UFO:Alien Invasion
Archive => Bugs prior to release 2.4 => Topic started by: enriquejrg on April 16, 2011, 06:44:57 pm
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The game freezes while playing a map (music game works in the background). As I review the ufoconsole.log file, I could say it always happens after killing last enemy (but only sometimes). BTW, I attach such file. Take a look at it for more details.
PC Specifics:
- Windows Vista SP2
- ATI Radeon HD 3400 Series
- 2GB RAM
- AMD 2.4+ Dual Core
Game version: 2.4-dev (nightly-build, downloaded 2 days ago).
The problem has been repeating since I installed the game. It remains whatever I use windowed mode or fullscreen mode, and with differents combinations in video settings. I have to use CTRL+ALT+DEL for killing it.
Regards.
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The game freezes while playing a map (music game works in the background). As I review the ufoconsole.log file, I could say it always happens after killing last enemy (but only sometimes). BTW, I attach such file. Take a look at it for more details.
Your ufoconsole.log was cut in half - probably due to filesystem caching. Please try reproducing the issue with forced log flushing and open a ticket wit it on our BugTracker (http://sourceforge.net/tracker/?group_id=157793).
For this:
1) Open the game console (Shift+ESC)
2) Write: log_file 2
3) Close console (ESC)
Thanks!
-geever
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Ok, I get:
2011/04/16 21:10:36 log_file 2
2011/04/16 21:10:36 Unknown command "log_file" - wasn't sent to server
???
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Ok, I get:
2011/04/16 21:10:36 log_file 2
2011/04/16 21:10:36 Unknown command "log_file" - wasn't sent to server
???
Well, then it's maybe just logfile, you can find out by start typing log and pressing <TAB>.
-geever
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I'ts easy.
UFO "ufoai-2.4-dev-1301086950-Debug-pentium3-O1-sse-7z-full-win32.exe" by Muton crash when You kill last enemy AND TRY DO SOMETHINK.
I.e. click on the map to move soldier.
If You after kill enemy DO NOTHINK - a misssion end correct.
Now I after kill enemy do pause (ca 60s), and all is OK. ;-)
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It's possible. I'm waiting now a lot when I kill an enemy, because I'm afraid of the game crashing. And since this I'm not reproducing this anymore.
BTW the bug still exists. I could try to force it, so I can reproduce it again.
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i can't reproduce this. kill all aliens with:
sv debug_showall (gives you all living aliens)
debug_killteam 7 X (where X is the amount of aliens -1)
now you only have to kill the last alien and can try to reproduce it. i did so and it worked fine in skirmish. are you playing a campaign? skirmish or multiplayer?
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I've been experiencing the same problem. To me, it happens in campaign, been happening every other mission. Save>exit to main menu> load before each mission seem to help against it.
System: Win7/64 bit, running latest Muton's build.
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I will try to reproduce this on my machine with Windows 7 booted and running. (I multi-boot nearly all my stuff.)
I'd like to point out that Muton uses some non-standard optimizations, as well as SSE support, for many of his uploaded builds. I'm not going to point my "blaming finger" at those optimizations quite yet, but sometimes building programs in such a way can cause bugs that a default configured build/compile would not.
I'll report back later if I can reproduce this.
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now you only have to kill the last alien and can try to reproduce it. i did so and it worked fine in skirmish. are you playing a campaign? skirmish or multiplayer?
I'm playing campaign mode.
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I'm playing campaign mode too.
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mines just frozen after i killed last enemy and it my first go at playing a tactical mission
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This bug is already reported. See GroundCombat->end print-stats press-key|mouse->freeze-game - ID: 3152326 (http://sourceforge.net/tracker/?func=detail&aid=3152326&group_id=157793&atid=805242)
I can reproduce this with WinXP.
Now I after kill enemy do pause (ca 60s), and all is OK. ;-)
The time seems to depend on the System. For me it is only several seconds.
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So you can reproduce it reliably with the commands i posted above? And is this also true for skirmish games?
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I managed to reproduce bug both in campaign and skirmish. Perhaps, as emergency fix, you could add the warning that appears once you kill the last alien...since it sometimes take quite some time between the kill and end of mission...
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Look at screen!
System: WinXP/32 bit
Command for logging: logfile 2
Game ver.:ufoai-2.4-dev-1301086950-Debug-pentium3-O1-sse-7z-full-win32.exe
The error appears when I press to finish a course after murder of last enemy.
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OK, confirmed in a recent compile on Windows (NOT Muton's last build that IIRC is ~ a month old).
Pressing the "end turn" key right after killing the last alien, but before any resolution-type of screen comes up, freezes the game.
I could do this by simply starting a skirmish that only had one alien to start with.
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I'll toss in my experience with this bug as well. I'm running Vista and 2.4-dev. I installed the game using http://ufoai.ninex.info/snapshots/ufoai-latest-win32.exe , and updated just the binaries on April 11 with http://ufoai.ninex.info/snapshots/ufoai-latest-win32.zip .
You can actually issue commands after the last alien is killed, but only for a brief moment. The freeze occurs if you try to take action while the game is adding up experience points for that mission, which starts ~1 second after the last kill. As a workaround, I've started opening up the console after a few kills to see if it's running the experience totals. That's where the delay between the last kill and the victory screen comes from.
I can share my ufoconsole.log if needed. I just intentionally froze the game and the log file has no error messages. It cuts off with the experience points it had totaled when I told one of my soldiers to move, that's it. It occurs reliably in campaign and skirmish mode.
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OK, it might be time to dust off ye olde GNU debugger. I admit I haven't done so in quite some time, I'll have to see if I can get it (the debugger) working again.
Does anyone running a NON-Windows OS have this issue, if they follow the steps mentioned?
I also use *buntu Linux on some of my systems, but I don't have UFO: AI set up on them at the moment.
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Having just made the transition from playing UFO on Windows Vista to playing it on Fedora, I noticed that the experience points are calculated almost instantly under Fedora. The total time between the last alien dying and the victory screen appearing is around two seconds, and virtually none of it is from the experience points. In Windows, it could take upwards of 10 seconds to total the experience. If most of our developers are using Linux to play the game, then this might explain why they have trouble reproducing the bug for themselves.
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check this out (http://sourceforge.net/tracker/?func=detail&aid=3152326&group_id=157793&atid=805242) dodon provided an explanation. we just need a windows coder who is able to fix it
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My temporary "hotfix" is every time I kill an alien after 2-3 (fighters and scouts) or 4-5 (harvesters and up) go get a sandwich. If the game is still running there's at least one more.
I can move the mouse usually, though, without a crash. Are these seperate issues? (game taking up to a minute or so to register all enemies dead [not up to incapacitation yet so can't offer insight] and end mission?)
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I had a similar issue when killing the last enemy.
The round ended abruptly, and the Firebird went back to base to refuel.
No bonus, no promotions, and no ship acquired.
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I got this bug. I messed with SendNotifyMessage (http://msdn.microsoft.com/en-us/library/ms644953(v=vs.85).aspx)to fix it, then found tlh2000s patch which is ok so far. I manually applied the patch as I've not figured out git yet. I've done about 5 missions and gone a tad crazy at the controls after killing the last alien. It's much faster counting up the stats and exiting.
Hmm, maybe I spoke too soon. I now occasionally get this lot when the mission ends:
======start======
Date: 2011-05-07
Windows version 6.1 (Build 7601) Service Pack 1
Win32 RELEASE
0x4c5213 : C:\msysgit\ufoai\ufo.exe : C:/msysgit/ufoai/src/common/dbuffer.c (291) : in function (dbuffer_add)
0x4e773e : C:\msysgit\ufoai\ufo.exe : C:/msysgit/ufoai/src/server/sv_log.c (54) : in function (SV_LogAdd)
0x4e6ddc : C:\msysgit\ufoai\ufo.exe : C:/msysgit/ufoai/src/server/sv_game.c (45) : in function (SV_dprintf)
0x6b4592df : C:\msysgit\ufoai\base\game.dll : C:/msysgit/ufoai/src/game/g_utils.c (252) : in function (G_PrintStats)
0x6b4524e5 : C:\msysgit\ufoai\base\game.dll : C:/msysgit/ufoai/src/game/g_match.c (141) : in function (G_UpdateCharacterSkills)
0x6b4527cc : C:\msysgit\ufoai\base\game.dll : C:/msysgit/ufoai/src/game/g_match.c (225) : in function (G_MatchSendResults)
0x6b452b73 : C:\msysgit\ufoai\base\game.dll : C:/msysgit/ufoai/src/game/g_match.c (312) : in function (G_MatchDoEnd)
0x6b451f92 : C:\msysgit\ufoai\base\game.dll : C:/msysgit/ufoai/src/game/g_main.c (442) : in function (G_RunFrame)
0x4e60fd : C:\msysgit\ufoai\ufo.exe : C:/msysgit/ufoai/src/server/sv_game.c (566) : in function (SV_RunGameFrame)
0x4e6e20 : C:\msysgit\ufoai\ufo.exe : C:/msysgit/ufoai/src/server/sv_game.c (552) : in function (SV_RunGameFrameThread)
Failed to get file flags from (C:\development\codeblocks\MinGW\bin\SDL.dll) File in wrong format
0x6810a4ac : C:\development\codeblocks\MinGW\bin\SDL.dll : SDL_strtod
Failed to get file flags from (C:\development\codeblocks\MinGW\bin\SDL.dll) File in wrong format
0x6813ee09 : C:\development\codeblocks\MinGW\bin\SDL.dll : SDL_SemPost
Failed to get file flags from (C:\Windows\syswow64\msvcrt.dll) File in wrong format
0x76b61287 : C:\Windows\syswow64\msvcrt.dll : itow_s
Failed to get file flags from (C:\Windows\syswow64\msvcrt.dll) File in wrong format
0x76b61328 : C:\Windows\syswow64\msvcrt.dll : endthreadex
Failed to get file flags from (C:\Windows\syswow64\kernel32.dll) File in wrong format
0x764a33ca : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk
Failed to get file flags from (C:\Windows\SysWOW64\ntdll.dll) File in wrong format
0x774f9ed2 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain
Failed to get file flags from (C:\Windows\SysWOW64\ntdll.dll) File in wrong format
0x774f9ea5 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain
======end========
#0 00000000 0x004c5213 in dbuffer_add(buf=0x1fc2297c, data=0x173ff925 "nts in skill #1 (total experience: 857) (C:\msysgit\ufoai\src\common\dbuffer.c:291)
#1 004E773E SV_LogAdd(format=0x6b48dfe7 "[STATS] %s\n", ap=0x173ffd24 "@\022Sk") (C:\msysgit\ufoai\src\server\sv_log.c:53)
#2 004E6DDC SV_dprintf(fmt=0x6b48dfe7 "[STATS] %s\n") (C:\msysgit\ufoai\src\server\sv_game.c:43)
#3 00000000 0x6b4592df in G_PrintStats(buffer=0x6b531240 "Soldier Oksana Seidl earned 49 experience points in skill #1 (total experience: 857) (C:\msysgit\ufoai\src\game\g_utils.c:251)
#4 6B4524E5 G_UpdateCharacterSkills(chr=0x100628d8) (C:\msysgit\ufoai\src\game\g_match.c:149)
#5 6B4527CC G_MatchSendResults(team=1) (C:\msysgit\ufoai\src\game\g_match.c:225)
#6 6B452B73 G_MatchDoEnd() (C:\msysgit\ufoai\src\game\g_match.c:311)
#7 6B451F92 G_RunFrame() (C:\msysgit\ufoai\src\game\g_main.c:442)
#8 004E60FD SV_RunGameFrame() (C:\msysgit\ufoai\src\server\sv_game.c:566)
#9 004E6E20 SV_RunGameFrameThread(data=0x0) (C:\msysgit\ufoai\src\server\sv_game.c:551)
#10 6810A4AC SDL_strtod() (c:\development\codeblocks\MinGW\bin\SDL.dll:??)
#11 00000000 0x0867a8f8 in ??() (??:??)
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yes the dbuffer is not yet locked - this is a todo comment in latest revision
can you send a patch for your SendNotifyMessage solution?
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the lock is now in our git repo - please retry and report any remaining problems
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How is this applied? (Let's start with assuming I know nothing about coding but advanced general computer use) This bug is my #1 enemy recently.
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@Mattn
The bug is fixed!
A patch is available in the "Win32 Development Binary Installer Links" topic ....
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git checkout .
reverse your mods (they are lost)
git checkout master
if you are not on the master branch
git fetch
to get all updates
git pull --rebase
to apply fetched updates to your current branch
but thats the wrong forum to ask
do it there (http://ufoai.ninex.info/forum/index.php?topic=5435.0)
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Fix appears to break in-base radar
*EDIT* Fix appears to permanently break all the in-base radar in the savefile the first time a UFO wanders out of radar range, and also seems to remove the ability to find missions as they're happening. Definitely still losing aircraft though.