UFO:Alien Invasion

Technical support => Windows => Topic started by: frankdark on June 01, 2009, 08:52:51 pm

Title: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: frankdark on June 01, 2009, 08:52:51 pm
Vista 64 SP1
Q6600 ATI 3870x2

Problem is not in 2.2.1
Tested in R24523 - 24498 - 24496

Appears in the second or third round.

Geomode start in the front.
You can speed up with keyboard but mouse key is still in the battel.
Other Keys have effect on Battelmode and you can see it for an blink.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Mattn on June 01, 2009, 09:10:18 pm
any console output?
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: frankdark on June 02, 2009, 11:10:50 am
you cant see the console becouse the geo mode overlays it.
is there a way to print the output in a logfile ( permanantly printing )

the only error line, i could see was the problem for the missing Rocketbase model
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Kildor on June 02, 2009, 02:27:13 pm
It always print to file, ufoconsole.log in %appdata%\ufoai\2.3-dev\base\
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: frankdark on June 02, 2009, 06:03:04 pm
First time i had this error in 24552 while playing only skirmish

Error: Negativ TU Cost while walking (Team 1 )

Shutdown Server: Server crashed.

Looks like a known bug, it there anything to prevent it?
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 07, 2009, 04:49:47 pm
I've noticed this too.  3rd or 4th round.  The message from ufoconsole.log is:

ERROR: LET_PathMove: Actor movement is out of sync: 147:152:0 should be 144:149:0 (step 5 of 5) (team 1)

I've noticed it is preceeded in the previous round by one of the soldiers TU's making a drastic drop (all the way to 1 or 0) while trying to move one square or more.  I've tried this making the soldier move just one square over.  He will then walk in a box pattern in the opposite direction, just like they move around trees, then "Hello Geoscape."

Sorry, I don't remember the build number.  Think it was 24585.

Running on Windows XP Media Center Edition, v2002 SP2

Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Sepelio on June 07, 2009, 09:14:52 pm
This is a bug I have noticed as well, often I see something like "missing image \filename etc." but its difficult to tell what has done it.

There did seem to be some issue with TUs that I noticed such as all TUs being expended upon moving a single square.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 07, 2009, 10:53:23 pm
This is what I got from the ufoconsole.log from my last attempt, which is 24585.

==== InitGame ====
CM_LoadMap: "-farm/f_ +drop_firebird +craft_ufo_harvester +field_a +field_c +field_c +stables_a +farmhouse_b +stables_b +barn_a +filler_m_b +filler_m_b" "-24 -8 0 0 8 0 -40 8 0 -40 -40 0 -8 -40 0 0 -8 0 24 -40 0 24 -16 0 -40 -8 0 -8 8 0 -8 24 0"
Map:farm/f_drop_firebird  Offset:(-24, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 3)
Shifted wpMins:(104, 120, 0) wpMaxs:(127, 135, 3)
Tile bounds: (104, 120, 0) to (127, 135, 3)
Source bounds: (128, 128, 0) to (151, 143, 3)
Done copying data.
Loaded routing for tile farm/f_drop_firebird in   1.0s
Map:farm/f_craft_ufo_harvester  Offset:(0, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(167, 159, 4)
Shifted wpMins:(128, 136, 0) wpMaxs:(167, 167, 4)
Tile bounds: (128, 136, 0) to (167, 167, 4)
Source bounds: (128, 128, 0) to (167, 159, 4)
Done copying data.
Loaded routing for tile farm/f_craft_ufo_harvester in   0.0s
Map:farm/f_field_a  Offset:(-40, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(159, 159, 2)
Shifted wpMins:(88, 136, 0) wpMaxs:(119, 167, 2)
Tile bounds: (88, 136, 0) to (119, 167, 2)
Source bounds: (128, 128, 0) to (159, 159, 2)
Done copying data.
Loaded routing for tile farm/f_field_a in   0.0s
Map:farm/f_field_c  Offset:(-40, -40, 0)
wpMins:(128, 128, 0) wpMaxs:(159, 159, 3)
Shifted wpMins:(88, 88, 0) wpMaxs:(119, 119, 3)
Tile bounds: (88, 88, 0) to (119, 119, 3)
Source bounds: (128, 128, 0) to (159, 159, 3)
Done copying data.
Loaded routing for tile farm/f_field_c in   0.0s
Map:farm/f_field_c  Offset:(-8, -40, 0)
wpMins:(128, 128, 0) wpMaxs:(159, 159, 3)
Shifted wpMins:(120, 88, 0) wpMaxs:(151, 119, 3)
Tile bounds: (120, 88, 0) to (151, 119, 3)
Source bounds: (128, 128, 0) to (159, 159, 3)
Done copying data.
Loaded routing for tile farm/f_field_c in   1.0s
Map:farm/f_stables_a  Offset:(0, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 3)
Shifted wpMins:(128, 120, 0) wpMaxs:(151, 135, 3)
Tile bounds: (128, 120, 0) to (151, 135, 3)
Source bounds: (128, 128, 0) to (151, 143, 3)
Done copying data.
Loaded routing for tile farm/f_stables_a in   0.0s
Map:farm/f_farmhouse_b  Offset:(24, -40, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 151, 4)
Shifted wpMins:(152, 88, 0) wpMaxs:(167, 111, 4)
Tile bounds: (152, 88, 0) to (167, 111, 4)
Source bounds: (128, 128, 0) to (143, 151, 4)
Done copying data.
Loaded routing for tile farm/f_farmhouse_b in   0.0s
Map:farm/f_stables_b  Offset:(24, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 151, 3)
Shifted wpMins:(152, 112, 0) wpMaxs:(167, 135, 3)
Tile bounds: (152, 112, 0) to (167, 135, 3)
Source bounds: (128, 128, 0) to (143, 151, 3)
Done copying data.
Loaded routing for tile farm/f_stables_b in   0.0s
Map:farm/f_barn_a  Offset:(-40, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 4)
Shifted wpMins:(88, 120, 0) wpMaxs:(103, 135, 4)
Tile bounds: (88, 120, 0) to (103, 135, 4)
Source bounds: (128, 128, 0) to (143, 143, 4)
Done copying data.
Loaded routing for tile farm/f_barn_a in   0.0s
Map:farm/f_filler_m_b  Offset:(-8, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 143, 2)
Shifted wpMins:(120, 136, 0) wpMaxs:(127, 151, 2)
Tile bounds: (120, 136, 0) to (127, 151, 2)
Source bounds: (128, 128, 0) to (135, 143, 2)
Done copying data.
Loaded routing for tile farm/f_filler_m_b in   0.0s
Map:farm/f_filler_m_b  Offset:(-8, 24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 143, 2)
Shifted wpMins:(120, 152, 0) wpMaxs:(127, 167, 2)
Tile bounds: (120, 152, 0) to (127, 167, 2)
Source bounds: (128, 128, 0) to (135, 143, 2)
Done copying data.
Loaded routing for tile farm/f_filler_m_b in   0.0s
Rerouted for RMA in   0.0s
checksum for the map '+farm': 1168549001
ufo script checksum 1504555790
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/farm.mat'
music change to PsymongR2 (from karlmacklin_geoscape)
Retracing for model *1 in   0.0s
Retracing for model *2 in   0.0s
Retracing for model *3 in   0.0s
Retracing for model *4 in   0.0s
Retracing for model *5 in   0.0s
Retracing for model *6 in   0.0s
Retracing for model *7 in   0.0s
Retracing for model *8 in   0.0s
Starting the game...
Compaq_Administ has joined team 0
(player 0) It's team 1's round
Compaq_Administ has taken control over team 1.
music change to AlexSullencity (from PsymongR2)
Retracing for model *1 in   1.0s
Retracing for model *2 in   0.0s
Retracing for model *3 in   0.0s
Retracing for model *4 in   1.0s
Retracing for model *5 in   0.0s
Retracing for model *6 in   0.0s
Retracing for model *7 in   0.0s
Retracing for model *8 in   0.0s
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: LET_PathMove: Actor movement is out of sync: 121:124:0 should be 120:119:0 (step 2 of 2) (team 1)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====

From here, it goes back to the Geoscape.  The firebird can be sent to the same mission point and start again, but it only goes about 3 turns.  Well, it went three in this one.  In the second round, I had two soldier's TU's go from their max down to a point where they could not move, or even turn, (Soldier #2 and #6), without them even moving on the screen.

In round three, soldier #5 was the selected soldier when the battlescape stopped.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 11, 2009, 03:13:39 am
I have been able to generate this problem by moving a soldier in a crouched position more than 11 TU's at a time.  This will cause the soldier to freeze, after which they can only stand, crouch, turn and shoot.  Once the soldier freezes, all attempts (so far) to move that soldier in later turns results in the game falling back to the Geoscape screen.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Mattn on June 11, 2009, 07:29:08 am
you have an event.log in your .ufoai dir (besides the ufoconsole.log) - please send the last ~20lines directly after you got that crash.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Another Guy on June 11, 2009, 04:40:38 pm
Yep, most geoscape crashes (about 90%) also occur to me trying to move a soldier that had his time units magically chewed due to trying to move him while crouching. Either on same turn on any of the following turns. So when it happens to a soldier in battle I simple assume he's out of combat. Any attemp to use him would crash the came.

Happens everytime u try to move a soldier that begins the turn crouched without uncrouching him first. Easily reproduceble.

Edit: Imediatly after u uncrouch a souldier, u cant move him anywhere, but just select another soldier, then select the uncrouched soldier again and its fixed, so u can still move him on same turn.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 11, 2009, 05:21:16 pm
Yep, most geoscape crashes (about 90%) also occur to me trying to move a soldier that had his time units magically chewed due to trying to move him while crouching. Either on same turn on any of the following turns. So when it happens to a soldier in battle I simple assume he's out of combat. Any attemp to use him would crash the came.

Happens everytime u try to move a soldier that begins the turn crouched without uncrouching him first. Easily reproduceble.

Edit: Imediatly after u uncrouch a souldier, u cant move him anywhere, but just select another soldier, then select the uncrouched soldier again and its fixed, so u can still move him on same turn.


I noticed that you can't move the soldier after he crouches OR stands up without selecting another soldier and then going back to the one you had selected.  So far, I've been able to move the soldier up to 4 spaces (12 TU's) while crouched down, without an issue.  I'll get back to it soon and get some event data.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Mattn on June 11, 2009, 07:56:09 pm
Happens everytime u try to move a soldier that begins the turn crouched without uncrouching him first. Easily reproduceble.

Thanks - exactly that was the information we needed - i will have a look now.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Another Guy on June 11, 2009, 08:07:44 pm
Mattn, note that moving the crouching unit only "magically chew" that soldier's TUs. For battlescape to actually crash u need to try uncrouching and moving him after that happens (doesn't matter if on same turn or any other turn).

If u don't move that soldier after his TUs got chewed, battlescape will never crash and I assume u can even complete the mission (not tested) (Edit: Confirmed).
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Mattn on June 11, 2009, 11:39:59 pm
please retry with latest trunk revision - there was an attempt to fix it in r24692
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 12, 2009, 11:42:22 am
Mattn

I have attempted to recreate the drop through of the Battlescape to Geoscape.  Unfortunately, I have updated from R24585 to R24618.  In this version, I noticed that if you attempt to move a crouched soldier mor than 12 TU's, he will AUTOSTAND and move from the standing position.

I also see that I'm a little behind in my updated versions.

There is however, something corrupting the data file as I have to constantly reassign soldiers prior to missions.  I haven't nailed anything useful down yet, but I went from one mission to another and at the second mission, I had 4 of the same soldier and others were minus their weapons and/or armor.

Now to try the latest version.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 12, 2009, 02:34:25 pm
Mattn

Perhaps I spoke too soon.  Using R24618, Tropical Map

Despite the AUTOSTAND feature, the soldier selected did not stand up, and consequently lost all unreserved TUs.  At that point, I selected to not reserve TUs for crouch and no reaction fire, attempting to move the soldier again.

Below are the last 30 lines from the event log after the Battlescape closed and went back to the Geoscape.



2009/06/12 08:19:42 - Tropical river:     476193 EV_ACTOR_MOVE
2009/06/12 08:19:42 - Tropical river:     476193 EV_ACTOR_STATS
2009/06/12 08:19:53 - Tropical river:     487093 EV_ACTOR_MOVE
2009/06/12 08:19:53 - Tropical river:     487093 EV_ACTOR_STATS
2009/06/12 08:20:05 - Tropical river:     499118 EV_ACTOR_STATECHANGE
2009/06/12 08:20:05 - Tropical river:     499118 EV_ACTOR_STATS
2009/06/12 08:20:13 - Tropical river:     507218 EV_ACTOR_MOVE
2009/06/12 08:20:13 - Tropical river:     507218 EV_ACTOR_STATS
2009/06/12 08:20:30 - Tropical river:     524476 EV_ACTOR_MOVE
2009/06/12 08:20:30 - Tropical river:     524476 EV_ACTOR_STATS
2009/06/12 08:20:47 - Tropical river:     541175 EV_ACTOR_MOVE
2009/06/12 08:20:47 - Tropical river:     541175 EV_ACTOR_STATS
2009/06/12 08:20:51 - Tropical river:     544573 EV_ACTOR_TURN
2009/06/12 08:20:51 - Tropical river:     544573 EV_ACTOR_STATS
2009/06/12 08:20:55 - Tropical river:     549436 EV_ACTOR_STATECHANGE
2009/06/12 08:20:55 - Tropical river:     549436 EV_ACTOR_STATS
2009/06/12 08:21:12 - Tropical river:     566507 EV_ACTOR_STATECHANGE
2009/06/12 08:21:12 - Tropical river:     566507 EV_ACTOR_STATS
2009/06/12 08:21:12 - Tropical river:     566507 EV_ACTOR_MOVE
2009/06/12 08:21:12 - Tropical river:     566507 EV_ACTOR_STATS
2009/06/12 08:21:12 - Tropical river:     566507 EV_ACTOR_STATECHANGE
2009/06/12 08:21:12 - Tropical river:     566507 EV_ACTOR_STATS
2009/06/12 08:21:58 - Tropical river:     612010 EV_ACTOR_STATECHANGE
2009/06/12 08:21:58 - Tropical river:     612010 EV_ACTOR_STATS
2009/06/12 08:21:59 - Tropical river:     612675 EV_ACTOR_STATECHANGE
2009/06/12 08:21:59 - Tropical river:     612675 EV_ACTOR_STATS
2009/06/12 08:22:00 - Tropical river:     614444 EV_ACTOR_STATECHANGE
2009/06/12 08:22:00 - Tropical river:     614444 EV_ACTOR_STATS
2009/06/12 08:22:12 - Tropical river:     626223 EV_ACTOR_MOVE
2009/06/12 08:22:12 - Tropical river:     626223 EV_ACTOR_STATS


Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 18, 2009, 05:53:50 pm
OK.  I've managed to do a build of 24750 at home.  In the Battlescape, during the first turn, when U had a soldier fire at an alien, it exited back to the Geoscape.  Here is the ufoconsole entries:

number | entnum | type | inuse | invis | pnum | team | size |  HP | state | level | model/ptl
#    0 | #    1 |    2 |     1 |     0 |    0 |    1 |    1 |  96 |   516 |     0 | models/soldiers/femalelight/body.md2
#    1 | #    2 |    2 |     1 |     0 |    0 |    1 |    1 |  81 |   256 |     0 | models/soldiers/femalelight/body.md2
#    2 | #    3 |    2 |     1 |     0 |    0 |    1 |    1 |  90 |   516 |     0 | models/soldiers/malelight/body.md2
#    3 | #    4 |    2 |     1 |     0 |    0 |    1 |    1 |  91 |   256 |     0 | models/soldiers/malelight/body.md2
#    4 | #    5 |    2 |     1 |     0 |    0 |    1 |    1 |  98 |     4 |     0 | models/soldiers/femalelight/body.md2
#    5 | #    6 |    2 |     1 |     0 |    0 |    1 |    1 | 103 |   256 |     0 | models/soldiers/malelight/body.md2
#    6 | #    7 |    2 |     1 |     0 |    0 |    1 |    1 |  95 |   256 |     0 | models/soldiers/femalelight/body.md2
#    7 | #    8 |    2 |     1 |     0 |    0 |    1 |    1 |  91 |   256 |     0 | models/soldiers/femalelight/body.md2
#    8 | #   41 |    2 |     1 |     0 |    9 |    7 |    1 |   0 |     0 |     0 | models/aliens/taman/body01.md2
#    9 | #   64 |    2 |     1 |     0 |    9 |    7 |    1 |   0 |     0 |     0 | models/aliens/taman/body01.md2
#   10 | #   15 |   14 |     1 |     1 |    9 |    7 |    1 |   0 |     0 |     0 | no mdl
#   11 | #   28 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   12 | #   33 |   14 |     1 |     1 |    9 |    7 |    1 |   0 |     0 |     0 | no mdl
#   13 | #   37 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   14 | #   42 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   15 | #   44 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   16 | #   54 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   17 | #   56 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   18 | #   59 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   19 | #   66 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   20 | #   19 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   254 | *258
#   21 | #   20 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   254 | *259
#   22 | #   21 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *260
#   23 | #   22 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *261
#   24 | #   23 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *262
#   25 | #   24 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *263
#   26 | #   25 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *264
#   27 | #   26 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *265
********************
ERROR: LE_NotFoundError: Could not get LE with entnum 0 (C:\Development\New Folder\src\client\events\event\actor\e_event_actorshoot.c:127)

********************
Shutdown server: Server crashed.
==== ShutdownGame ====
music change to karlmacklin_geoscape (from PsymongO3)

Here is the events log:

2009/06/18 10:37:45 - +farm:     232599 EV_ACTOR_STATECHANGE
2009/06/18 10:37:45 - +farm:     232599 EV_ACTOR_STATS
2009/06/18 10:37:53 - +farm:     239957 EV_ACTOR_STATECHANGE
2009/06/18 10:37:53 - +farm:     239957 EV_ACTOR_STATS
2009/06/18 10:38:04 - +farm:     250673 EV_ACTOR_STATECHANGE
2009/06/18 10:38:04 - +farm:     250673 EV_ACTOR_STATS
2009/06/18 10:38:08 - +farm:     254974 EV_ACTOR_STATECHANGE
2009/06/18 10:38:08 - +farm:     254974 EV_ACTOR_STATS
2009/06/18 10:38:10 - +farm:     257503 EV_ACTOR_TURN
2009/06/18 10:38:10 - +farm:     257503 EV_ACTOR_STATS
2009/06/18 10:38:22 - +farm:     268711 EV_ACTOR_STATECHANGE
2009/06/18 10:38:22 - +farm:     268711 EV_ACTOR_STATS
2009/06/18 10:38:33 - +farm:     279850 EV_ACTOR_STATECHANGE
2009/06/18 10:38:33 - +farm:     279850 EV_ACTOR_STATS
2009/06/18 10:38:34 - +farm:     280836 EV_ACTOR_STATECHANGE
2009/06/18 10:38:34 - +farm:     280836 EV_ACTOR_STATS
2009/06/18 10:38:45 - +farm:     291986 EV_ACTOR_TURN
2009/06/18 10:38:45 - +farm:     291986 EV_ACTOR_START_SHOOT
2009/06/18 10:38:45 - +farm:     292274 EV_INV_AMMO
2009/06/18 10:38:45 - +farm:     292274 EV_ACTOR_SHOOT

BTW, when I do a build and run it from Codeblocks, in the Battlescape, the soldiers, aliens, civilians and firebird are all black shadows.  When I create an installation file and install it, everything is displayed correctly.  Anyone know why?  Not that it's a big thing...
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Titan on June 18, 2009, 08:11:48 pm
What's the most recent version that lacks this bug, as I constantly run into it.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 18, 2009, 10:19:12 pm
I was using 24619, which I stopped since you couldn't kill the spiders without going back to Geoscape.  The Autostand feature was added to prevent the previous crashes from moving too far while crouched, i.e. more than 4 spaces (12 TUs).
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Titan on June 19, 2009, 03:22:56 pm
I was running the most recent multilevel, and I ran into that crash several times. So I installed over it the previous multilevel (Doesn't sound that good in hindsight) and now I get the same problem, but for no apparent reason.

I would play the most recent full build, but that doesn't have the fixed new maps, but I got bored out of my mind playing the same old maps in 2.2.1.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: odie on June 19, 2009, 03:23:17 pm
AnotherGuy,

I got a new 24761 revision compiled with complete maps revision up. U may wanna try it out! :D
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 19, 2009, 05:16:00 pm
24761!  Yea!  Downloading...
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Titan on June 19, 2009, 05:44:53 pm
Is nakido always so slow? My connection grabs stuff from Mediafire at 700kbs+, but this won't go above 60.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Another Guy on June 19, 2009, 05:45:37 pm
Downloading  :D
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 19, 2009, 06:33:52 pm
It's slow for me too.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Titan on June 19, 2009, 06:35:31 pm
Meh, no point in bothering them to mirror it. 'snot like I'm a beta tester or anything.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Sepelio on June 19, 2009, 07:57:50 pm
Mediafire is a far better host, trying to download the previous build from Nakido I had a speed of <50kb/s and repeated timeouts. Nakido is infact the single worst host I have ever seen. Ever. I think its the case that Odie has problems using the other hosts though.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 21, 2009, 03:28:48 pm
Okay.  Now with build 24761, I'm in the Battlescape and there are 3 aliens visible.  The sniper shoots one who remains standing, but the display for visible aliens decreases from 3 to 2.  The alien that was shot is still standing and registers a 99% chance to hit on the next shot.  Once the shot is taken, we are back in Geoscape.

ufoconsole log:

Retracing for model *1 in   0.0s
Retracing for model *2 in   0.0s
Retracing for model *3 in   0.0s
Retracing for model *4 in   0.0s
Retracing for model *5 in   0.0s
Retracing for model *6 in   0.0s
Retracing for model *7 in   0.0s
Retracing for model *8 in   0.0s
model "models/aliens/taman/body01.md2" doesn't have animation "death0"
R_AnimChange: No such animation: death0 (model: models/aliens/taman/body01.md2)
model "models/aliens/taman/body01.md2" doesn't have animation "dead0"
number | entnum | type | inuse | invis | pnum | team | size |  HP | state | level | model/ptl
#    0 | #    1 |    2 |     1 |     0 |    0 |    1 |    1 |  90 |   256 |     0 | models/soldiers/malelight/body.md2
#    1 | #    2 |    2 |     1 |     0 |    0 |    1 |    1 | 108 |   256 |     0 | models/soldiers/malelight/body.md2
#    2 | #    3 |    2 |     1 |     0 |    0 |    1 |    1 | 115 |     4 |     0 | models/soldiers/malelight/body.md2
#    3 | #    4 |    2 |     1 |     0 |    0 |    1 |    1 | 107 |   256 |     0 | models/soldiers/malelight/body.md2
#    4 | #    5 |    2 |     1 |     0 |    0 |    1 |    1 | 102 |   256 |     0 | models/soldiers/malelight/body.md2
#    5 | #    6 |    2 |     1 |     0 |    0 |    1 |    1 |  77 |   256 |     0 | models/soldiers/femalelight/body.md2
#    6 | #    7 |    2 |     1 |     0 |    0 |    1 |    1 |  86 |   256 |     0 | models/soldiers/malelight/body.md2
#    7 | #    8 |    2 |     1 |     0 |    0 |    1 |    1 |  62 |   256 |     0 | models/soldiers/malelight/body.md2
#    8 | #   19 |    2 |     1 |     0 |    9 |    7 |    1 |   0 |     0 |     0 | models/aliens/taman/body01.md2
#    9 | #   45 |    2 |     1 |     0 |    8 |    0 |    1 |   0 |     0 |     0 | models/civilians/female/body03.md2
#   10 | #   52 |    2 |     1 |     0 |    9 |    7 |    1 |   0 |     0 |     0 | models/aliens/taman/body01.md2
#   11 | #   54 |    2 |     1 |     0 |    8 |    0 |    1 |   0 |     0 |     0 | models/civilians/female/body03.md2
#   12 | #   55 |    2 |     1 |     0 |    9 |    7 |    1 |   0 | 5134180 |     0 | models/aliens/taman/body01.md2
#   13 | #   24 |   14 |     1 |     1 |    9 |    7 |    1 |   0 |     0 |     0 | no mdl
#   14 | #   39 |   14 |     1 |     1 |    9 |    7 |    1 |   0 |     0 |     0 | no mdl
#   15 | #   40 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   16 | #   41 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   17 | #   51 |   14 |     1 |     1 |    8 |    0 |    1 |   0 |     0 |     0 | no mdl
#   18 | #   25 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   254 | *258
#   19 | #   26 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   254 | *259
#   20 | #   27 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *260
#   21 | #   28 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *261
#   22 | #   29 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *262
#   23 | #   30 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *263
#   24 | #   31 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *264
#   25 | #   32 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   252 | *265
#   26 | #   78 |    3 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |     0 | models/weapons/plaspistol/plaspistol.md2
********************
ERROR: LE_NotFoundError: Could not get LE with entnum 0 (C:\SVN Update\src\client\events\event\actor\e_event_actorshoot.c:127)

********************
Shutdown server: Server crashed.


events log:

2009/06/21 09:19:07 - Tropical UFO:     356190 EV_ACTOR_TURN
2009/06/21 09:19:07 - Tropical UFO:     356190 EV_ACTOR_START_SHOOT
2009/06/21 09:19:07 - Tropical UFO:     356456 EV_INV_AMMO
2009/06/21 09:19:07 - Tropical UFO:     356456 EV_ACTOR_SHOOT
2009/06/21 09:19:07 - Tropical UFO:     356456 EV_ACTOR_DIE
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ENT_APPEAR
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_INV_ADD
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ACTOR_STATS
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ACTOR_STATS
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ACTOR_STATS
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ACTOR_STATS
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ACTOR_STATS
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ACTOR_STATS
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ACTOR_STATS
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ACTOR_STATS
2009/06/21 09:19:07 - Tropical UFO:     356877 EV_ACTOR_STATS
2009/06/21 09:19:33 - Tropical UFO:     381965 EV_ACTOR_TURN
2009/06/21 09:19:33 - Tropical UFO:     381965 EV_ACTOR_START_SHOOT
2009/06/21 09:19:33 - Tropical UFO:     382264 EV_INV_AMMO
2009/06/21 09:19:33 - Tropical UFO:     382264 EV_ACTOR_SHOOT
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: geever on June 21, 2009, 07:59:23 pm
This LE issue should be fixed in r24784.

-geever
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 21, 2009, 09:35:22 pm
Well, um... just out of curiosity, LE is what?
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: geever on June 21, 2009, 10:07:25 pm
local entity

-geever
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 21, 2009, 11:34:00 pm
Thank you.
Title: On Nakido
Post by: odie on June 22, 2009, 06:50:22 am
Mediafire is a far better host, trying to download the previous build from Nakido I had a speed of <50kb/s and repeated timeouts. Nakido is infact the single worst host I have ever seen. Ever. I think its the case that Odie has problems using the other hosts though.

Well, i have gone thru discussions on this before, so i am NOT going to go into details:
See this: Discussions on Nakido (http://ufoai.ninex.info/forum/index.php?topic=3529.0)

In short, have u got nakido flag?
Mediafire is bad for me.
Multiple other issues.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Nightranger on June 22, 2009, 01:44:30 pm
Thanks Odie.

I guess it makes a big difference when one actually reads the directions.  ;D
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Titan on June 22, 2009, 04:38:01 pm
Thanks. I wasn't aware of the problem.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: odie on June 23, 2009, 06:44:00 am
Thanks Odie.

I guess it makes a big difference when one actually reads the directions.  ;D

Thanks. I wasn't aware of the problem.

Hehe.... Yupz. At least u folks understand. Well, dun be surprised to hear this from the horse mouth - that there are some who read already, and still have issues with it and make an issue (s) out of em. lol.

But tats ok, i ma still going to stick with nakido. Lol. As a matter of fact, today's 24799 is on the way uploading. lol. Cheerios!
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Van de Fanel on June 23, 2009, 01:48:40 pm
First of all:
You got a realy nice game  :)

I got the same "Crash to Geo"-Bug like those listed above.
Version is: UFOAI 2.3 R24791 Developer's Built

Code: [Select]
********************
ERROR: LET_PathMove: Actor movement is out of sync: 115:140:0 should be 122:140:0 (step 1 of 1) (team 1)
********************
Shutdown server: Server crashed.
I also saw this line in my consolelog:
Code: [Select]
==== InitGame ====
SV_AssembleMap: Map assembly 'craft_crash_fighter' not found
Hope this helps you to solve this Problem...
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Another Guy on June 23, 2009, 04:52:50 pm
Quote
********************
ERROR: LET_PathMove: Actor movement is out of sync: 115:140:0 should be 122:140:0 (step 1 of 1) (team 1)
********************
Shutdown server: Server crashed.
Known bug. Coders are still trying to solve this one. Nasty bug.


Quote
==== InitGame ====
SV_AssembleMap: Map assembly 'craft_crash_fighter' not found
For this one u can try to recompile crashed UFO maps. Go to %gamefolder%\base\maps\ufocrash and delete all .bsp files (or rename to be safe). Then go to %gamefolder%\contrib\scripts and execute compile_maps.bat.
This may take a while to compile them all.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Mattn on June 23, 2009, 10:23:04 pm
Code: [Select]
LET_PathMove: Actor movement is out of sync: 115:140:0 should be 122:140:0 (step 1 of 1) (team 1)

should be fixed (with a hack) in current trunk - this will change later again once the new event system is fully implemented.

Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Another Guy on June 23, 2009, 10:47:35 pm
Yep. Seems a lot more stable now as of R24808.
Title: Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
Post by: Thyranim on June 24, 2009, 09:31:57 pm
R24810
same here
looks like working..
only had a quit to geoscape when loading a game while the ai was moving
but this happend only once, was not reproducable and i forgot to copy the log, sry :(