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Messages - polyvios

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1
Bugs in stable version (2.5) / Minor bug: Infinite loop in cl_hud.cpp
« on: October 11, 2012, 08:26:38 pm »
Hello everyone, thanks for a great game,

In one of the recent commits, the declaration of variable "hand" in HUD_CheckFiremodeReservation, moved inside the loop src/client/battlescape/cl_hud.cpp:205
This causes the do..while to loop forever, as there needs to be data flow through "hand" from one iteration to the next for the loop to terminate.  To fix, move the declaration back to the function start.

cheers,
-polyvios

2
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: September 05, 2009, 09:34:08 pm »
OK, this should be fixed for good now.  Please test again and report any bugs (current is r26041).  Thanks for all the bug reports!

3
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: September 03, 2009, 11:12:13 pm »
This should be fixed now.  Please report any new occurrence from now on.

4
Bugs prior to release 2.3 / Re: Ship Manufacture / Transfer Issue.
« on: September 02, 2009, 11:37:48 pm »
This should be fixed now (fix in r25986).

5
Bugs prior to release 2.3 / Re: Warnings generated by Code:Blocks...
« on: September 01, 2009, 04:43:07 pm »
The first one is libjpeg's fault for a while now and for many programs.  I think the debian people edit libjpeg.h and remove the declaration in their packages, it creates this warning for everyone using autoconf with libjpeg.  To get rid of it, complain to libjpeg developers, or edit libjpeg.h and remove bogus #define.  You might *have* to, I think gcc 4.3 makes it an error now.

6
There was a bug (fixed last night) that caused a crash if you did two missions from a base with no alien containment facility, as soon as the second mission was over.  The bug had to do with the window "you don't have alien containment in your homebase, select another place where aliens/bodies should go."  Can you still reproduce the crash?

7
Bugs prior to release 2.3 / Re: Game Crash: Equip Soldier
« on: August 28, 2009, 03:02:11 am »
I submitted a tracker at sourceforge that I think fixes the bug.  Also description of why it happens.  Please test it and let me know.

8
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: August 27, 2009, 12:29:49 am »
I reproduced the crash while running the game in GDB.  I'm using ubuntu 9.04 with 2.6.28-15-generic kernel, on an intel 64 bit dual core.
Here's the stack trace:
Code: [Select]
(gdb) bt
#0  0x000000000053855f in INVSH_EmptyContainer (i=0x2da0e08, container=0x6281144) at src/game/inv_shared.c:1060
#1  0x000000000044d41a in LE_Cleanup () at src/client/cl_le.c:1128
#2  0x000000000043594a in GAME_Drop () at src/client/cl_game.c:464
#3  0x000000000044e1ca in CL_Drop () at src/client/cl_main.c:178
#4  0x0000000000508b32 in Com_Error (code=1, fmt=0x574b28 "Actor (entnum: %i) on team %i is still moving (%i steps left)") at src/common/common.c:240
#5  0x000000000045cfd2 in CL_ActorDoMove (self=0x574038, msg=0x13284908) at src/client/events/event/actor/e_event_actormove.c:79
#6  0x000000000045b23b in CL_ExecuteBattlescapeEvent (now=1415126, data=0x20b64348) at src/client/events/e_parse.c:112
#7  0x000000000050a7a5 in Qcommon_Frame () at src/common/common.c:1127
#8  0x0000000000563801 in main (argc=1, argv=0x7fffc2b9ff28) at src/ports/linux/linux_main.c:53

the whole event struct, I broke each field into a line (C-sytax style):
Code: [Select]
(gdb) p *le
$7 = {
  inuse = qtrue,
  invis = qfalse,
  selected = qfalse,
  type = 2,
  entnum = 2,
  origin = {-624, 848, 36},
  oldOrigin = {0, 0, 0},
  pos = "l\232",
  oldPos = "l\232",
  newPos = "l\231",
  dir = 5,
  TU = 0,
  maxTU = 32,
  morale = 0,
  maxMorale = 100,
  HP = 0,
  maxHP = 100,
  STUN = 0,
  state = 0,
  oldstate = 0,
  angles = {0, 225, 0},
  alpha = 0,
  team = 7,
  pnum = 9,
  currentSelectedFiremode = 0,
  actorMode = M_MOVE,
  mousePendPos = "\000\000",
  actorMoveLength = 0 '\0',
  clientAction = 0,
  contents = 8388608,
  mins = {-9, -9, -24},
  maxs = {9, 9, 20},
  inlineModelName = "\000\000\000\000\000\000\000",
  modelnum1 = 16,
  modelnum2 = 17,
  skinnum = 1,
  model1 = 0xfcfc440,
  model2 = 0xfcfc6b8,
  think = 0x44bb22 <LET_StartPathMove>,
  thinkDelay = 0,
  path = "\030 ",
  '\0' <repeats 29 times>,
  pathContents = {0 <repeats 32 times>},
  positionContents = 0,
  pathLength = 1,
  pathPos = 0,
  startTime = 1414627,
  endTime = 1414627,
  speed = {321, 321, 0 <repeats 30 times>},
  rotationSpeed = 0,
  sample = 0x0,
  volume = 0,
  as = {
    frame = 190,
    oldframe = 189,
    backlerp = 0.662999988,
    time = 1000,
    dt = 337,
    mesh = 0,
    list = "\032#\032\033\032#\032",
    lcur = 6 '\006',
    ladd = 7 '\a',
    change = 0 '\0'},
  particleID = 0x0,
  levelflags = 0,
  ptl = 0x0,
  ref1 = 0x0,
  ref2 = 0x0,
  i = {c = {0x0 <repeats 16 times>}},
  left = 109,
  right = 109,
  extension = 0,
  headgear = 0,
  fieldSize = 1,
  teamDef = 0x62951f0,
  gender = 0,
  fd = 0x0,
  pathMap = 0x0,
  lighting = {
    origin = {-624, 848, 36},
    point = {-624, 848, 4.03125},
    normal = {0, 0, 1},
    color = {1, 1, 1},
    position = {0, 0, 0},
    time = 1403.11206,
    colors = {{1, 1, 1}, {1, 1, 1}},
    positions = {{0, 0, 0}, {0, 0, 0}}, dirty = qfalse},
  addFunc = 0x42ccaf <CL_AddActor>
}

the arguments to the move function:
Code: [Select]
(gdb) p *self
$11 = {type = 15, name = 0x573c26 "EV_ACTOR_MOVE", formatString = 0x573c34 "!sbbs", eventCallback = 0x45cee7 <CL_ActorDoMove>, timeCallback = 0x45ced0 <CL_ActorDoMoveTime>}
(gdb) p *msg
$12 = {len = 15, space = 3985, head = 0x29130628, tail = 0x29130628, start = 0x29130632 "\002j\230", end = 0x29130641 "", next_free = 0x0}

Reminder, function pointers are printed both as 0xXXXXX address and as the name of the function in that address (if known at runtime).  Strings are printed by address and by content (when the C-source type is char*).

Hope it helps.  Cheers for a nice game.

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