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Topics - MXcom

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1
Bugs prior to release 2.3 / Sound choppy
« on: September 09, 2009, 02:09:30 pm »
I recently started encountering chopped up sound (&music) in UfoAI. It started when I downloaded and installed r26082 built by Destructavator and uploaded here, but strangely, I encounter it now on ALL builds of UfoAI I start up (even the older ones I still have installed that worked fine previously).

Here's more info (copied from other thread):

- In what part of the game is the sound choppy?  The whole thing, all the time, during all missions?  Or just one area?
- Can you please tell what version of Windows you are running and a few basic hardware specs about the machine you're running it on?
The whole thing, all the time. As soon as some music starts playing (when loading the game), it's messed up. I've tried different settings in the sound menu, and on the lowest available sample rate, I can at least hear the music (but in horrible quality). On any other rate, all I hear is mess.
Maybe there the problem lies somewhere. I read some changelogs concerning OpenAL lately (?), maybe there was a bug introduced there.
Btw, the last build I tested (r25862 built by odie) ran fine for me, without any sound problems.

I'm running
Windows XP
Home Edition
Version 2002
Service Pack 2

on an ASUS A6JM laptop with
Intel Core2 Duo T5500 @ 1.66GHz
1.65GHz, 1GB RAM


edit: hmm, maybe the fault lies somewhere in my settings. Strangely, the problems now also exist when I run one of the older builds that ran fine previously... :(

edit2: hmm, here's something from the console that might be of interest: firstly what driver and versions are running, and then, everytime I change the rate and click on "restart sound", it seems to miss a sound file 'nife'... :/
Code: [Select]
------- sound initialization -------
SDL_mixer version: 1.2.8
... driver: 'dsound'
... audio rate: 11025
... audio channels: 2
S_LoadSound: Could not find sound file: 'nife'

edit3: now it even kicked me out (no further info in ufoconsole.log, no crash files...), when I clicked on "restart sound" without changing the sample rate beforehand during running game...



I hope someone can help me :(

2
Design / Inconsistency wrt. costs
« on: September 02, 2009, 06:02:50 pm »
I notice the ongoing effort to balance the game a bit by changing some of the costs lately. Hovever, there are now some inconsistencies in the costs I noticed during play and I wanted to mention.

*One thing is the new (low) cost of aircraft, compared to their equipment. It feels odd that the extra equipment I apply to my craft (weapons, ecm, targeting computer) costs a multitude of what the craft itself costs.
*Another thing I just noticed is the cost of in-base Missile Defense versus off-base Missile Defense: In-Base, I have to build the structure for 10.000, then buy a missile launcher for 50.000 (so 60k total), wheras off-base I get two missile launchers for free for a total cost of 30.000. So basically I get double the firepower for half the price (right?).

There are probably some more of these, but these are the ones I noticed and I wanted to mention. Maybe these could be ironed out a bit?

3
In my game of r25862, trying to destroy a (now useless because superceded by base) radar facility brings up the confirmation dialog, then clicking on ("destroy") causes the game to hang (99% CPU load).
Attached savegame where this happens. Scroll to North America and try to demolish the radar facility there (next to a base), and the game should hang.

4
Found this in africa RMA map in r25862 built by odie.
Second screenshot shows console with RMA parts.

5
Bugs prior to release 2.3 / Assertion failed in cp_missions.c (r25862)
« on: August 31, 2009, 01:11:20 am »
The following assert happens in the provided savegame (made with the same revision r25862) shortly after unpausing:

Code: [Select]
Assertion failed!
Program: [...]\ufo.exe
File: [...]src\client\campaign\cp_missions.c
Line: 755

Expression: !mission->ufo || !mission->ufo->detected


6
Bugs prior to release 2.3 / r25447 - black parts in battlescape
« on: July 27, 2009, 10:21:32 pm »
Hello,

I just tried r25447 (Windows binary by odie) and got the following on the first mission I went to. [see screenshot]

here's the console log:
Code: [Select]
==== InitGame ====
CM_LoadMap: "-village/vil_ +c01 +c04 +craft_drop_firebird +craft_ufo_harvester +r02 +s01 +h03 +h01 +d03 +d02 +d06 +r03 +d02 +d03 +r01 +s07 +d07 +s02 +d06" "16 -32 0 -32 -8 0 8 0 0 -24 -32 0 -16 0 0 -32 8 0 -16 16 0 0 16 0 -16 -8 0 -32 -16 0 16 -8 0 24 -8 0 -32 16 0 -16 16 0 16 16 0 -32 -32 0 -32 -24 0 -24 -32 0 -32 24 0"
Map:village/vil_c01  Offset:(16, -32, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 151, 4)
Shifted wpMins:(144, 96, 0) wpMaxs:(159, 119, 4)
Tile bounds: (144, 96, 0) to (159, 119, 4)
Source bounds: (128, 128, 0) to (143, 151, 4)
Done copying data.
Loaded routing for tile village/vil_c01 in   0.0s
Map:village/vil_c04  Offset:(-32, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 5)
Shifted wpMins:(96, 120, 0) wpMaxs:(111, 135, 5)
Tile bounds: (96, 120, 0) to (111, 135, 5)
Source bounds: (128, 128, 0) to (143, 143, 5)
Done copying data.
Loaded routing for tile village/vil_c04 in   0.0s
Map:village/vil_craft_drop_firebird  Offset:(8, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 5)
Shifted wpMins:(136, 128, 0) wpMaxs:(159, 143, 5)
Tile bounds: (136, 128, 0) to (159, 143, 5)
Source bounds: (128, 128, 0) to (151, 143, 5)
Done copying data.
Loaded routing for tile village/vil_craft_drop_firebird in   0.0s
Map:village/vil_craft_ufo_harvester  Offset:(-24, -32, 0)
wpMins:(128, 128, 0) wpMaxs:(167, 159, 5)
Shifted wpMins:(104, 96, 0) wpMaxs:(143, 127, 5)
Tile bounds: (104, 96, 0) to (143, 127, 5)
Source bounds: (128, 128, 0) to (167, 159, 5)
Done copying data.
Loaded routing for tile village/vil_craft_ufo_harvester in   0.0s
Map:village/vil_r02  Offset:(-16, 0, 0)
wpMins:(128, 128, 0) wpMaxs:(151, 143, 5)
Shifted wpMins:(112, 128, 0) wpMaxs:(135, 143, 5)
Tile bounds: (112, 128, 0) to (135, 143, 5)
Source bounds: (128, 128, 0) to (151, 143, 5)
Done copying data.
Loaded routing for tile village/vil_r02 in   0.0s
Map:village/vil_s01  Offset:(-32, 8, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 151, 3)
Shifted wpMins:(96, 136, 0) wpMaxs:(111, 159, 3)
Tile bounds: (96, 136, 0) to (111, 159, 3)
Source bounds: (128, 128, 0) to (143, 151, 3)
Done copying data.
Loaded routing for tile village/vil_s01 in   0.0s
Map:village/vil_h03  Offset:(-16, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 3)
Shifted wpMins:(112, 144, 0) wpMaxs:(127, 159, 3)
Tile bounds: (112, 144, 0) to (127, 159, 3)
Source bounds: (128, 128, 0) to (143, 143, 3)
Done copying data.
Loaded routing for tile village/vil_h03 in   0.0s
Map:village/vil_h01  Offset:(0, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 4)
Shifted wpMins:(128, 144, 0) wpMaxs:(143, 159, 4)
Tile bounds: (128, 144, 0) to (143, 159, 4)
Source bounds: (128, 128, 0) to (143, 143, 4)
Done copying data.
Loaded routing for tile village/vil_h01 in   1.0s
Map:village/vil_d03  Offset:(-16, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 5)
Shifted wpMins:(112, 120, 0) wpMaxs:(119, 127, 5)
Tile bounds: (112, 120, 0) to (119, 127, 5)
Source bounds: (128, 128, 0) to (135, 135, 5)
Done copying data.
Loaded routing for tile village/vil_d03 in   0.0s
Map:village/vil_d02  Offset:(-32, -16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 5)
Shifted wpMins:(96, 112, 0) wpMaxs:(103, 119, 5)
Tile bounds: (96, 112, 0) to (103, 119, 5)
Source bounds: (128, 128, 0) to (135, 135, 5)
Done copying data.
Loaded routing for tile village/vil_d02 in   0.0s
Map:village/vil_d06  Offset:(16, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(144, 120, 0) wpMaxs:(151, 127, 2)
Tile bounds: (144, 120, 0) to (151, 127, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile village/vil_d06 in   0.0s
Map:village/vil_r03  Offset:(24, -8, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(152, 120, 0) wpMaxs:(159, 127, 2)
Tile bounds: (152, 120, 0) to (159, 127, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile village/vil_r03 in   0.0s
Map:village/vil_d02  Offset:(-32, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 5)
Shifted wpMins:(96, 144, 0) wpMaxs:(103, 151, 5)
Tile bounds: (96, 144, 0) to (103, 151, 5)
Source bounds: (128, 128, 0) to (135, 135, 5)
Done copying data.
Loaded routing for tile village/vil_d02 in   0.0s
Map:village/vil_d03  Offset:(-16, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 5)
Shifted wpMins:(112, 144, 0) wpMaxs:(119, 151, 5)
Tile bounds: (112, 144, 0) to (119, 151, 5)
Source bounds: (128, 128, 0) to (135, 135, 5)
Done copying data.
Loaded routing for tile village/vil_d03 in   0.0s
Map:village/vil_r01  Offset:(16, 16, 0)
wpMins:(128, 128, 0) wpMaxs:(143, 143, 4)
Shifted wpMins:(144, 144, 0) wpMaxs:(159, 159, 4)
Tile bounds: (144, 144, 0) to (159, 159, 4)
Source bounds: (128, 128, 0) to (143, 143, 4)
Done copying data.
Loaded routing for tile village/vil_r01 in   0.0s
Map:village/vil_s07  Offset:(-32, -32, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(96, 96, 0) wpMaxs:(103, 103, 3)
Tile bounds: (96, 96, 0) to (103, 103, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile village/vil_s07 in   1.0s
Map:village/vil_d07  Offset:(-32, -24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(96, 104, 0) wpMaxs:(103, 111, 2)
Tile bounds: (96, 104, 0) to (103, 111, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile village/vil_d07 in   0.0s
Map:village/vil_s02  Offset:(-24, -32, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 3)
Shifted wpMins:(104, 96, 0) wpMaxs:(111, 103, 3)
Tile bounds: (104, 96, 0) to (111, 103, 3)
Source bounds: (128, 128, 0) to (135, 135, 3)
Done copying data.
Loaded routing for tile village/vil_s02 in   0.0s
Map:village/vil_d06  Offset:(-32, 24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(96, 152, 0) wpMaxs:(103, 159, 2)
Tile bounds: (96, 152, 0) to (103, 159, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile village/vil_d06 in   0.0s
Rerouted for RMA in   1.0s
checksum for the map '+village': 2085976532
ufo script checksum 4236670629
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/village.mat'
music change to PsymongN1 (from karlmacklin_geoscape)
Starting the game...
Roujin has joined team 0
(player 0) It's team 1's round
Roujin has taken control over team 1.


Furthermore there's something already I've already noticed long time ago but forgot about:
I like to zoom out/in using my scroll wheel. It works in UfoAI, but at the same time it spawns a lot of "scrollcont_prev" / "scrollcont_next" messages in the console. Sometimes, it's even so much that it triggers a kind of flood protection (even if I'm playing single player, hey!)
Here's an excerpt of my console log:
Code: [Select]
Roujin: scrollcont_next
Roujin: scrollcont_next
Roujin: scrollcont_next
Roujin: scrollcont_next
Roujin: scrollcont_next
Roujin: scrollcont_next
Flood protection: You can't talk for 10 seconds.
You can't talk for 9 more seconds
You can't talk for 9 more seconds
You can't talk for 9 more seconds
You can't talk for 9 more seconds
You can't talk for 9 more seconds
You can't talk for 9 more seconds

7
Bugs prior to release 2.3 / Bugs I found on r24761
« on: June 19, 2009, 12:51:50 pm »
I just installed the new build by odie (thanks): r24761 for windows. This thread will contain any bugs I find in this version.

#1: Actor movement out of sync error, sending the player back to geoscape still exists in r24761.
I encountered it after a soldier moved on a tile he normally shouldn't be able to walk on (rocky slope in scout_crash map).

#2: In the Aircraft menu (in a base), Soldier Tab: The scrollable list does not work correctly. To be specific, if you scroll down the list (more than 8 soldiers in base required), exit the Aircraft menu, enter the Aircraft menu again (and select soldier tab), then the state of the list is inconsistent. The logic part still believes it is scrolled down (saved from last time you were here), but the GUI part displays it as not scrolled down, i.e. starting at soldier #1.
So if you click on soldier #1, it will in fact select soldier #[amount you scrolled down previously]+1.
It can be fixed by scrolling down and up again, then the selection works normally again.

#3: The moon can be seen in front of the earth (despite being behind it actually) in geoscape 3d view if you're zoomed in a lot.
To reproduce, zoom out, look for the moon, position your view so that the moon is positioned behind the earth, then zoom in as far as possible. At some point, the moon will appear.

#4: Game shut down with message "unknown action type" in the log when I clicked the "start aircraft" button (Base->Aircraft menu) of my Firebird-class dropship.


-----
I will post more in this thread if I encounter any more bugs in r24761.

edit: added #3
edit2: added #4


8
Bugs prior to release 2.3 / couple of bugs - R24654
« on: June 14, 2009, 03:39:06 am »
Since I read somewhere that the Harvester ramps were fixed, I decided to give this a shot again (I was discouraged to do so for a long time by the inaccessible stairs). Unfortunately only some of the Harvester ramps were fixed, and many other stairs still don't work.

Of course I've also encountered the crashes back to geoscape with either "negative TU cost" or "actor movement out of sync". Anyway, that was already reported several times, so I'll report some other bugs I've run into.

1) In a tactical mission, use a weapon that has multiple possibilities for reaction fire, e.g. the laser rifle. You can use the 7 TU or the 10 TU fire mode for reaction fire. Select the 10 TU fire mode as reaction fire mode, and reserve TUs for one shot. Now the game should prevent you from spending TUs if the action would lower them below 10 TUs. However, by shooting, you can get below 10 TUs. If this happened, you can't even click the button to un-reserve TUs anymore, it's stuck.

2) I think this bug exists since long ago, I've seen it in a version some time ago already. In geoscape, get a UFO (fighter) to attack your craft. Now, click your craft and order it to go somewhere. The UFO will adapt to where you clicked in a strange way. It seems to go somewhere mirrored to where you order your own craft to go. This way you can "remote control" the UFO quite well - I've managed to maneuver one right into a nearby SAM site and then let it go forth and back a bit inside the range until it was shot down.
edit: maybe I should rephrse that one a bit: You can do this with any UFO that is "flying towards your craft". As soon as you recieve such a message, the UFO is linked to the movement of your craft in this strange unique way. If you're flying towards the UFO, it will fly towards you. If you're flying towards some other point, the UFO will either still fly towards you, or to some other spot in the other direction. Set time to something slow (5 sec) and try out some different target spots for your craft to see where the UFO will go...

3) The fact that you've recovered a UFO from a mission and that it's delivered to a base does not seem to get saved! Complete a mission successfully, when asked what to do with the UFO, order it to be brought to a base of yours (with fitting UFO hangar). Save the game. Load the game just saved. Play on, and there won't ever be a UFO delivered to the base :( (also the recovery message in the mailbox is gone IIRC).
edit: I just read this one already been reported by another guy, called "Another Guy". ;)

4) Actually there's another one, except it's maybe rather NYI than a bug: the off-base UFO Hangar does not seem to work. I can build it, but can't select a UFO to be shipped there after a successful mission.

Hope these bugs aren't all known already. And hope the rest of the harvester ramps (and the other stairs) get fixed soon ;)

9
Feature Requests / Sort Employees
« on: June 16, 2008, 02:24:43 am »
Hi there,
after having forgotten about this game for a long time, I now revisited it and am amazed about the progress since I last tried it.  :o
(and I've only played the stable, not trunk)

So here's a proposal that I missed very much, I just hope it's not already in trunk and I'm making a fool out of myself here :P


Namely the ability to sort your employees (soldiers, that is) after a certain stat. Most of the time I hired Soldiers in that menu, I was looking for e.g. a soldier with high Assault stats. Or high Health, Speed, whatever. For that I had to click through a loooong list of names, staring at the stats and noticing and remembering the names of the ones that had a good value of the stat I was seeking.

So it would be great to have some kind of "Sort by"-dropdown or similar. Possible options for sorting: Name (alphabetically), each individual stat, average of all stats. That would make hiring the right soldiers for the job much easier.


Edit: Whoops, this should probably be in the "Suggestions and Bug reports" forum.

and something a bit off-topic btw: I once got a soldier who had significantly better stats than all the others offered. Is this a bug, or a feature? To have some kind of "super soldier" available to hire from time to time? It only occurred to me once so far though...

10
Feature Requests / Feedback from me
« on: May 29, 2006, 11:46:59 am »
Hi, I recently stumbled across your project and i gave it a try cause i liked the old X-Com games :)

So i installed the current beta and tried it, i liked it very much already! Although there are still lots of unfinished stuff it already captures the mood of the good ol' X-Com games imo :D

Since i have neither time nor skill to contribute to this with artwork or models i'd like to at least give some feedback (bugs/feature requests) i thought of when playing. So i hope this is the right place for it.


Bugs:
- ufopedia not working properly
- research not working(NYI?)
- statistics not showing anything (NYI?)
ok here comes the fun part:
- when starting a mission, lots of items disappear, possibly all that i purchased and are not of the starting gear. Console message: "Item 'xy' not allowed, removing from inventory. In the third mission i played, all i was left with were soldiers 1-3 with dual pistols, a flamethrower and a rocket launcher while 4-8 had completely empty inventories.
Well i was kinda amused about that ^^
For testing reasons i just aborted that mission and fast forwarded until the next mission popped, accepted it only to see that now i had soldier 1 with one pistol left while 2-8 were unarmed but at least got their ammunition back this time ^^
note: console stated a lot of "no inventory space" errors on the last 2 missions.

other than that, only some minor bugs like spotting a hostile unit through a wall, flirring cursor or a pink object appearing on the tactical map (placeholder for missing model i guess).
Oh yes and in one mission, one of my soldiers was placed far off from the ship and his companions.


---

feature requests:

tactical map:
- clear indication whether hostile/neutral unit is in sight of currently selected unit (e.g. grey out units that are not in LoS)
- clickable buttons to select hostile units in sight of currently selected units ([1] [2] and so on, known from X-Com games)
- possibility to turn units without moving (maybe i just didn't figure out how to)

base view:
- When hovering over a room, with the mouse display the type of the room (either text line at the bottom or tooltip-like)


---

All in all i can say that i'm pretty impressed with this project and i hope it won't be abandoned! If i find some time i may think of some more and write it here. Good luck with further development! :)

PS: I've posted some of this in the feature requests.

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