UFO:Alien Invasion

Technical support => Bugs in stable version (2.5) => Topic started by: Lynol on November 22, 2012, 12:01:55 pm

Title: Graphic anomalies on Mansion and Urban Periphery
Post by: Lynol on November 22, 2012, 12:01:55 pm
On the map "Mansion" anomalies as seen on the screenshots are displayed.

The same happens on the map "Urban periphery" (the map which is either a small ruin or a parkhouse), but only when the parkhouse is on the map.

All other maps I encountered were absolutely fine.

I use 2.5 dev version as of november 22nd, hard campaign, safegame carried over from a recent version.

Win 7 64bit, 8GB Ram, ATI Radeon HD6450, latest drivers.

Edit: And I just realised this is the wrong place for this topic, sorry.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: H-Hour on November 22, 2012, 01:58:33 pm
This forum is fine for this topic. It looks to me like what sometimes happens with a broken compile. Since you're using 2.5-dev, are you compiling from source? If so, try using /src/contrib/map-get/update.py, which will download the newest versions of compiled maps from our map server.

If you're using the downloadable nightly builds, I'm afraid the best bet is to download a new full copy.

A few weeks ago we pushed a major weight/encumbrance system into the game, which will not break saves from before then, but may make it more difficult to properly equip stuff with your existing soldiers. So if your save and copy of the game is more than a few weeks old, you may want to wait to update.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: geever on November 22, 2012, 02:11:35 pm
You could try playing with (advanced) video settings first.

-geever
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Kemlo on November 22, 2012, 04:56:06 pm
I can confirm this bug on the Mansion map.  It was working fine previously but not anymore.  No changes to video settings, only difference is that I recompiled this morning using Mutons tool (set to download maps).
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Lynol on November 22, 2012, 08:38:31 pm
You could try playing with (advanced) video settings first.

Advanced options seem to have no effect on the phenomenon (they still affected the visible parts of the map (e.g. the patch of grass around the starting zone) in a normal way).

I could try several combinations since I have a save file from just before the mission starts.

@H-Hour: I used the full install after the weight system was introduced, and then again today (22nd) thanks to the very thread you mentioned. No binaries only.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: H-Hour on November 23, 2012, 02:34:14 am
If this is a problem with the current build, I'm sure ShipIt will pop his head in soon and have a look.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: ShipIt on November 23, 2012, 03:00:44 pm
It happens on the city highrise map, too. I have no idea what might be causing this. Only thing I noticed, all those map files are more than 30 MBs. I tried compiling with an older mapcompiler version, but this did not change things.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Lynol on November 25, 2012, 06:41:14 pm
For the moment I have simply replaced mapfiles with a working map and will continue testing.

Good luck, devs!
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: jcjordan on December 03, 2012, 02:24:48 am
I've got this same problem in my game. It's a new game started under 2.5 dev 11/29 full installer downloaded from the Downloads page. I had it on a Mansion mission & I also went and loaded the following in a skirmish to verify them - mansion small, medium, large, city2 & city3. All of these had the above mentioned problem. What do I need to do as Lynol mentioned in his above post as I don't have an older version to draw maps from? I've never done the compile as I never could get that to work for me so I always downloaded the full installer, large as it is, & do a fresh install when I upgrade versions.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: H-Hour on December 03, 2012, 11:50:11 am
Unfortunately the best way to deal with this at the moment is to either automission or struggle through the mission if possible. This is one of those bugs that will not be easy to solve so don't expect a quick resolution.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: jcjordan on December 04, 2012, 12:29:52 am
Bummer  :(

Thanks though I was able to get through the mansion map due to it only having 4 aliens (2 righ in open at start) & being familiar with the layout & where aliens might be but might be harder in later ones where there's more aliens.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: jcjordan on December 07, 2012, 01:34:53 am
Would either or both of these solutions be a workaround until fix is done in later version? When I upgrade I always delete previous version on my pc before installing new version

1) delete affected maps altogether & mission would never occur since map doesn't exist
2) replace the affected maps w/ one that does work by renaming it
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: H-Hour on December 07, 2012, 11:19:59 am
To disable these maps in your campaign, first create a backup copy of /base/ufos/maps.ufo and store it somewhere you will remember. Then open the file in its original location. Locate the mapdef involved (search for text that says mansion or urban periphery). mansion_huge mapdef looks like this:

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    teams         4

Under multiplayer true, add a parameter: campaign false.

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    campaign      false
    teams         4

Note that one map may have several mapdefs, so you'll need to look for more than one for each problem map. They should be listed one after the other though, to make them easy to find.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: jcjordan on December 07, 2012, 11:28:18 pm
thanks, I'll give that a go
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Sandro on December 22, 2012, 05:34:30 pm
I've found the reason behind this bug. To skip the long technical talk, it is because of restrictions imposed on engine to force compatibility with mobile 3D hardware (restrictions yours truly took a liberty to approve). Can be fixed, obviously, but I have to think on how to do it without making fix a hack, so it will require some time.

As a temporary fix, I can make engine to skip rendering of offending geometry to avoid that striped triangular garbage, if anyone requests. It will break the visuals, but at least not that badly.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Quizer on December 26, 2012, 12:28:12 am
I've seen this happen, too (2.5dev 12/12/23), both the mansion map and the huge parkhouse in some other city map.

Is there a way to unpack the maps.pk3 file and replace the mansion map with my old copy from 2.4? Or is it some change in the graphics engine and disabling the map is the only solution for now?

And yeah, seeing nothing instead of that broken garbage that obscures everything is preferable, I think. Would it be possible to make something that still lets the player identify walkable floors and maybe walls, even if their graphics fail to render? I remember creeping around the garden of that mansion for a half-dozen turns or so, searching for a door to a stairwell that wasn't there until I figured out that the stairwell only starts one floor down...
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: DarkRain on December 26, 2012, 04:23:26 am
.pk3's are renamed .zip files so any .zip capable program should be able to decompress them, don't know if they'll work well with the new version, but if you try let us know your findings.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Quizer on December 26, 2012, 07:29:58 pm
Okay, I switched out the mansion map file for the one from 2.4, and I still had the graphical glitches when I played the map again in 2.5dev. Whatever it is, it's not in the map, but in the graphical processing.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Quizer on December 30, 2012, 10:15:34 pm
City High-rise is messed up like this, too.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: chris.staddon on January 01, 2013, 04:12:21 pm
Happy new year everyone! I've had the same thing - the worst was on a map I don't even recognize. It looks like a blown up building; the aliens on the 3rd floor seem to be able to fire through the floor and massacre my troops below .... but I can't fire back because there's a floor in the way. I've reinstalled twice, if it still happens I'll send you a screenshot ;)
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: H-Hour on January 02, 2013, 12:42:03 am
Reinstalling won't help. It's a problem lurking deep in some very difficult code. We know about it but not sure when we'll find a solution for it. In the meantime, use automission for these maps or follow the steps in the first page of this thread to disable these maps for the campaign.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Ufanatic on January 18, 2013, 04:32:11 pm
To disable these maps in your campaign, first create a backup copy of /base/ufos/maps.ufo and store it somewhere you will remember. Then open the file in its original location. Locate the mapdef involved (search for text that says mansion or urban periphery). mansion_huge mapdef looks like this:

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    teams         4

Under multiplayer true, add a parameter: campaign false.

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    campaign      false
    teams         4

Note that one map may have several mapdefs, so you'll need to look for more than one for each problem map. They should be listed one after the other though, to make them easy to find.


Hey H Hour.

I tried to find these files but since I used an installer, I only wound up with a 0maps.pk3 file which contains all kinds of map files ending in .ump and .bsp as well as folders containing even more .ump and .bsp files.

There is mansion and mansion1 as files and folders (but no "urban periphery" and no "high-rise").

How would I go about modding out the maps usage during the campaign in that case?
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: H-Hour on January 18, 2013, 05:18:14 pm
Urban periphery is city3.ump and high-rise is city2.ump. You probably just have an older version of the game before I renamed them to "Urban Periphery" and "High-Rise", so they will still have their old names in the maps.ufo file.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: ShipIt on January 18, 2013, 05:18:28 pm
... but no "urban periphery" and no "high-rise" ...

Those maps are called 'city3' and 'city2' in the mapdefs.


damn
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Quizer on January 22, 2013, 01:28:04 pm
To disable these maps in your campaign, first create a backup copy of /base/ufos/maps.ufo and store it somewhere you will remember. Then open the file in its original location. Locate the mapdef involved (search for text that says mansion or urban periphery). mansion_huge mapdef looks like this:

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    teams         4

Under multiplayer true, add a parameter: campaign false.

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    campaign      false
    teams         4

Note that one map may have several mapdefs, so you'll need to look for more than one for each problem map. They should be listed one after the other though, to make them easy to find.
Does the order of the parameters matter?
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: H-Hour on January 22, 2013, 01:30:39 pm
Does the order of the parameters matter?

Maybe. It does in some UFO scripts.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: geever on January 22, 2013, 03:58:44 pm
Does the order of the parameters matter?

For key-value pairs: no.

As H-Hour said the order of
Code: [Select]
something {
  ...
}

sections may change the behaviour here or there, but if you find such a script, please open a feature request on the SF tracker, we would like to eliminate all these matters.

-geever
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Quizer on January 22, 2013, 05:04:41 pm
So scripts with those curly brackets (I forget what they're called) are bad? Okay, I'll keep a look out for those... everything in aircraftmanagement.ufo is still done with curly brackets, for example. I'll go post that, then.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: H-Hour on January 22, 2013, 05:16:57 pm
No, he meant if you find a place in the code where the order of the script entries matters, please report that. Curly brackets are a normal part of the UFO format.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: Quizer on January 22, 2013, 05:40:57 pm
Oh, I see. Guess I won't see anything like that by just reading the script files. But if I ever do find strange behavior like that, I'll post about it.
Title: Re: Graphic anomalies on Mansion and Urban Periphery
Post by: se5a on May 19, 2013, 05:36:46 am
Yeah I'm having problems following those instructions. that folder does not even exist in my install.

Edit: never mind, found it.

slightly more detail for others as easily confused as myself:

goto base folder and open 0ufos.pk3
this is, as somone else noted above a zip file thats renamed as a pk3 file. I use 7zip so I can just rightclick open in 7zip. you can just rename it temorarily to a zip file
inside this file you will find the maps.ufo file that you need to modify.
you're looking for:
city3
city2
mansion