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Author Topic: [MAP] Hills - Multiple Issues  (Read 3435 times)

Offline Edi

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[MAP] Hills - Multiple Issues
« on: May 24, 2011, 10:33:40 pm »
There are many, many minor issues with the Hills map. None that actually break the map, but things like entire rooms and balconies becoming impassable when a door is opened, soldiers walking through brick walls, rescue zone located under a harvester's wing instead of in the Firebird etc.

I need to put together a coherent post sometime tomorrow evening, because I need to do some screenshot doctoring to make a proper bug report and highlight all of the places where things act weirdly. However, in order to not accidentally delete the all-important console log of the map info, it is added here as a preliminary measure.

Code: [Select]
2011/05/24 22:45:48 ------- Loading game.dll -------
2011/05/24 22:45:48 not found at '/usr/local/lib'
2011/05/24 22:45:48 not found at 'C:\Documents and Settings\Esko\Application Data\UFOAI/2.4-dev/base'
2011/05/24 22:45:48 found at './base'
2011/05/24 22:45:48 tiles: -hills/ +road_1c1 +craft_drop_firebird +craft_ufo_harvester +filler_1s3 +house_11 +house_12 +house_13 +road_1v4 +road_1v4 +road_1v5 +road_1v4 +road_1v5 +road_1h1 +road_1h1 +road_1h2 +road_2h1 +filler_12vu1 +filler_1s1 +filler_1s1 +filler_2s1
2011/05/24 22:45:48 pos: 8 -32 0 -24 -32 0 -24 8 0 24 -16 0 24 -8 0 -8 0 0 -8 -16 0 8 -16 0 -24 -8 0 8 -8 0 8 0 0 -24 0 0 -8 -32 0 24 -32 0 0 -32 0 24 16 0 24 8 0 0 0 0 24 0 0 24 32 0
2011/05/24 22:45:48 tiles: 20
2011/05/24 22:45:49 CM_LoadMap: "-hills/ +road_1c1 +craft_drop_firebird +craft_ufo_harvester +filler_1s3 +house_11 +house_12 +house_13 +road_1v4 +road_1v4 +road_1v5 +road_1v4 +road_1v5 +road_1h1 +road_1h1 +road_1h2 +road_2h1 +filler_12vu1 +filler_1s1 +filler_1s1 +filler_2s1" "8 -32 0 -24 -32 0 -24 8 0 24 -16 0 24 -8 0 -8 0 0 -8 -16 0 8 -16 0 -24 -8 0 8 -8 0 8 0 0 -24 0 0 -8 -32 0 24 -32 0 0 -32 0 24 16 0 24 8 0 0 0 0 24 0 0 24 32 0"
2011/05/24 22:45:51 Rerouted for RMA in   0.0s
2011/05/24 22:45:51 checksum for the map '+hills': 2229896466
2011/05/24 22:45:51 ufo script checksum 2308402585

Screenshots to be added later.

Oh, and props for whoever designed this map despite the issues. That was without doubt the most X-Files map ever, with no civilians anywhere, just empty houses, an alien right at the start and then just the great, looming harvester on a hill above the suburb at night. Never had a mission as tense as that one in terms of atmosphere.


EDIT: Tracker item added
« Last Edit: May 25, 2011, 07:15:51 pm by Edi »

Offline Kildor

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Re: [MAP] Hills - Multiple Issues
« Reply #1 on: May 25, 2011, 04:30:25 am »
> like entire rooms and balconies becoming impassable when a door is opened,
Want to see screenshots to fix.
> soldiers walking through brick walls,
not a map bug but known pathfinding bug. Anyway, can you add a screenshot to https://sourceforge.net/tracker/?func=detail&atid=805242&aid=3204993&group_id=157793 ?
> rescue zone located under a harvester's wing instead of in the Firebird.
Very strange, because there shouldn`t be a rescue zone under the harvester.
« Last Edit: May 25, 2011, 04:32:02 am by Kildor »

Offline Edi

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Re: [MAP] Hills - Multiple Issues
« Reply #2 on: May 25, 2011, 06:58:44 am »
I'll add the screenshots about the pathfinding to the tracker item you linked, but will add a new tracker item for the Hills map for the rest of the issues. I took a ton of screenshots yesterday evening, but since it was 23:30 at the time, I didn't have the energy to process them appropriately. I'll add highlights and borders of the affected areas in the evening today and post them.

Offline Edi

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Re: [MAP] Hills - Multiple Issues
« Reply #3 on: May 25, 2011, 07:00:28 pm »
Okay, screenshots galore.

Kildor, I could not add any files to that tracker item. Don't ask me why, but perhaps not being listed as member of the project has something to do with it, or not being the originator of the artifact or whatever. So they will be added to this post.

In this screenshot, two brick walls are passable. It does not seem like a pathfinding bug, because in both the annotated places the unit selector box appears at a lower level. On all the other walls it appears on the top of the wall and soldiers cannot pass, but in these two instances it's lower.

Offline Edi

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Re: [MAP] Hills - Multiple Issues
« Reply #4 on: May 25, 2011, 07:03:11 pm »
The problematic balcony:

When the left-hand side balcony door is closed, a soldier can move wherever he wants inside the house but the balcony is impassable.

When the left-hand side balcony door is open, the soldier cannot move at all. Everything is impassable. In both instances the problem areas are outlined in red.

Offline Edi

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Re: [MAP] Hills - Multiple Issues
« Reply #5 on: May 25, 2011, 07:08:54 pm »
Area around the harvester:


Screenshot 1:

There is a streetlight object that seems like the end of the streetlight is lying on the ground when it should be at the top of the lamppost. This place differs from all other lampposts in this map.

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Screenshot 2:

The road along the marked area behaves strangely. It's as if that row of squares (but only on the asphalt area) exists simultaneously on two different map levels, which makes trying to walk soldiers along it or select them on it a pain in the backside. Problematic area outlined in blue. Presumably the road squares on the left edge of the map (from this perspective) suffer from the same problem.

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Screenshot 3:

The rescue zone is located in the area outlined red in this screenshot. The rescue zone is NOT located inside the firebird craftdrop tile.

Offline parjlarsson

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Re: [MAP] Hills - Multiple Issues
« Reply #6 on: May 25, 2011, 07:55:49 pm »
Yay someone else noticed that weird rescue zone.

This map is one of the two big reasons (other being crashed UFO in mining area) why I would advocate a way of not always cutting the vertical level of the shown map to the level that the acting soldier or alien is on - it just looks weird when your soldiers are walking next to a big UFO on a slight incline (is that the "hill"?) and next thing you know *poof* they're walking next to a great big black nothingness.

If you put your soldiers in react fire right below the top level of the incline as the aliens come walking out of the harvester you'll see what I mean.

Offline Edi

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Re: [MAP] Hills - Multiple Issues
« Reply #7 on: May 25, 2011, 08:03:59 pm »
Yay someone else noticed that weird rescue zone.
If you see something like that, take a good screenshot and report it. If you highlight the problem area like in these, it usually takes next to no time for one of the mapmakers here to fix it. The biggest problem with map issues is always, always the quality of reporting.

A well reported issue is much easier to solve than a poorly documented "There is a problem with this map whose name I didn't bother to put down" comment.