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Messages - Wace

Pages: [1]
1
Bugs prior to release 2.4 / Re: tile error
« on: June 10, 2010, 03:23:28 pm »
Same here, except map in question is "frozen.ump"

2
Bugs prior to release 2.3 / Research screen crash
« on: October 07, 2009, 10:45:52 am »
Research screen when nothing is available for research crashes as soon as I click any button (start/stop/show proposal). Ubuntu 9.04, build 26530. Console log attached, terminal output posted:
Code: [Select]
./ufo(Sys_Backtrace+0x1f)[0x8197ae6]
./ufo[0x8197b46]
[0xb80da400]
./ufo(Cmd_ExecuteString+0xcb)[0x81388a4]
./ufo(Cbuf_Execute+0x15a)[0x8137671]
./ufo[0x8079085]
./ufo(CL_Frame+0xdf)[0x8079571]
./ufo[0x8145938]
./ufo(Qcommon_Frame+0x7b)[0x8145da8]
./ufo(main+0x66)[0x8196849]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7a8c775]
./ufo[0x806a7f1]
./ufo(Sys_Backtrace+0x1f)[0x8197ae6]
./ufo(Sys_Error+0x22)[0x8196c60]
./ufo(Sys_InitSignals+0x0)[0x8197b59]
[0xb80da400]
./ufo(Cmd_ExecuteString+0xcb)[0x81388a4]
./ufo(Cbuf_Execute+0x15a)[0x8137671]
./ufo[0x8079085]
./ufo(CL_Frame+0xdf)[0x8079571]
./ufo[0x8145938]
./ufo(Qcommon_Frame+0x7b)[0x8145da8]
./ufo(main+0x66)[0x8196849]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7a8c775]
./ufo[0x806a7f1]
Error: Received signal 11.

3
Bugs prior to release 2.3 / Re: Console debug command crash
« on: September 11, 2009, 02:41:39 pm »
In main menu it does nothing - isn't sent to server.
In skirmish mode it does nothing as well, although is recognized as a command.

In geoscape or tactical mode of campaign it leads to immediate crash, even if it's "blank" campaign with no research done. Here's the console output:
Code: [Select]
debug_listtech
#techs: 201
Tech: rs_laser
... time      -> 0.00
... name      -> Continuous Wave Laser Operation
... requires ALL  ->
... requires ANY  ->
... provides  -> (null)
... type      -> tech
... researchable -> 0
... research  -> done
... research date: 05 04 2084
Tech: rs_baselaser
... time      -> 0.00
... name      -> Laser Turret
... requires ALL  -> rs_laser (tech) rs_laser
... requires ANY  ->
... provides  -> baselaser
... type      -> tech
... researchable -> 0
... research  -> done
... research date: 08 08 2084
Tech: rs_baselaser_ammo
... time      -> 0.00
... name      -> -F Tank
... requires ALL  ->
... requires ANY  ->
... provides  -> baselaser_ammo
... type      -> tech
... researchable -> 0
... research  -> done
... research date: 21 03 2084
Tech: rs_antimatter
... time      -> 0.00
... name      -> Antimatter
... requires ALL  -> rs_alien_ufo_theory (tech) rs_alien_ufo_theory
... requires ANY  ->
... provides  -> (null)
... type      -> tech
... researchable -> 0
... research  -> done
... research date: 10 08 2084
Tech: rs_item_antimatter
... time      -> 0.00
... name      -> Antimatter
... requires ALL  -> rs_antimatter (tech) rs_antimatter
... requires ANY  ->
... provides  -> antimatter
... type      -> weapon
... researchable -> 0
... research  -> done
... research date: 10 08 2084
Tech: rs_craft_upgrade_am_engines
... time      -> 0.00
... name      -> Upgrade - Antimatter engines
... requires ALL  -> rs_antimatter (tech) rs_antimatter rs_craft_alien_propulsion (tech) rs_craft_alien_propulsion
... requires ANY  ->
... provides  -> (null)
... type      -> tech
... researchable -> 0
... research  -> done
... research date: 04 09 2084
Tech: rs_alien_live
... time      -> 0.00
... name      -> Live Alien
... requires ALL  -> rs_contained_organic_alien (tech) rs_contained_organic_alien
... requires ANY  ->
... provides  -> (null)
... type      -> tech
... researchable -> 0
... research  -> done
... research date: 07 09 2084
Tech: rs_alien_breathing
... time      -> 0.00
... name      -> Alien Breathing Apparatus
... requires ALL  ->
... requires ANY  -> rs_alien_ortnok_autopsy (tech) rs_alien_ortnok_autopsy rs_alien_taman_autopsy (tech) rs_alien_taman_autopsy rs_alien_shevaar_autopsy (tech) rs_alien_shevaar_autopsy
... provides  -> (null)
... type      -> tech
... researchable -> 0
... research  -> done
... research date: 31 07 2084
Tech: rs_item_brapparatus
... time      -> 0.00
... name      -> Alien Breathing Apparatus
... requires ALL  -> rs_alien_breathing (tech) rs_alien_breathing
... requires ANY  ->
... provides  -> brapparatus
... type      -> weapon
... researchable -> 0
... research  -> done
... research date: 31 07 2084
Tech: rs_alien_mind
... time      -> 0.00
... name      -> The Alien Mind
ufo: src/client/campaign/cp_research.c:888: RS_TechReqToName: Assertion `req->link' failed.
... requires ALL  -> rs_alien_live (tech) rs_alien_live./ufo(Sys_Backtrace+0x1f)[0x819630e]
./ufo[0x819636e]
[0xb7f22400]
/lib/tls/i686/cmov/libc.so.6(abort+0x188)[0xb78eb098]
/lib/tls/i686/cmov/libc.so.6(__assert_fail+0xee)[0xb78e25ce]
./ufo[0x80e922b]
./ufo[0x80e93f0]
./ufo(Cmd_ExecuteString+0xcb)[0x81374a0]
./ufo(Cbuf_Execute+0x15a)[0x813626d]
./ufo[0x808f8aa]
./ufo(CL_Frame+0xdf)[0x808fd96]
./ufo[0x814447e]
./ufo(Qcommon_Frame+0x7b)[0x81448ee]
./ufo(main+0x66)[0x8195071]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb78d4775]
./ufo[0x806a301]
./ufo(Sys_Backtrace+0x1f)[0x819630e]
./ufo(Sys_Error+0x22)[0x8195488]
./ufo(Sys_InitSignals+0x0)[0x8196381]
[0xb7f22400]
/lib/tls/i686/cmov/libc.so.6(abort+0x188)[0xb78eb098]
/lib/tls/i686/cmov/libc.so.6(__assert_fail+0xee)[0xb78e25ce]
./ufo[0x80e922b]
./ufo[0x80e93f0]
./ufo(Cmd_ExecuteString+0xcb)[0x81374a0]
./ufo(Cbuf_Execute+0x15a)[0x813626d]
./ufo[0x808f8aa]
./ufo(CL_Frame+0xdf)[0x808fd96]
./ufo[0x814447e]
./ufo(Qcommon_Frame+0x7b)[0x81448ee]
./ufo(main+0x66)[0x8195071]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb78d4775]
./ufo[0x806a301]
Error: Received signal 6.

Let me know what else is needed.

4
Bugs prior to release 2.3 / Re: Console debug command crash
« on: September 11, 2009, 12:11:15 pm »
Did testing. The only command which gives me unconditional crash is debug_listtech

I assume that's the command you've mentioned.

5
Bugs prior to release 2.3 / Console debug command crash
« on: September 10, 2009, 07:49:28 am »
Is it ok that some of the "debug_" commands in the console lead to crash? I mean it's not the proper feature of the game, so I'm not sure if I need to report it.

6
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: September 04, 2009, 01:03:55 pm »
Yep, still there. 26001 as well.

Code: [Select]
Team 1 ended round, team 7's round started!
********************
ERROR: Actor (entnum: 12) on team 7 is still moving (1 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x8195a2a]
./ufo[0x8195a8a]
[0xb7efa400]
./ufo(LE_Cleanup+0x140)[0x808d117]
./ufo(GAME_Drop+0x13)[0x8075ea9]
./ufo(CL_Drop+0x10)[0x808db92]
./ufo(Com_Error+0xd0)[0x81427d3]
./ufo(CL_ActorDoMove+0x113)[0x809c899]
./ufo[0x809ac68]
./ufo(Qcommon_Frame+0x9a)[0x81444b3]
./ufo(main+0x66)[0x819478d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb78ac775]
./ufo[0x806a1b1]
./ufo(Sys_Backtrace+0x1f)[0x8195a2a]
./ufo(Sys_Error+0x22)[0x8194ba4]
./ufo(Sys_InitSignals+0x0)[0x8195a9d]
[0xb7efa400]
./ufo(LE_Cleanup+0x140)[0x808d117]
./ufo(GAME_Drop+0x13)[0x8075ea9]
./ufo(CL_Drop+0x10)[0x808db92]
./ufo(Com_Error+0xd0)[0x81427d3]
./ufo(CL_ActorDoMove+0x113)[0x809c899]
./ufo[0x809ac68]
./ufo(Qcommon_Frame+0x9a)[0x81444b3]
./ufo(main+0x66)[0x819478d]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb78ac775]
./ufo[0x806a1b1]
Error: Received signal 11.

Logs attached.

7
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: September 03, 2009, 08:30:37 am »
Just compiled the most recent version with additional debug output and played till I got the error.

ufoconsole.log & events.log are attached.

Here's the latest part of console output:
Code: [Select]
Starting the game...
Max has joined team 0
(player 0) It's team 1's round
Max has taken control over team 1.
Max: music_change battlescape
pathLength: 0:2
pathLength: 0:10
pathLength: 0:2
pathLength: 0:1
pathLength: 0:1
pathLength: 0:7
pathLength: 0:5
pathLength: 0:6
pathLength: 0:10
Team 1 ended round, team 7's round started!
pathLength: 0:1
pathLength: 1:1
********************
ERROR: Actor (entnum: 12) on team 7 is still moving (1 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x8195a32]
./ufo[0x8195a92]
[0xb7fa9400]
./ufo(LE_Cleanup+0x140)[0x808d10f]
./ufo(GAME_Drop+0x13)[0x8075ea9]
./ufo(CL_Drop+0x10)[0x808db8a]
./ufo(Com_Error+0xd0)[0x81427d3]
./ufo(CL_ActorDoMove+0x128)[0x809c8a6]
./ufo[0x809ac60]
./ufo(Qcommon_Frame+0x9a)[0x81444b3]
./ufo(main+0x66)[0x8194795]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb795b775]
./ufo[0x806a1b1]
./ufo(Sys_Backtrace+0x1f)[0x8195a32]
./ufo(Sys_Error+0x22)[0x8194bac]
./ufo(Sys_InitSignals+0x0)[0x8195aa5]
[0xb7fa9400]
./ufo(LE_Cleanup+0x140)[0x808d10f]
./ufo(GAME_Drop+0x13)[0x8075ea9]
./ufo(CL_Drop+0x10)[0x808db8a]
./ufo(Com_Error+0xd0)[0x81427d3]
./ufo(CL_ActorDoMove+0x128)[0x809c8a6]
./ufo[0x809ac60]
./ufo(Qcommon_Frame+0x9a)[0x81444b3]
./ufo(main+0x66)[0x8194795]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb795b775]
./ufo[0x806a1b1]
Error: Received signal 11.

Let me know if I can be of any further help.

8
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: August 31, 2009, 07:58:18 pm »
I just love people complaining about quality of beta-open-source-projects.  ;D

I haven't encountered this bug (yet) in the latest Win version (self-compiled), but it still appears to be present in Ubuntu, while using the same saved campaign and same latest version.  Not sure if it's connected, though, since I can't make it repeatable. Sometimes it happens, sometimes it doesn't.  :(

I suspected it was matter of aliens killed by reaction fire, but it is obviously not. Will try further.

9
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: August 28, 2009, 10:19:50 am »
Just got the same error on the latest (25872) version:
Code: [Select]
ERROR: Actor (entnum: 12) on team 7 is still moving (1 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
./ufo(Sys_Backtrace+0x1f)[0x81954f2]
./ufo[0x8195552]
[0xb7f56400]
./ufo(LE_Cleanup+0x140)[0x808d153]
./ufo(GAME_Drop+0x13)[0x8075f5e]
./ufo(CL_Drop+0x10)[0x808dbce]
./ufo(Com_Error+0xd0)[0x8142293]
./ufo(CL_ActorDoMove+0xfa)[0x809c8bc]
./ufo[0x809aca4]
./ufo(Qcommon_Frame+0x9a)[0x8143f73]
./ufo(main+0x66)[0x8194255]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7909775]
./ufo[0x806a261]
./ufo(Sys_Backtrace+0x1f)[0x81954f2]
./ufo(Sys_Error+0x22)[0x819466c]
./ufo(Sys_InitSignals+0x0)[0x8195565]
[0xb7f56400]
./ufo(LE_Cleanup+0x140)[0x808d153]
./ufo(GAME_Drop+0x13)[0x8075f5e]
./ufo(CL_Drop+0x10)[0x808dbce]
./ufo(Com_Error+0xd0)[0x8142293]
./ufo(CL_ActorDoMove+0xfa)[0x809c8bc]
./ufo[0x809aca4]
./ufo(Qcommon_Frame+0x9a)[0x8143f73]
./ufo(main+0x66)[0x8194255]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7909775]
./ufo[0x806a261]
Error: Received signal 11.
Ubuntu 9.04,  Intel(R) Celeron(R) CPU 2.53GHz, Radeon 9200 SE

Just so that I won't post possibly useless information: how do you know that bugs are fixed? Is the posting on the forum updated or should I check some kind of tracker?

10
Bugs prior to release 2.3 / Re: Game still locking with newer revision
« on: August 25, 2009, 06:14:55 pm »
I'll do as much tests as possible and will provide logs as soon as I can fit it in my schedule.

I'm running P4, WinXP Professional Russian, Nvidia 6800GT. I haven't experienced any noticable troubles while running 2.2.1 version. The trouble in question occured both with R25552 and R25745, set from dev-built windows installer posted by you - haven't compiled anything on my Win machine. According to your suggestions I've updated WinXP from SP2 to SP3 and nvidia drivers from 160-something to 190.62. Both didn't change a thing.

There's no actual crash, but the process hangs on the "awaiting game start (0)"
Just crashed it with 800x600 windowed
event.log and ufoconsole.log attached (only last two records in event.log are relevant)

UPDATE: Played around with 2.2.1 on the same system. All three standard resolutions work, both windowed & fullscreen. Console log attached. So even if it is problem with my setup, it still doesn't affect 2.2.1.  :(

11
Bugs prior to release 2.3 / Re: Game still locking with newer revision
« on: August 25, 2009, 08:28:13 am »
Quote
This bug wasn't part of last stable release.
I.e. I've already played 2.2.1 and it didn't give me anything like that - everything was cool and proper. I didn't test every possible resolution, but I can if you want me to.

PS: Updated WinXP to SP3 - didn't change anything. Not that I've expected it, but JFYI

12
Bugs prior to release 2.3 / Re: Game still locking with newer revision
« on: August 24, 2009, 09:17:04 am »
I have exactly the same problem. WinXP SP2, latest Nvidia drivers.

Regardless if I just go to battlescape in the game or if I switch from working option (1024 windowed) to fullscreen from within battlescape options. This bug wasn't part of last stable release.

13
Feature Requests / Re: Alien turn sounds
« on: August 19, 2009, 03:35:56 pm »
Not too sure abt this feature. I have played Afterlight and i know how it feels.....
Maybe the other devs will consider this in the far future, not too sure abt now. It will requires alot more scripting than u think, as it will probably includes rules for checking distance b/w user / alien / objects in between em, and a whole lot other factors...
Oh, trust me, I know how much pain can bring adding some innocent detail to the project.  ;) Still, seeing how good the game is now and how much is planned to be added, I've added my two cents. Those hidden sounds kept bothering me since original X-COM.  :(

14
Feature Requests / Alien turn sounds
« on: August 18, 2009, 03:18:20 pm »
I'm not sure if it can be requested, since it can lead to major change in both gameplay and code, but I would really love if any sound made during alien/civilian turn could lead to some amount of information.

Example: soldier is in room with three doors, crouching directly in front of one of them. During alien turn There's distinctive sound of door opening/closing. Now, from the realistic point of view, soldier should be able to determine if this was one of the doors behind his back or another one behind the one he's in front of. Or even some door far away from him (in this case, however, he knows nothing about it).

The UFO Aftermath/Aftershock/Afterlight developers overpowered this feature in their product, allowing sound detection as alternative to sight, marking enemy within specific cell of the terrain grid. I have no clear idea about how to make it both useful and not too powerful, but without it there's no real reason for any sounds to happen if nobody "sees" them.

Regardless, thanks for the great game!

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