UFO:Alien Invasion
Technical support => Bugs in stable version (2.5) => Topic started by: LordJeff on March 15, 2014, 12:47:03 pm
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I have had a number of battles lately where during the alien phase of a battle, the game will exit back to geoscape. There will be a system message, "Campaign Successfully Saved". This has happened in a number of crashed ufo missions of different types. The mission is available to run still, i just have to move the dropship off the location enough to come back to the drop spot. Will get more detailed data if needed.
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I have had a number of battles lately where during the alien phase of a battle, the game will exit back to geoscape. There will be a system message, "Campaign Successfully Saved". This has happened in a number of crashed ufo missions of different types. The mission is available to run still, i just have to move the dropship off the location enough to come back to the drop spot. Will get more detailed data if needed.
Please attach your ufoconsole.log first.
"Campaign Successfully Saved" is an automatic quicksave happens before the battle. After that, opening the battle might fail if you don't have the maps compiled for example. The log could tell us if that is the problem or not.
-geever
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Will add some logs next time it happens. Just wanted to get the message up and if it was a known issue with a work around I could drive on with my airborne mission.
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Arg. Happened again at the end of a very long Mansion map. Where do I find the log file to upload?
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Found it. Getting an access denied. I looked at the console, and the last messages dealt with an alien being revitalized (team 7). Then couldn't move actor, and server crash.
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i had the same issue once. didn't play very long though. the game just randomly kicked me back to the globe as if the mission never happened.
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Hello,
I also have the same issue. It happens when you stun aliens and they wake up. I don't really know why yet because I have already seen aliens wake up.
I suspect it happens when you stun more than 1 or 2 aliens. In my current game, I am trying to stun 3 aliens on a map where there are 8 and this bug is almost systematic when I stun aliens at the begginning. The only way I found to finish the map is to kill aliens first then stun the 3 last.
Here is the log :
http://pastebin.com/ECqLfJQU
I have had a look with the debugger and it seems it is a bug with the alien state. When he wakes up, his state is not changed (still 0x43) so the sanity check that an entity is alive before killing it fails. I have not seen yet how the messages are sent to the server so I could not go further. I will have a look deeper when I can.
I have posted the log with the developer option. If needed, I have 2 other logs of the same problem (but without developer var set).
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Should be fixed now (by commits 284ce4f & 9fca849), problem was that the revitalize event isn't sent for actors that aren't visible, and if one of those tried to move after revitalizing... well you know how that went.
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I had seen that the event was launched and at some point, it was lost but I couldn't figure so far why. Is there some documentation explaining how the threads works (it's hard to follow the code to know how the events are handled) ?
And thanks for the feedback. If you tell when it will be in the 2.5 downloadable version, i can test on the savegame i kept if needed.
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Unfortunately our Technical Documentation (http://ufoai.org/wiki/Technical_Documentation) is rather... scarce, when in doubt you might want to ask in our 'Coding'/'Newbie coding' boards
With 'downloadable version' do you mean our "nightly" builds? If so, those aren't nightly at all for 2.5, instead they have to be started manually and I don't know when that'll happen next unfortunately.
But the fix is already in the repo if you are compiling yourself.
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I downloaded the 2.5 build last night. I still get randomly booted to geoscape.
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Plz read the post above yours thoroughly.
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Plz read the post above yours thoroughly.
So, just to clarify, I have to set up git and clone from the repository? Which one do I clone from, the whole or just the master?
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Which one do I clone from, the whole or just the master?
You need to get the 2.5 branch as master is 2.6
Something like this should work:
git clone -b ufoai_2.5 git://git.code.sf.net/p/ufoai/code ufoai-2.5
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...or be patient and wait until one of the devs has managed to init a 2.5 nightly build, then DL.
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...or be patient and wait until one of the devs has managed to init a 2.5 nightly build, then DL.
http://ufoai.org/snapshots/
Changes re: Exit Battle Early were appar on the 12th of April 2014. Currently the ufoai-latest ( 2.6 dev nightly) are the only builds past this date. Although the ufoai-stable (2.6 dev) is usually updated often. The most current 2.5 stable was from a while ago. I'm not sure, but I suspect one of the things (among better cross-platform support) that the latest 2.5 stable is awaiting is full integration of the newer UI. It seems imminent.
But if you cannot wait you can use git to pull or just d/l the latest.
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Should be fixed now (by commits 284ce4f & 9fca849), problem was that the revitalize event isn't sent for actors that aren't visible, and if one of those tried to move after revitalizing... well you know how that went.
DarkRain, Could you check the unittests, please? They failed on buildbot:Build#330 (http://ufoai.org:8010/builders/unittests-stable/builds/330)
-geever
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@DarkRain: It's the 'random map compile failure'
@AdmiralKew: A brandnew nightly is ready now.
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Yeah, I noticed... BTW I fail to find the corresponding ticket in our tracker, is it just me? ;)
@hwoarangmy you can test the fix now
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Yes, there is no ticket afaik.
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I have been trying to download from git during the week end but it takes ages and it failed each time so far.
Thanks for updating the 2.5 Nightly build, i will try it tomorrow and let you know.
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I have tested the new nightly build and I have not seen the bug. I have seen aliens wake up so it seems that the fix works :) Great work
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Ah, great, thank you for testing and for your detailed report :)