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Messages - Screet

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1
Bugs prior to release 2.4 / Re: Geoscape hangs with attached save
« on: June 30, 2011, 01:00:55 pm »
Just noticed...the second UFO yard which I did build before switching to the newest nightly and which was instantly unclickable (responding as SAM site 1) is shown with the label "UFO yard 0" while the first one I did build is shown as "UFO yard 1" - so it should have gained the number 2 instead of 0. Maybe this hints as to what went wrong with that one, since it's not from a broken save but was broken instantly after building it.

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Bugs prior to release 2.4 / Re: Geoscape hangs with attached save
« on: June 30, 2011, 12:29:15 pm »
Thanks for looking into it! I just installed the newest nightly - results:

47.6 fps with that save file, but it hangs just the same. Interesting is that I noticed that the pop-ups for game speed change are flickering. 5s already slows down the UI to almost unusable (many seconds response time) and one further pretty much stops everything.

About the risk of savegame inconsistencies: Stupid me tried to build another UFO yard yesterday in the nightly I was using then - and before switching to the newest nightly, I already had a problem there. Everytime I click that UFO yard, it shows me the info for SAM site 1. Ouch! However, when I switched to the newest nightly, that problem did persist but until now (a few mins of testing) I didn't notice any new problems.

Have to see wether this nightly does also fix the problem with the Assault Rifle Full Auto and 3-shot not updating the movement points. The last nightly still had that problem.

Ohhh...and should it really be possible to research building a nano suit if the alien materials required for it have not been researched yet?

3
Bugs prior to release 2.4 / Re: Geoscape hangs with attached save
« on: June 29, 2011, 12:40:09 pm »
Additional bug report: Since updating the nightly my SAM sites do not autofire anymore. They did before, but now I have to manually make them shoot at the UFOs. Base SAM defence seems to work, though.

I think the world should also be able to produce more Sparrowhawks :D Now I have to let the UFOs fly away because there's not even a fraction of the required ammo avail on the market and my workshops also don't produce enough missiles. Am I missing some trick to shoot UFOs some other way without using up the rare ammo?

4
Bugs prior to release 2.4 / Geoscape hangs with attached save
« on: June 29, 2011, 12:25:59 am »
After the recent problems (see my other thread), I switched to the nightly of June, 19th. With some luck I evaded the problem from the other thread, but ran into something new:

Some UFOs were flying around and being fired upon by my units - and then geoscape slows down so much that it hangs. I was able to save, since the menu does work - but I cannot do anything on geoscape. Everytime I reload that savegame, geoscape hangs again.

So I just downloaded the most recent nightly - but the problem is still there.

I think it's a problem with too many fights being fought at the same time, but I'm not sure about that. Taskmanager shows 8% CPU load from UFO on my i7 (4x3.33 GHz).

Other problems (with all versions):
- When using Alt-Tab to go to another program or the desktop, the mouse is missing
- After returning from Alt-Tab sometimes the return key for saving files does not work, but the one from numpad does.

BTW: Is it meant that the sparrowhawk missiles are so rare that I can't even produce enough to equip my interceptors or am I just having bad luck with too many UFOs flying around?

5
Bugs prior to release 2.4 / Re: Some bugs
« on: June 20, 2011, 04:34:57 pm »
Ahh...then I already was too blonde for downloading the proper files :D

But the big question with the defeat still stands. My previous post was about a game with yesterdays nightly build, running into the same problem. It has a save game attached and really, do those reports from the other nations sound like i'm failing the task?

Is that a bug or another stupidity of me?

Aside from that...on that build I noticed that the assault rifle usage sometimes does not lead to the movement points being updated. IIRC it happens with full auto. Workaround: Click on the button to preserve shots for reaction fire.

6
Bugs prior to release 2.4 / Re: Some bugs
« on: June 19, 2011, 09:53:01 pm »
It was from the Muton thread, his message from June 16th: http://ufoai.ninex.info/forum/index.php?topic=2830.660

I play on normal difficulty...and with the current nightly, I had the same problem again, after less than 2 months. By that time, I don't even have money for a second base (I did start one, but it wasn't finished and there was no money for buildings in it).

Stats: Won 13 / Lost 0
Nations:
Content, Happy, Pleased, Neutral, Content, Content, Neutral, Tolerant

That doesn't sound like "game over!" to me, but it happened few seconds after getting those stats - and happens every time with that saved game.

Maybe I'm too stupid and something really bad is going on which I don't get? On the earlier versions, I was always playing on normal but never had this happen to me, but then, so many things did change since then.

7
Bugs prior to release 2.4 / Re: Some bugs
« on: June 19, 2011, 01:50:01 pm »
OK, the one with flickering is tracked down: I had to disable SLI for UFO. It works with SLI but then it requires the trick to go a few times to menu and back to geoscape. With SLI disabled, the problem is instantly gone.

About the version: Since it's from June 16th I thought it would be pretty up to date. Going to find a more recent build now.

Just wish I could fix the problem with the game so soon telling me I've been defeated. I really don't get what's wrong there. Is there anything I could try to track during gameplay to see what's going wrong and finally leading to this problem?

8
Bugs prior to release 2.4 / Some bugs
« on: June 19, 2011, 11:25:06 am »
Hi,

I thought I should give the latest version a try, but for the last versions, I always stumbled into the same bugs and can't find a way to workaround. The latest test was with ufoai-2.4-dev-1301086950-Debug-pentium3-O1-sse-7z-full-win32.exe

OS: Vista 64
Graphics: nVidia GTX 295 with latest drivers (same problems also on previous versions of the game with previous graphics drivers)

So...let's go:
1) The Geoscape is always flickering in the beginning after starting the game/loading a saved game. A couple of switches to the menu and then back to the geoscape fixes this.
2) Although I win every battle without losses and sparsely losing a single civilian (IIRC 2 in total all over all those missions), the nations are not that extremely happy with my performance, right on from the beginning of the game. They're still not shown in any fashion that I would expect problems, but usually around beginning of May, after winning a battle (without loss of civilians) the game ends in total defeat, claiming that too many lives were lost. This happens both with 100% autoplay as well as with 100% manual play for the battles. Last time one nation went to neutral, but normally all nations are more happy than neutral, so I really don't get it why I get a total defeat.
3) When I go to the menu from a mission and select abort, the game hangs. I've got to use taskmanager to end it - every time. The only workaround: end the mission and reload.
4) When I approach a harvester, I usually get messages about entering and leaving the rescue zone close to the entry of that UFO.

Not really a bug: If I alt-tab to another program, the cursor is inoperative on the windows desktop. When I alt-tab back to the game, it's working again.

Bugs which I've found on the forum and can confirm:
1) For Autoplay, often a defeat screen shows up when all my soldiers survived and all civilians were rescued while all aliens were shot. Just reload, redo...
2) My OS is switched to english, but I am in germany. Even though I also switch the game to english, I get an almost entirely german game.

Translation: There were a few typos, but stupid me forgot to note everything :( At least with the message about the rescue zone I remember that it writes "Soldate" which is wrong. Either "Soldat" (soldier) or "Soldaten" (soldiers).

I packed the folder which I think contains all the info about the game. Hope it helps.

Well..aside from the sudden total "defeat" due to winning all missions, it's well playable and a massive improvement to the version I tried last year. It almost looks like an entirely new game! Great work!

9
Bugs prior to release 2.3 / Little problem with map "Bridge"
« on: September 28, 2009, 10:35:40 am »
Hi,

I've got a little problem with the map "Bridge" (R26356). An UFO that was shot down was located close to the bridge, leaving a Muton walking ON the bridge. The bridge is pretty high and it seems that there's no way up there. The Muton apparantly could not leave the center part of the bridge, thus I could not reach him with grenades. Shooting at him also did not work, as the bridge provides too much cover being so high.

Maybe I miss some way to shoot up there?

However, the general thing is, that there's no way up to the bridge, thus I don't even see how an alien could be placed in an unreachable spot initially, which appears to be a bug to me.

Any suggestions?

Screet

10
Should be fixed in r26331.

Confirmed, no more problems  :)

Screet

11
Hi,

I've sadly run into a situation where my two most recent savegames always run into the following assertion and then crash:

C:\UFOai\src\client\campaign\cp_missions.c
Line: 755

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

I've apparantly missed updating and have been running a version built on september, 6th. Is there a way to see the revision number from the test installation aside of the day?

Retried after loading with r26236 and had the same results.

Since my other save files are three days old, I'd be happy if anyone has an idea how I could continue playing with these files. Aside from that, the game has become pretty stable with the recent changes.

Screet

12
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: September 09, 2009, 05:29:44 pm »
But you should really start it in a debugger (gdb). That can catch nasty errors like a segfault. For more info, read our wiki article about Debugging.

That's true...it's just that it's all fresh new code to read into...and when I had a look at the routing, it was very unfamiliar, although I've written nation wide routing algorithms at work as well as small ones for my game. Another example, after trying a find in files I did not even come up with an idea where to search for a bug with the flashbang numbers (at the beginning, I have 5, buy 10 but still only can use 5 for my actors, although I have 15 in storage).

However, concerning the crash to desktop while moving - I'm thinking it was the previous version from Destructavator only. Since I updated to the latest one, I did not experience it anymore. As it was only happening sometimes, I will have to keep my eyes open, as I might just have been lucky. But my guess is that it was something with that previous version.

Not a single "out of sync" since the last "should be fixed" report! Looks like that bug really is history!

Screet

13
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: September 07, 2009, 11:18:57 pm »
However, there's a new bug kicking in. While it's my turn, sometimes (I could not figure out the situation yet) moving one of my actors causes the game to quit to desktop while the actor is moving. I'm not sure if that's related.

Sadly, it's not giving additional info. Last entry reads
"2009/09/07 10:29:49 - scout_crash:    1096824 EV_ACTOR_MOVE"

ufoconsole only reported that my round started as it's last entry.

Is there a way to create a more verbose output (even if that's slowing things down)?

Otherwise I'll continue with the freshly downloaded version from today and keep my eyes open in the hope that I'll find out which condition is causing this.

Screet

14
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: September 07, 2009, 03:38:32 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!

It's fine now! VERY big thanks!!!

However, there's a new bug kicking in. While it's my turn, sometimes (I could not figure out the situation yet) moving one of my actors causes the game to quit to desktop while the actor is moving. I'm not sure if that's related.

Are there any saved log files? I'm using Vista.

Screet

15
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: August 31, 2009, 08:13:28 pm »
I just love people complaining about quality of beta-open-source-projects.  ;D

Well, I miss the sense of download yet another test version only to notice that the bug which prevents to test still is present. I thought these versions were there so that they could be tested and the found bugs solved.

About me not knowing about programming...until burnout that was my job, using C++ and writing for Windows, Mac and embedded Windows devices. Burnout not due to lack of skill, as that seems what people then usually think. If you don't believe it, I can tell you where you can buy an IEEE publication that was written about my work or could send you a windows game I'm working on in the attempt to recover.

I did even have a look at the code in the hope to find something obvious ;)

Screet

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