UFO:Alien Invasion

Technical support => Bugs in stable version (2.5) => Topic started by: Charlie on January 01, 2013, 05:47:08 pm

Title: Map Industrial - tile not passable
Post by: Charlie on January 01, 2013, 05:47:08 pm

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


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


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

Title: Re: Map Industrial - tile not passable
Post by: H-Hour on January 02, 2013, 12:54:26 am
For map issues like this, a simple screenshot with the map string you provided is usually all we need, thanks. It's best if you can report at our bug tracker (https://sourceforge.net/p/ufoai/bugs/) as stuff in the forums often gets lost (especially over the holidays).
Title: Re: Map Industrial - tile not passable
Post by: Charlie on January 02, 2013, 03:04:30 am
Ok.
Which part of the text I pasted exactly do you need? Just the seed and map name? I don't mind pasting the whole thing but I don't want to spam you either.
Title: Re: Map Industrial - tile not passable
Post by: H-Hour on January 02, 2013, 11:49:57 am
The lines with all the +'s.
Title: Re: Map Industrial - tile not passable
Post by: ShipIt on January 02, 2013, 11:59:41 am
Report seems fine to me. SF would be even better oc.

Pathfinding information shows nothing that could block movement. Strange.
Title: Re: Map Industrial - tile not passable
Post by: ShipIt on January 02, 2013, 12:11:21 pm
Cannot reproduce this.

Which tile exactly? Maybe it was just the actor didn“t have enough TUs left to move there?
Title: Re: Map Industrial - tile not passable
Post by: Charlie on January 02, 2013, 12:48:21 pm
The tile to the right of the soldier, the one right under the cursor cube in my screenshot.
In yours: http://i.imgur.com/PczsD.png (http://i.imgur.com/PczsD.png)


Not a TU issue, I tried with three soldiers over 2 turns.
I updated from git before playing yesterday (and every day).
Title: Re: Map Industrial - tile not passable
Post by: Charlie on January 02, 2013, 12:53:41 pm
They would walk more or less like this, and if I tried to get them to stand on that tile they wouldn't react.
http://i.imgur.com/wa0tW.png (http://i.imgur.com/wa0tW.png)
Title: Re: Map Industrial - tile not passable
Post by: ShipIt on January 02, 2013, 05:51:51 pm
Works fine for me.

Maybe /make maps / map-get helps.
Title: Re: Map Industrial - tile not passable
Post by: Charlie on January 02, 2013, 07:51:25 pm
Is contrib/map-get/update.py not enough?