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Messages - fede

Pages: [1]
1
Discussion / Re: Question about the future
« on: July 22, 2010, 08:07:35 am »
However, before talking about code changes, we should think about the differences in gameplay. What immediately comes to my mind is
- aliens can't build their bases like humans do
- aliens don't intercept human aircraft
- do aliens have a budget ??
- and so on.

!!!
- aliens can't build their bases like humans do
Really?? Hey can't remember in ufo 1, but last mission to complete ufo2 (the one where most of missions were underwater) you researched enough to discover an underwater alien base. Battlescape in there was about killing all aliens inside, or a specific target in that maze... Too many years passed ^_^
So i won't end UFOAI by joining an alien base ???  >:(
Wtf !
All your base are belong to us !!!
mind collapse
bzzz

- aliens don't intercept human aircraft
Actually they do. Alien interceptors happens to aim a long-travelling firebird or a saracen when i send it on him... at least they do in my games!

- do aliens have a budget ??
That's easy.. even if aliens are able to build antimatheria easier than humans, that's still the required fuel even for any FIAT space-tractor in the blue  ;D

2
None confirms it? Hell it happens to me very often when aliens decided to destroy a base (=got busy with reload->reload->reload  ;D)

When you focus on earth with some info tabs, then reload, it's like the engine is changing focus from default target to last clicked tab in the previous session at every game cycle...
Makes sense?

3
@fede:
The 'out of sync' msg is about an alien trying to move. Did you try to move your soldier during the alien turn or yours ?

I was in my turn when my soldier didn't move. When he didn't react on the fly i was guessing the bug about reaction fire that makes aliens move in my turn, i'm really used to experience this very often. In a hurry i might have clicked again (when aliens *coul've been moving* IN MY TURN) and this caused crash.
So no, it was my turn, but the other bug (IF it really happened) could've mixed things up.  :'(

Edit: i'm even more convinced that i moved in alien's robbed turn. There would no other explains why my unit didn't move, unless that bug occurr.
Server crash happens by moving in enemy turn for sure. More info next crash!

4
I think thats something to do with the aliens still being treated as alive.

Indeed.

5
ouch no.. i'm playing it and often i overwrite saves.
Next time i will remember to take this note.

6
Again the same, but this time i didn't come back to earth but whole game crashed. An other output:
Code: [Select]
frame: 5
frame: 3
frame: 1
frame: 7
frame: 7
ufo: src/common/tracing.c:905: TR_TestInLeaf: Asserzione "leafnum <= myTile->numleafs" non riuscita.
./ufo(Sys_Backtrace+0x1f)[0x81aa7a8]
./ufo[0x81aa813]
[0xe46400]
/lib/tls/i686/cmov/libc.so.6(abort+0x182)[0xa63a82]
/lib/tls/i686/cmov/libc.so.6(__assert_fail+0xf8)[0xa59718]
./ufo[0x8163b2c]
./ufo[0x8164449]
./ufo[0x8164c59]
./ufo(TR_CompleteBoxTrace+0x424)[0x8165115]
./ufo(SV_PointContents+0x47)[0x817492c]
./base/game.so(G_ClientMove+0x7cd)[0x28e5161]
./base/game.so(G_ClientAction+0xf9)[0x28d6bf4]
./ufo(SV_ExecuteClientMessage+0x124)[0x817383c]
./ufo(SV_ReadPacket+0x60)[0x816e857]
./ufo(NET_Wait+0x296)[0x81574f2]
./ufo(Qcommon_Frame+0x12b)[0x814d734]
./ufo(main+0x5c)[0x81a99bf]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0xa4cbd6]
./ufo[0x806cdc1]
./ufo(Sys_Backtrace+0x1f)[0x81aa7a8]
./ufo(Sys_Error+0x22)[0x81a9d89]
./ufo(Sys_InitSignals+0x0)[0x81aa826]
[0xe46400]
/lib/tls/i686/cmov/libc.so.6(abort+0x182)[0xa63a82]
/lib/tls/i686/cmov/libc.so.6(__assert_fail+0xf8)[0xa59718]
./ufo[0x8163b2c]
./ufo[0x8164449]
./ufo[0x8164c59]
./ufo(TR_CompleteBoxTrace+0x424)[0x8165115]
./ufo(SV_PointContents+0x47)[0x817492c]
./base/game.so(G_ClientMove+0x7cd)[0x28e5161]
./base/game.so(G_ClientAction+0xf9)[0x28d6bf4]
./ufo(SV_ExecuteClientMessage+0x124)[0x817383c]
./ufo(SV_ReadPacket+0x60)[0x816e857]
./ufo(NET_Wait+0x296)[0x81574f2]
./ufo(Qcommon_Frame+0x12b)[0x814d734]
./ufo(main+0x5c)[0x81a99bf]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0xa4cbd6]
./ufo[0x806cdc1]
Error: Received signal 6.

ufo: src/common/tracing.c:905: TR_TestInLeaf: Asserzione "leafnum <= myTile->numleafs" non riuscita.
in english means that this assertion didn't accomplish.

7
I just noticed it doesn't happen always. Whenever i will see it back i will try to guess what's related to  ???

Sarin: what you mean?  ???

8
Bugs prior to release 2.4 / [30961] Off-by-one bug on TUs
« on: July 18, 2010, 03:37:31 am »
When i'm goin to move a soldier i see green cube for a position that fits actual TUs or blue when not. Clicking a blue cube won't start a move.
If you reach the first blue cube and you click you will notice soldier moving.
In my taste soldiers should move when the click is in a range of 10 cubes over the last valid (green), just to trip around map faster and not force player to search last valid move for every unit.
Anyway, as it is intended now it's just a minor bug.

9
Soldier's buttons become gray only if an unit gets killed. I play missions with 6 units and "7" and "8" are same color as used ones.
Not a real problem ^^

10
Bugs prior to release 2.4 / [30961] Shutdown server: Server crashed.
« on: July 18, 2010, 03:26:58 am »
An other one which happens not so often (i noticed just 3-4 times):
Was playing a mission, was about move my last soldier. He didn't move after i clicked a new place. After few seconds i clicked again and game crashed, back to earth screen.
This is the output:
Code: [Select]
frame: 5
frame: 3
frame: 9
frame: 10
frame: 2
frame: 4
frame: 0
********************
ERROR: LE_DoEndPathMove: Actor movement is out of sync: 109:125:0 should be 116:122:0 (step 17 of 17) (team 7)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x81aa7a8]
./ufo(Com_Error+0xf6)[0x814b8b1]
./ufo(LE_DoEndPathMove+0xe1)[0x80971c1]
./ufo[0x8097354]
./ufo(LE_ExecuteThink+0x58)[0x809667a]
./ufo(LE_Think+0x24)[0x80966a0]
./ufo(CL_Frame+0xd8)[0x807c88a]
./ufo[0x814d220]
./ufo(Qcommon_Frame+0x7b)[0x814d684]
./ufo(main+0x5c)[0x81a99bf]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0xa4cbd6]
./ufo[0x806cdc1]

11
Ok, just noticed it doesn't happen just by loading the savegame, but found how to reproduce it.
Here is the savegame (any should work if you got some info tabs):
http://greenorange.homelinux.org/ufoai/slot2.savx
*Load the game.
*Click one of those tabs (arrows in image just to be clear).

*Reload game.

*If nothing bad happens, just reload same game again.
After some tries you should notice. If you don't, try again with an other tab, but i noticed this with any of those.
When bug happens, then any game you reload will keep this issue.

PS
if links aren't workin then i got a setting problem, please tell me and i will provide better links.

12
When i shoot with plasma shotgun TU bar on soldier doesn't update with remaining TUs. It shows still full 32 TU but i can't use them (correctly). Seems just a displaying bug.

13
Bugs prior to release 2.4 / [30961] earth shakes after loading a game
« on: July 17, 2010, 05:45:00 pm »
Hi,
a minor bug that i experience is when i load a saved game with many info tabs (i.e. "ufo crashed", "found a scout there" and so on.) then earth visual shakes between two places. I can stop this loop only by rightclickin and scrollin earth a bit. Nothing weird is shown on shell output.
If you want i can send a savegame that returns such situation.

14
Hi,
i'm new to this community, hello :)
I experienced a bug in dev version: i "stun" an alien (don't know english name, i play italian version.. it's like when you kill an alien but it's not dead, and you can recover it alive in your base).
Then an other alien walks over the stunned one and i can't kill him. Once have used 4 soldiers firing at him from 4 sides but he was invincible. It's like the one on ground makes a shield for the one over him...

Sorry for my bad english ^^

15
Bugs prior to release 2.4 / [30961] Re: Reaction Fire - End Turn
« on: July 17, 2010, 05:21:54 pm »
Hello, i'm new to this game and forum. Have played intensively for a week on dev version and i can confirm this bug. It is very annoying, i have to retry same missin many times due to hourglass in my own shift after a reaction fire and alien movements.
Finally i decided to report bugs (there are more, follow in other posts). I just experienced a crash that MIGHT be related with this bug. aliens were firing by reaction and i was expecting the usual hourglass but game crashed.
This is my shell output:
Code: [Select]
fede has taken control over team 1.
./ufo(Sys_Backtrace+0x1f)[0x81aa7a8]
./ufo(Sys_Error+0x22)[0x81a9d89]
./ufo[0x81557ed]
./ufo(_Mem_Free+0x30)[0x81558f5]
./ufo(free_dbuffer+0x94)[0x815a6c2]
./ufo(SV_Multicast+0x77)[0x817310e]
./ufo[0x816c6ed]
./ufo[0x816c73c]
./base/game.so(G_EventShootHidden+0x39)[0x27b1e9a]
./base/game.so(G_ClientShoot+0x75e)[0x27afab0]
./base/game.so(G_ClientAction+0x1b9)[0x27a9cb4]
./ufo(SV_ExecuteClientMessage+0x124)[0x817383c]
./ufo(SV_ReadPacket+0x60)[0x816e857]
./ufo(NET_Wait+0x296)[0x81574f2]
./ufo(Qcommon_Frame+0x12b)[0x814d734]
./ufo(main+0x5c)[0x81a99bf]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0x1fbbd6]
./ufo[0x806cdc1]
Error: Mem_Free: bad memory header top sentinel [buffer underflow]
free: src/common/dbuffer.c:#166

Hope it gets fixed soon :)

(btw, do you use some platform like bugzilla to keep track of bugs? Couldn't find it in the site)

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