 2009, 11:22:22 pm
another map : tropic drugs

SVN: 25296

Code: [Select]
==== InitGame ====
CM_LoadMap: "-tropic/tr_ +h01 +h02 +h03 +h04 +craft_drop_firebird +craft_ufo_harvester +h01 +f05 +h04 +p01 +p01 +p02 +f02 +f02" "0 16 0 -24 -16 0 -24 0 0 8 24 0 -24 16 0 -8 -24 0 -24 -24 0 0 24 0 -8 8 0 -8 0 0 16 24 0 16 16 0 16 0 0 16 8 0"
Map:tropic/tr_h01  Offset:(0, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 135, 3)
Shifted wpMins:(128, 144, 0) wpMaxs:(143, 151, 3)
Tile bounds: (128, 144, 0) to (143, 151, 3)
Source bounds: (128, 128, 0) to (143, 135, 3)
Done copying data.
Loaded routing for tile tropic/tr_h01 in   0.0s
Map:tropic/tr_h02  Offset:(-24, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 3)
Shifted wpMins:(104, 112, 0) wpMaxs:(119, 127, 3)
Tile bounds: (104, 112, 0) to (119, 127, 3)
Source bounds: (128, 128, 0) to (143, 143, 3)
Done copying data.
Loaded routing for tile tropic/tr_h02 in   0.0s
Map:tropic/tr_h03  Offset:(-24, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 3)
Shifted wpMins:(104, 128, 0) wpMaxs:(119, 143, 3)
Tile bounds: (104, 128, 0) to (119, 143, 3)
Source bounds: (128, 128, 0) to (143, 143, 3)
Done copying data.
Loaded routing for tile tropic/tr_h03 in   0.0s
Map:tropic/tr_h04  Offset:(8, 24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(136, 152, 0) wpMaxs:(143, 159, 3)
Tile bounds: (136, 152, 0) to (143, 159, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile tropic/tr_h04 in   0.0s
Map:tropic/tr_craft_drop_firebird  Offset:(-24, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 3)
Shifted wpMins:(104, 144, 0) wpMaxs:(127, 159, 3)
Tile bounds: (104, 144, 0) to (127, 159, 3)
Source bounds: (128, 128, 0) to (151, 143, 3)
Done copying data.
Loaded routing for tile tropic/tr_craft_drop_firebird in   0.0s
Map:tropic/tr_craft_ufo_harvester  Offset:(-8, -24, 0)
wpMins:(128, 128, 0) wpMaxs:(159, 167, 4)
Shifted wpMins:(120, 104, 0) wpMaxs:(151, 143, 4)
Tile bounds: (120, 104, 0) to (151, 143, 4)
Source bounds: (128, 128, 0) to (159, 167, 4)
Done copying data.
Loaded routing for tile tropic/tr_craft_ufo_harvester in   0.0s
Map:tropic/tr_h01  Offset:(-24, -24, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 135, 3)
Shifted wpMins:(104, 104, 0) wpMaxs:(119, 111, 3)
Tile bounds: (104, 104, 0) to (119, 111, 3)
Source bounds: (128, 128, 0) to (143, 135, 3)
Done copying data.
Loaded routing for tile tropic/tr_h01 in   0.0s
Map:tropic/tr_f05  Offset:(0, 24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(128, 152, 0) wpMaxs:(135, 159, 2)
Tile bounds: (128, 152, 0) to (135, 159, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_f05 in   0.0s
Map:tropic/tr_h04  Offset:(-8, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(120, 136, 0) wpMaxs:(127, 143, 3)
Tile bounds: (120, 136, 0) to (127, 143, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile tropic/tr_h04 in   0.0s
Map:tropic/tr_p01  Offset:(-8, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(120, 128, 0) wpMaxs:(127, 135, 2)
Tile bounds: (120, 128, 0) to (127, 135, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_p01 in   1.0s
Map:tropic/tr_p01  Offset:(16, 24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(144, 152, 0) wpMaxs:(151, 159, 2)
Tile bounds: (144, 152, 0) to (151, 159, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_p01 in   0.0s
Map:tropic/tr_p02  Offset:(16, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(144, 144, 0) wpMaxs:(151, 151, 2)
Tile bounds: (144, 144, 0) to (151, 151, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_p02 in   0.0s
Map:tropic/tr_f02  Offset:(16, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(144, 128, 0) wpMaxs:(151, 135, 2)
Tile bounds: (144, 128, 0) to (151, 135, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_f02 in   0.0s
Map:tropic/tr_f02  Offset:(16, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(144, 136, 0) wpMaxs:(151, 143, 2)
Tile bounds: (144, 136, 0) to (151, 143, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_f02 in   0.0s
Rerouted for RMA in   0.0s
checksum for the map '+tropic': 2363822969
ufo script checksum 268837569
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/tropic.mat'
music change to van_mission2 (from karlmacklin_geoscape)
Starting the game...
jacek has joined team 0
(player 0) It's team 1's round
jacek has taken control over team 1.
music change to turinItalyM (from van_mission2)
jacek: drawspottedlines
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!
jacek: drawspottedlines
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!
********************
ERROR: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x81918ea]
./ufo[0x819194a]
[0xb7f89400]
./ufo(LE_Cleanup+0x140)[0x808d194]
./ufo(GAME_Drop+0x13)[0x8075fbe]
./ufo(CL_Drop+0x10)[0x808dc0e]
./ufo(Com_Error+0xd0)[0x813eabf]
./ufo(CL_ActorDoMove+0xcf)[0x809c8ad]
./ufo[0x809acdc]
./ufo(Qcommon_Frame+0x9a)[0x8140794]
./ufo(main+0x66)[0x819064d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb77c5775]
./ufo[0x8069ed1]
./ufo(Sys_Backtrace+0x1f)[0x81918ea]
./ufo(Sys_Error+0x22)[0x8190a64]
./ufo(Sys_InitSignals+0x0)[0x819195d]
[0xb7f89400]
./ufo(LE_Cleanup+0x140)[0x808d194]
./ufo(GAME_Drop+0x13)[0x8075fbe]
./ufo(CL_Drop+0x10)[0x808dc0e]
./ufo(Com_Error+0xd0)[0x813eabf]
./ufo(CL_ActorDoMove+0xcf)[0x809c8ad]
./ufo[0x809acdc]
./ufo(Qcommon_Frame+0x9a)[0x8140794]
./ufo(main+0x66)[0x819064d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb77c5775]
./ufo[0x8069ed1]
Error: Received signal 11.


setdeveloper DEBUG_EVENTSYS - how to do this?

Title: Re: ERROR: Actor is still moving
Post by: Kildor on July 21, 2009, 05:34:39 am
Jack, write this in game console.
Title: Re: ERROR: Actor is still moving
Post by: Drowsy on July 21, 2009, 11:34:05 am
for me the error does not occur while UFO:AI isnt the focused window. so when i focus the console after i finished my turn, i wont get this error (even if the UFO:AI window is still visible).
When it happens in my round, it seems to have something to do with some kind of "complex pathfinding", but cant say this for sure.

kubuntu 8
i368
Revision: 25236


Title: Re: ERROR: Actor is still moving
Post by: jack1232 on July 22, 2009, 11:34:56 pm
Bug fixed in map (checked) arica, tropical drugs. SVN: 25344

But there is another bug : ERROR: LET_PathMove: Actor movement is out of sync: 159:124:0 should be 155:125:0 (step 5 of 5) (team 7) - map Africa

Code: [Select]
MN_DisplayNotice: 'mn_hud' not found
MN_DisplayNotice: 'mn_hud' not found
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!
MN_DisplayNotice: 'mn_hud' not found
MN_DisplayNotice: 'mn_hud' not found
MN_DisplayNotice: 'mn_hud' not found
Team 1 ended round, team 7's round started!
MN_DisplayNotice: 'mn_hud' not found
MN_DisplayNotice: 'mn_hud' not found
MN_DisplayNotice: 'mn_hud' not found
********************
ERROR: LET_PathMove: Actor movement is out of sync: 159:124:0 should be 155:125:0 (step 5 of 5) (team 7)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x819224a]
./ufo[0x81922aa]
[0xb8055400]
./ufo(LE_Cleanup+0x140)[0x808d1e0]
./ufo(GAME_Drop+0x13)[0x8075ffe]
./ufo(CL_Drop+0x10)[0x808dc5a]
./ufo(Com_Error+0xd0)[0x813f3bf]
./ufo[0x808b9b5]
./ufo(LE_Think+0x47)[0x808ae29]
./ufo(CL_Frame+0xd5)[0x808fbd6]
./ufo[0x8140dcb]
./ufo(Qcommon_Frame+0x9a)[0x8141094]
./ufo(main+0x66)[0x8190fad]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7891775]
./ufo[0x8069f11]
./ufo(Sys_Backtrace+0x1f)[0x819224a]
./ufo(Sys_Error+0x22)[0x81913c4]
./ufo(Sys_InitSignals+0x0)[0x81922bd]
[0xb8055400]
./ufo(LE_Cleanup+0x140)[0x808d1e0]
./ufo(GAME_Drop+0x13)[0x8075ffe]
./ufo(CL_Drop+0x10)[0x808dc5a]
./ufo(Com_Error+0xd0)[0x813f3bf]
./ufo[0x808b9b5]
./ufo(LE_Think+0x47)[0x808ae29]
./ufo(CL_Frame+0xd5)[0x808fbd6]
./ufo[0x8140dcb]
./ufo(Qcommon_Frame+0x9a)[0x8141094]
./ufo(main+0x66)[0x8190fad]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7891775]
./ufo[0x8069f11]
Error: Received signal 11.



Title: Re: ERROR: Actor is still moving
Post by: jack1232 on July 25, 2009, 03:28:08 pm
Bug :"Actor still moving"is active
Title: Re: ERROR: Actor is still moving
Post by: jack1232 on July 27, 2009, 11:56:05 pm
tested on :r25463
maps: bungalow forest, africa, civ commercial, scout crash, +farm.
On this maps error didn't happens.

Code: [Select]
Commit by tlh2000  ::  r25459 /ufoai/trunk/src/client/ (cl_le.c cl_le.h events/e_time.c): (link)

    * removed per le event time delay (produced more problems as it solved)
    * we are now only able to move one soldier at a time again


maybe this fix it.
Title: Re: ERROR: Actor is still moving
Post by: Mattn on July 28, 2009, 08:18:04 am
yes - this and the "Actor is dead" bug should be fixed - if not, please let us know.
Title: Re: ERROR: Actor is still moving - R25466
Post by: 8472 on July 28, 2009, 12:17:16 pm
yes - this and the "Actor is dead" bug should be fixed - if not, please let us know.


problem look like to be solved in R25466
thx
Title: Re: ERROR: Actor is still moving - R25479
Post by: 8472 on July 29, 2009, 06:15:15 pm
R25479

looks like problem is back, I just entered a new crashed UFO mission (a supply ship), when the game crashed back to the GEOSCAPE at the time of alien round.

[there you have a save game attached (named save.tar.bz2), import and simply run the time and wait for a mission]

Quote
checksum for the map '+ufocrash': 3530836437
ufo script checksum 3688974846
Not enough spawn points for team 0
Created AI player (team 0)
Not enough spawn points for team 7
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/ufocrash.mat'
music change to AlexFightmare (from karlmacklin_geoscape)
Starting the game...
__8472 has joined team 0
(player 0) It's team 1's round
__8472 has taken control over team 1.
music change to PsymongN2 (from AlexFightmare)
Team 1 ended round, team 7's round started!
********************
ERROR: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x819241a]
./ufo(Com_Error+0xdf)[0x813f762]
./ufo(CL_ActorDoMove+0xcf)[0x809c8c1]
./ufo[0x809ad10]
./ufo(Qcommon_Frame+0x9a)[0x8141433]
./ufo(main+0x66)[0x819117d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7723775]
./ufo[0x8069fc1]
music change to van_geoscape (from PsymongN2)
Shutdown gametype 'Campaign mode'
Cmd_RemoveCommand: messagetypes_click not added
Cvar 'mn_uprequirement' wasn't found
Cvar 'mn_upmetadata' wasn't found
music change to van_theme (from van_geoscape)

EDIT1:
right now same crash to GEOSCAPE appeared to me, but in a different UFO crash mission (a harvester ship)
Quote
checksum for the map '+ufocrash': 3519718333
ufo script checksum 3688974846
Not enough spawn points for team 0
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/ufocrash.mat'
music change to van_mission2 (from ufo1)
Starting the game...
__8472 has joined team 0
(player 0) It's team 1's round
__8472 has taken control over team 1.
music change to ufo2 (from van_mission2)
Team 1 ended round, team 7's round started!
********************
ERROR: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x819241a]
./ufo(Com_Error+0xdf)[0x813f762]
./ufo(CL_ActorDoMove+0xcf)[0x809c8c1]
./ufo[0x809ad10]
./ufo(Qcommon_Frame+0x9a)[0x8141433]
./ufo(main+0x66)[0x819117d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7802775]
./ufo[0x8069fc1]
music change to karlmacklin_geoscape (from ufo2)
music change to van_geoscape (from karlmacklin_geoscape)
Loading savegame xml (size 146562)
Loading savegame
...version: 3
...game version: 2.3-dev
...xml Size: 2110825, compressed? y
Shutdown gametype 'Campaign mode'
Cmd_RemoveCommand: messagetypes_click not added
Cvar 'mn_uprequirement' wasn't found
Cvar 'mn_upmetadata' wasn't found
Change gametype to 'Campaign mode'
[save game named save2.tar.bz2 attached]

EDIT2:
I've found, that it's strange with the first case (the crashed supply ship) mentioned. In this mission I was finally able to finish it on another attempt.
But with that second case (the crashed havester ship) it wasn't that easy, and still can't finish it.

EDIT3:
Well, finally i managed to finish that harvester mission too, but on 3rd or 4th attempt.
So this "Actor is still moving" is not on the same "level" as those previous one's.

EDIT4:
R25485
damn it, another game crash to the GEOSCAPE, this time a crashed FIGHTER on a different contitent.
Quote
checksum for the map '+ufocrash': 13765724
ufo script checksum 3688974846
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/ufocrash.mat'
music change to PsymongR3 (from van_geoscape)
Starting the game...
__8472 has joined team 0
(player 0) It's team 1's round
__8472 has taken control over team 1.
music change to PsymongR3 (from PsymongR3)
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!
Krrnaak Uk Kronok is consumed by mad rage!
Team 1 ended round, team 7's round started!
********************
ERROR: Actor is still moving
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x819241a]
./ufo(Com_Error+0xdf)[0x813f762]
./ufo(CL_ActorDoMove+0xcf)[0x809c8c1]
./ufo[0x809ad10]
./ufo(Qcommon_Frame+0x9a)[0x8141433]
./ufo(main+0x66)[0x819117d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb77c8775]
./ufo[0x8069fc1]
music change to karlmacklin_geoscape (from PsymongR3)
Shutdown gametype 'Campaign mode'
Cmd_RemoveCommand: messagetypes_click not added
Cvar 'mn_uprequirement' wasn't found
Cvar 'mn_upmetadata' wasn't found
music change to van_theme (from karlmacklin_geoscape)
[save game named save3.tar.bz2 attached]
Title: Re: ERROR: Actor is still moving
Post by: frr on August 10, 2009, 11:59:34 pm
Okay, I've tried version 25602 (fresh from SVN) and guess what: first crashed UFO, made a savegame from Geoscape just before entering Battlescape, shuffled my team about a bit, clicked "next turn" and here it was:
  ERROR: Actor on team 7 is still moving (3 steps left)
A full listing of the ufoai stdout and stderr for the session is attached.

My system configuration:
Fedora 10 64bit on a cheap all-Intel notebook
i965GM, integrated Intel graphics, C2D CPU, 2 GB RAM.

Unfortunately, it doesn't seem very reproducible.
I went on to re-load the savegame just before entering the Battlescape, typed "setdeveloper DEBUG_EVENTSYS" into the console, and voila: the bug didn't re-surface. This was perhaps my first ufo crash recovery mission that I managed to finish (without a ufoai crash).
Title: Re: ERROR: Actor is still moving
Post by: gerald on August 18, 2009, 01:51:42 am
Connecting to localhost...
load material file: 'materials/farm.mat'
music change to dawn (from karlmacklin_geoscape)
Starting the game...
gerald has joined team 0
(player 0) It's team 1's round
gerald has taken control over team 1.
music change to PsymongR2 (from dawn)
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!
Team 1 ended round, team 7's round started!
********************
ERROR: Actor on team 7 is still moving (8 steps left)
********************
Shutdown server: Server crashed.

[/quote]
win Xp system
ver 2.3.3 25557 crash after ending my turn,map berlin +farm,terror mission harvester ship.
also game behave strange as in topic "strange behavior",aliens try shoot from inside their ship
and screen jumping chaotically ,big laggs in aliens&civ turn .
Title: Re: ERROR: Actor is still moving
Post by: gerald on August 19, 2009, 12:41:46 am
next one here
Connecting to localhost...
load material file: 'materials/tropic.mat'
music change to David02 (from karlmacklin_geoscape)
Starting the game...
gerald has joined team 0
(player 0) It's team 1's round
gerald has taken control over team 1.
music change to PsymongO4 (from David02)
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!
********************
ERROR: Actor on team 7 is still moving (2 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====

bangkok tropical drug map harvester ship also saw weird effect like screen trying follow no visible aliens shoots,it first move to alien ship then jump in direction of my soldiers anyway no plasma hits visible on wall or no shoot sound
Title: Re: ERROR: Actor is still moving
Post by: geever on August 19, 2009, 01:16:28 am
For this bug the latest about 20 lines of events.log would be usefull.

Currently noone can fix this bug as active developers - or at least me - have no idea how event system works, sorry. Bit more patience, please.

-geever
Title: Re: ERROR: Actor is still moving
Post by: gerald on August 19, 2009, 01:34:36 am
all good :) i've posted that so i thought giving console logs from certain maps may help i wont spamming here ,i've got that bug in 4 ufo landings&crashing in row now so pls write if posting console logs will help with something.
sure thing ill post longer logs.
Title: Re: ERROR: Actor is still moving
Post by: gerald on August 23, 2009, 06:47:50 pm
Loaded routing for tile tropic/tr_f06 in   0.0s
Map:tropic/tr_f07  Offset:(16, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(144, 144, 0) wpMaxs:(151, 151, 2)
Tile bounds: (144, 144, 0) to (151, 151, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_f07 in   1.0s
Map:tropic/tr_f02  Offset:(16, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(144, 136, 0) wpMaxs:(151, 143, 2)
Tile bounds: (144, 136, 0) to (151, 143, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_f02 in   0.0s
Rerouted for RMA in   0.0s
checksum for the map '+tropic': 878550369
ufo script checksum 2405305234
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/tropic.mat'
music change to David04 (from karlmacklin_geoscape)
Starting the game...
gerald has joined team 0
(player 0) It's team 1's round
gerald has taken control over team 1.
music change to alBasrahM (from David04)
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!
Team 1 ended round, team 7's round started!
********************
ERROR: Actor on team 7 is still moving (2 steps left)
********************
Shutdown server: Server crashed.

ver 25745 tropical+drug
Title: Re: ERROR: Actor is still moving
Post by: vedrit on August 24, 2009, 01:12:14 am
Im playing R.V. 25745 and getting these
Title: Re: ERROR: Actor is still moving
Post by: odie on August 24, 2009, 07:41:40 am
For this bug the latest about 20 lines of events.log would be usefull.

Currently noone can fix this bug as active developers - or at least me - have no idea how event system works, sorry. Bit more patience, please.

-geever

geever,

Any chance you could point me to the source file for events management pls?

:D
Title: Re: ERROR: Actor is still moving
Post by: Mattn on August 24, 2009, 07:42:45 am
src/client/events

the bad file is e_time.c
Title: Re: ERROR: Actor is still moving
Post by: Nightknight on August 26, 2009, 07:38:14 pm

Game Version:
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 Information:
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
(Output of "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? Is the bug reproducible?
- Loaded game (from ~) "cd /usr/share/games/ufoai/trunk && gdb ufo"
- Started with run +set vid_fullscreen 0 +set vid_grabmouse 0 +set developer 1
- Loaded Game /Entered Mission (Crashed UFO - Fighter @ No nation)/ Completed "Round 1" -- Crash.

Useful files:
http://www.filefactory.com/file/complete.php/ah369cc/ah369cd/ah369cg/ (http://www.filefactory.com/file/complete.php/ah369cc/ah369cd/ah369cg/)

Contains: "bt full" output / Last lines of events.log / Last lines of terminal output.
Title: Re: ERROR: Actor is still moving
Post by: polyvios on August 27, 2009, 12:29:49 am
I reproduced the crash while running the game in GDB.  I'm using ubuntu 9.04 with 2.6.28-15-generic kernel, on an intel 64 bit dual core.
Here's the stack trace:
Code: [Select]
(gdb) bt
#0  0x000000000053855f in INVSH_EmptyContainer (i=0x2da0e08, container=0x6281144) at src/game/inv_shared.c:1060
#1  0x000000000044d41a in LE_Cleanup () at src/client/cl_le.c:1128
#2  0x000000000043594a in GAME_Drop () at src/client/cl_game.c:464
#3  0x000000000044e1ca in CL_Drop () at src/client/cl_main.c:178
#4  0x0000000000508b32 in Com_Error (code=1, fmt=0x574b28 "Actor (entnum: %i) on team %i is still moving (%i steps left)") at src/common/common.c:240
#5  0x000000000045cfd2 in CL_ActorDoMove (self=0x574038, msg=0x13284908) at src/client/events/event/actor/e_event_actormove.c:79
#6  0x000000000045b23b in CL_ExecuteBattlescapeEvent (now=1415126, data=0x20b64348) at src/client/events/e_parse.c:112
#7  0x000000000050a7a5 in Qcommon_Frame () at src/common/common.c:1127
#8  0x0000000000563801 in main (argc=1, argv=0x7fffc2b9ff28) at src/ports/linux/linux_main.c:53

the whole event struct, I broke each field into a line (C-sytax style):
Code: [Select]
(gdb) p *le
$7 = {
  inuse = qtrue,
  invis = qfalse,
  selected = qfalse,
  type = 2,
  entnum = 2,
  origin = {-624, 848, 36},
  oldOrigin = {0, 0, 0},
  pos = "l\232",
  oldPos = "l\232",
  newPos = "l\231",
  dir = 5,
  TU = 0,
  maxTU = 32,
  morale = 0,
  maxMorale = 100,
  HP = 0,
  maxHP = 100,
  STUN = 0,
  state = 0,
  oldstate = 0,
  angles = {0, 225, 0},
  alpha = 0,
  team = 7,
  pnum = 9,
  currentSelectedFiremode = 0,
  actorMode = M_MOVE,
  mousePendPos = "\000\000",
  actorMoveLength = 0 '\0',
  clientAction = 0,
  contents = 8388608,
  mins = {-9, -9, -24},
  maxs = {9, 9, 20},
  inlineModelName = "\000\000\000\000\000\000\000",
  modelnum1 = 16,
  modelnum2 = 17,
  skinnum = 1,
  model1 = 0xfcfc440,
  model2 = 0xfcfc6b8,
  think = 0x44bb22 <LET_StartPathMove>,
  thinkDelay = 0,
  path = "\030 ",
  '\0' <repeats 29 times>,
  pathContents = {0 <repeats 32 times>},
  positionContents = 0,
  pathLength = 1,
  pathPos = 0,
  startTime = 1414627,
  endTime = 1414627,
  speed = {321, 321, 0 <repeats 30 times>},
  rotationSpeed = 0,
  sample = 0x0,
  volume = 0,
  as = {
    frame = 190,
    oldframe = 189,
    backlerp = 0.662999988,
    time = 1000,
    dt = 337,
    mesh = 0,
    list = "\032#\032\033\032#\032",
    lcur = 6 '\006',
    ladd = 7 '\a',
    change = 0 '\0'},
  particleID = 0x0,
  levelflags = 0,
  ptl = 0x0,
  ref1 = 0x0,
  ref2 = 0x0,
  i = {c = {0x0 <repeats 16 times>}},
  left = 109,
  right = 109,
  extension = 0,
  headgear = 0,
  fieldSize = 1,
  teamDef = 0x62951f0,
  gender = 0,
  fd = 0x0,
  pathMap = 0x0,
  lighting = {
    origin = {-624, 848, 36},
    point = {-624, 848, 4.03125},
    normal = {0, 0, 1},
    color = {1, 1, 1},
    position = {0, 0, 0},
    time = 1403.11206,
    colors = {{1, 1, 1}, {1, 1, 1}},
    positions = {{0, 0, 0}, {0, 0, 0}}, dirty = qfalse},
  addFunc = 0x42ccaf <CL_AddActor>
}

the arguments to the move function:
Code: [Select]
(gdb) p *self
$11 = {type = 15, name = 0x573c26 "EV_ACTOR_MOVE", formatString = 0x573c34 "!sbbs", eventCallback = 0x45cee7 <CL_ActorDoMove>, timeCallback = 0x45ced0 <CL_ActorDoMoveTime>}
(gdb) p *msg
$12 = {len = 15, space = 3985, head = 0x29130628, tail = 0x29130628, start = 0x29130632 "\002j\230", end = 0x29130641 "", next_free = 0x0}

Reminder, function pointers are printed both as 0xXXXXX address and as the name of the function in that address (if known at runtime).  Strings are printed by address and by content (when the C-source type is char*).

Hope it helps.  Cheers for a nice game.
Title: Re: ERROR: Actor is still moving
Post by: Wace on August 28, 2009, 10:19:50 am
Just got the same error on the latest (25872) version:
Code: [Select]
ERROR: Actor (entnum: 12) on team 7 is still moving (1 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x81954f2]
./ufo[0x8195552]
[0xb7f56400]
./ufo(LE_Cleanup+0x140)[0x808d153]
./ufo(GAME_Drop+0x13)[0x8075f5e]
./ufo(CL_Drop+0x10)[0x808dbce]
./ufo(Com_Error+0xd0)[0x8142293]
./ufo(CL_ActorDoMove+0xfa)[0x809c8bc]
./ufo[0x809aca4]
./ufo(Qcommon_Frame+0x9a)[0x8143f73]
./ufo(main+0x66)[0x8194255]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7909775]
./ufo[0x806a261]
./ufo(Sys_Backtrace+0x1f)[0x81954f2]
./ufo(Sys_Error+0x22)[0x819466c]
./ufo(Sys_InitSignals+0x0)[0x8195565]
[0xb7f56400]
./ufo(LE_Cleanup+0x140)[0x808d153]
./ufo(GAME_Drop+0x13)[0x8075f5e]
./ufo(CL_Drop+0x10)[0x808dbce]
./ufo(Com_Error+0xd0)[0x8142293]
./ufo(CL_ActorDoMove+0xfa)[0x809c8bc]
./ufo[0x809aca4]
./ufo(Qcommon_Frame+0x9a)[0x8143f73]
./ufo(main+0x66)[0x8194255]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7909775]
./ufo[0x806a261]
Error: Received signal 11.
Ubuntu 9.04,  Intel(R) Celeron(R) CPU 2.53GHz, Radeon 9200 SE

Just so that I won't post possibly useless information: how do you know that bugs are fixed? Is the posting on the forum updated or should I check some kind of tracker?
Title: Re: ERROR: Actor is still moving
Post by: gerald on August 28, 2009, 03:25:36 pm
Done copying data.
Loaded routing for tile tropic/tr_f07 in   0.0s
Map:tropic/tr_f02  Offset:(-8, 24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(120, 152, 0) wpMaxs:(127, 159, 2)
Tile bounds: (120, 152, 0) to (127, 159, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_f02 in   1.0s
Rerouted for RMA in   0.0s
checksum for the map '+tropic': 2841585622
ufo script checksum 2100944313
Not enough spawn points for team 0
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/tropic.mat'
music change to ufo2 (from van_geoscape)
Starting the game...
gerald has joined team 0
(player 0) It's team 1's round
gerald has taken control over team 1.
music change to PsymongO5 (from ufo2)
Team 1 ended round, team 7's round started!
********************
ERROR: Actor (entnum: 66) on team 7 is still moving (1 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
music change to van_geoscape (from PsymongO5)
Shutdown gametype 'Campaign mode'
music change to van_theme (from van_geoscape)
Wrote config.cfg.
Wrote keys.cfg

ver 25862 it seems actor still in action 1st terror mission Bangkok jungle river map
Title: Re: ERROR: Actor is still moving
Post by: vedrit on August 30, 2009, 01:51:41 am
looks to me to be mainly the civvies that keep moving. That is team 7, right?
Title: Re: ERROR: Actor is still moving
Post by: Kildor on August 30, 2009, 04:29:36 am
No, Team 7 is aliens.
Title: Re: ERROR: Actor is still moving
Post by: Ragdata on August 30, 2009, 07:33:36 pm
I've been suspecting for a little while that this is a pathing issue rather than something going on in the event timer code.

Perhaps this recent (and one-of-a-kind that I've experienced at least) console log entry may provide a pointer?

Code: [Select]
********************
ERROR: LET_PathMove: Actor movement is out of sync: 127:106:0 should be 121:107:0 (step 2 of 2) (team 1)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
music change to karlmacklin_geoscape (from AlexForest)
Wrote config.cfg.

Caused the same type of behaviour that Actor Still Moving causes - but it happened during MY turn while I was moving an actor over a longer distance.

It happened on the "Tropical Drug" map (not that I believe that's relevant at all).
Title: Re: ERROR: Actor is still moving
Post by: MXcom on August 31, 2009, 01:02:38 am
I also got this error in the freshly installed r25862 built by odie.
Too bad, it was the last alien left (I think) :(
Code: [Select]
********************
ERROR: Actor (entnum: 41) on team 7 is still moving (3 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
music change to van_geoscape (from PsymongO6)
Shutdown gametype 'Campaign mode'
music change to van_theme (from van_geoscape)
Wrote config.cfg.
Wrote keys.cfg

here's the events.log of this mission, since geever said it might be of interest:
Title: Re: ERROR: Actor is still moving
Post by: gerald on August 31, 2009, 03:10:16 pm
eh crazyness 10 mishes in row "actor is still moving" newest version
anyone got so much of em also or dunno maybe is sumfin wrong with my game or system :(
Title: Re: ERROR: Actor is still moving
Post by: Screet on August 31, 2009, 07:06:24 pm
eh crazyness 10 mishes in row "actor is still moving" newest version
anyone got so much of em also or dunno maybe is sumfin wrong with my game or system :(

For several weeks it's so bad that this bug kicks in on every first combat round. I've tried several of Odies versions, but it was all the same. It's not possible to play.

What I do not understand is that such immense bugs are being commited by developers. Are some of them not testing what they changed before commiting the changes?

Screet
Title: Re: ERROR: Actor is still moving
Post by: geever on August 31, 2009, 07:50:46 pm
What I do not understand is that such immense bugs are being commited by developers. Are some of them not testing what they changed before commiting the changes?

You know nothing about programming... You should play the latest stable version (2.2.1) if you can't understand how things go.

-geever
Title: Re: ERROR: Actor is still moving
Post by: Wace on August 31, 2009, 07:58:18 pm
I just love people complaining about quality of beta-open-source-projects.  ;D

I haven't encountered this bug (yet) in the latest Win version (self-compiled), but it still appears to be present in Ubuntu, while using the same saved campaign and same latest version.  Not sure if it's connected, though, since I can't make it repeatable. Sometimes it happens, sometimes it doesn't.  :(

I suspected it was matter of aliens killed by reaction fire, but it is obviously not. Will try further.
Title: Re: ERROR: Actor is still moving
Post by: Screet on August 31, 2009, 08:13:28 pm
I just love people complaining about quality of beta-open-source-projects.  ;D

Well, I miss the sense of download yet another test version only to notice that the bug which prevents to test still is present. I thought these versions were there so that they could be tested and the found bugs solved.

About me not knowing about programming...until burnout that was my job, using C++ and writing for Windows, Mac and embedded Windows devices. Burnout not due to lack of skill, as that seems what people then usually think. If you don't believe it, I can tell you where you can buy an IEEE publication that was written about my work or could send you a windows game I'm working on in the attempt to recover.

I did even have a look at the code in the hope to find something obvious ;)

Screet
Title: Re: ERROR: Actor is still moving
Post by: geever on August 31, 2009, 08:38:30 pm
My problem with your comment really was the attitude. You must know sometimes it's not that easy to find and fix the code. And you have criticized us......

If you find the bug, please, help us! You can send patches to our Patch Tracker (https://sourceforge.net/tracker/?group_id=157793&atid=805244).

-geever
Title: Re: ERROR: Actor is still moving
Post by: Ralgert on September 02, 2009, 07:39:32 pm
I hope this can help:
Quote
ERROR: Actor (entnum: 41) on team 7 is still moving (4 steps left). actorMoveLength:0. endTime:616177.

If not, what Data can be help?

At moment, i'am not to depth in the code. At this point, why should the pathlenght not greater as zero?
If this a problem with the wrong endTime (4 additional move-events in queque?), why don't recalculate the event and make a notice to an error-log?
Title: Re: ERROR: Actor is still moving
Post by: Wace on September 03, 2009, 08:30:37 am
Just compiled the most recent version with additional debug output and played till I got the error.

ufoconsole.log & events.log are attached.

Here's the latest part of console output:
Code: [Select]
Starting the game...
Max has joined team 0
(player 0) It's team 1's round
Max has taken control over team 1.
Max: music_change battlescape
pathLength: 0:2
pathLength: 0:10
pathLength: 0:2
pathLength: 0:1
pathLength: 0:1
pathLength: 0:7
pathLength: 0:5
pathLength: 0:6
pathLength: 0:10
Team 1 ended round, team 7's round started!
pathLength: 0:1
pathLength: 1:1
********************
ERROR: Actor (entnum: 12) on team 7 is still moving (1 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x8195a32]
./ufo[0x8195a92]
[0xb7fa9400]
./ufo(LE_Cleanup+0x140)[0x808d10f]
./ufo(GAME_Drop+0x13)[0x8075ea9]
./ufo(CL_Drop+0x10)[0x808db8a]
./ufo(Com_Error+0xd0)[0x81427d3]
./ufo(CL_ActorDoMove+0x128)[0x809c8a6]
./ufo[0x809ac60]
./ufo(Qcommon_Frame+0x9a)[0x81444b3]
./ufo(main+0x66)[0x8194795]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb795b775]
./ufo[0x806a1b1]
./ufo(Sys_Backtrace+0x1f)[0x8195a32]
./ufo(Sys_Error+0x22)[0x8194bac]
./ufo(Sys_InitSignals+0x0)[0x8195aa5]
[0xb7fa9400]
./ufo(LE_Cleanup+0x140)[0x808d10f]
./ufo(GAME_Drop+0x13)[0x8075ea9]
./ufo(CL_Drop+0x10)[0x808db8a]
./ufo(Com_Error+0xd0)[0x81427d3]
./ufo(CL_ActorDoMove+0x128)[0x809c8a6]
./ufo[0x809ac60]
./ufo(Qcommon_Frame+0x9a)[0x81444b3]
./ufo(main+0x66)[0x8194795]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb795b775]
./ufo[0x806a1b1]
Error: Received signal 11.

Let me know if I can be of any further help.
Title: Re: ERROR: Actor is still moving
Post by: polyvios on September 03, 2009, 11:12:13 pm
This should be fixed now.  Please report any new occurrence from now on.
Title: Re: ERROR: Actor is still moving
Post by: MXcom on September 04, 2009, 12:18:12 am
This should be fixed now.  Please report any new occurrence from now on.

This is great news! I hope I (or any others) won't be forced to follow your request ;)

Oh, please define "now" in terms of a revision :)
Title: Re: ERROR: Actor is still moving
Post by: Ralgert on September 04, 2009, 12:36:56 pm
Error still exist in Rev 26001.
Quote
Team 1 ended round, team 7's round started!
pathLength: 0:1
pathLength: 1:2
********************
ERROR: Actor (entnum: 3) on team 7 is still moving (1 steps left). actorMoveLength:0 endTime:3099278
Title: Re: ERROR: Actor is still moving
Post by: Wace on September 04, 2009, 01:03:55 pm
Yep, still there. 26001 as well.

Code: [Select]
Team 1 ended round, team 7's round started!
********************
ERROR: Actor (entnum: 12) on team 7 is still moving (1 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x8195a2a]
./ufo[0x8195a8a]
[0xb7efa400]
./ufo(LE_Cleanup+0x140)[0x808d117]
./ufo(GAME_Drop+0x13)[0x8075ea9]
./ufo(CL_Drop+0x10)[0x808db92]
./ufo(Com_Error+0xd0)[0x81427d3]
./ufo(CL_ActorDoMove+0x113)[0x809c899]
./ufo[0x809ac68]
./ufo(Qcommon_Frame+0x9a)[0x81444b3]
./ufo(main+0x66)[0x819478d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb78ac775]
./ufo[0x806a1b1]
./ufo(Sys_Backtrace+0x1f)[0x8195a2a]
./ufo(Sys_Error+0x22)[0x8194ba4]
./ufo(Sys_InitSignals+0x0)[0x8195a9d]
[0xb7efa400]
./ufo(LE_Cleanup+0x140)[0x808d117]
./ufo(GAME_Drop+0x13)[0x8075ea9]
./ufo(CL_Drop+0x10)[0x808db92]
./ufo(Com_Error+0xd0)[0x81427d3]
./ufo(CL_ActorDoMove+0x113)[0x809c899]
./ufo[0x809ac68]
./ufo(Qcommon_Frame+0x9a)[0x81444b3]
./ufo(main+0x66)[0x819478d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb78ac775]
./ufo[0x806a1b1]
Error: Received signal 11.

Logs attached.
Title: Re: ERROR: Actor is still moving
Post by: Ralgert on September 04, 2009, 09:07:25 pm
Rev 26003
Quote
ERROR: Actor (entnum: 33) on team 7 is still moving (3 steps left).  Times: 16155684, 16155684, 16155684

Additional information with older debug code
Quote
Connecting to localhost...
load material file: 'materials/farm.mat'
music change to PsymongN5 (from PsymongN5)
Starting the game...
ralgert has joined team 0
(player 0) It's team 1's round
ralgert has taken control over team 1.
music change to ufo2 (from PsymongN5)
pathLength: 0:4
pathLength: 0:6
pathLength: 0:5
pathLength: 0:8
pathLength: 0:7
pathLength: 0:2
pathLength: 0:5
Team 1 ended round, team 7's round started!
Team 7 ended round, team 0's round started!
pathLength: 0:8
pathLength: 0:4
Team 0 ended round, team 1's round started!
pathLength: 0:1
pathLength: 0:3
pathLength: 0:8
pathLength: 0:6
pathLength: 0:4
pathLength: 0:5
pathLength: 0:6
pathLength: 0:2
pathLength: 0:3
pathLength: 0:6
Team 1 ended round, team 7's round started!
pathLength: 0:2
pathLength: 2:5
********************
ERROR: Actor (entnum: 29) on team 7 is still moving (2 steps left).  Times: 2170728, 2170728, 2170728 pathLength: 2:5
********************
Shutdown server: Server crashed.
Title: Re: ERROR: Actor is still moving
Post by: polyvios on September 05, 2009, 09:34:08 pm
OK, this should be fixed for good now.  Please test again and report any bugs (current is r26041).  Thanks for all the bug reports!
Title: Re: ERROR: Actor is still moving
Post by: Screet on September 07, 2009, 03:38:32 pm
OK, this should be fixed for good now.  Please test again and report any bugs (current is r26041).  Thanks for all the bug reports!

It's fine now! VERY big thanks!!!

However, there's a new bug kicking in. While it's my turn, sometimes (I could not figure out the situation yet) moving one of my actors causes the game to quit to desktop while the actor is moving. I'm not sure if that's related.

Are there any saved log files? I'm using Vista.

Screet
Title: Re: ERROR: Actor is still moving
Post by: geever on September 07, 2009, 03:51:09 pm
Are there any saved log files? I'm using Vista.

FAQ (http://ufoai.ninex.info/wiki/index.php/FAQ#General)

-geever
Title: Re: ERROR: Actor is still moving
Post by: Screet on September 07, 2009, 11:18:57 pm
However, there's a new bug kicking in. While it's my turn, sometimes (I could not figure out the situation yet) moving one of my actors causes the game to quit to desktop while the actor is moving. I'm not sure if that's related.

Sadly, it's not giving additional info. Last entry reads
"2009/09/07 10:29:49 - scout_crash:    1096824 EV_ACTOR_MOVE"

ufoconsole only reported that my round started as it's last entry.

Is there a way to create a more verbose output (even if that's slowing things down)?

Otherwise I'll continue with the freshly downloaded version from today and keep my eyes open in the hope that I'll find out which condition is causing this.

Screet
Title: Re: ERROR: Actor is still moving
Post by: geever on September 07, 2009, 11:44:31 pm
Is there a way to create a more verbose output (even if that's slowing things down)?

You can run the game with parameter for more verbose output
Code: [Select]
ufo +set developer 1

But you should really start it in a debugger (gdb). That can catch nasty errors like a segfault. For more info, read our wiki article about Debugging (http://ufoai.ninex.info/wiki/index.php/Debugging).

-geever
Title: Re: ERROR: Actor is still moving
Post by: Screet on September 09, 2009, 05:29:44 pm
But you should really start it in a debugger (gdb). That can catch nasty errors like a segfault. For more info, read our wiki article about Debugging (http://ufoai.ninex.info/wiki/index.php/Debugging).

That's true...it's just that it's all fresh new code to read into...and when I had a look at the routing, it was very unfamiliar, although I've written nation wide routing algorithms at work as well as small ones for my game. Another example, after trying a find in files I did not even come up with an idea where to search for a bug with the flashbang numbers (at the beginning, I have 5, buy 10 but still only can use 5 for my actors, although I have 15 in storage).

However, concerning the crash to desktop while moving - I'm thinking it was the previous version from Destructavator only. Since I updated to the latest one, I did not experience it anymore. As it was only happening sometimes, I will have to keep my eyes open, as I might just have been lucky. But my guess is that it was something with that previous version.

Not a single "out of sync" since the last "should be fixed" report! Looks like that bug really is history!

Screet
Title: Re: ERROR: Actor is still moving
Post by: Duke on September 09, 2009, 10:45:35 pm
Screet,
if you can't find the 'entry point' of the code, please join us at the 'newbie coders forum'.
There are several users who have the same problem as you (including me).
Duke