Author Topic: Terrain Bug Reports  (Read 3297 times)

Offline Hobbes

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Terrain Bug Reports
« on: April 12, 2017, 09:12:44 pm »
This thread is to centralize all reports of specific bugs regarding the terrains/maps used in Area 51 and the Terrain Pack, specifically the following types of bugs:

* Usually crashes upon the craft reaching a site and clicking on the launch button (can be other issues, though)
* Empty black patches where map sections should have been placed
* 2x2 alien units stuck in rooms/divisions where they can't leave
* Ground/walls/objects being replaced wrongly after being hit by weapons fire
* Wrong materials (metal, stone) being set on fire
* Doors being replaced by other things when opened
* Funky animations
* Units being able to see/fire through walls and other map features that should block vision/weapons fire
* Misplaced map tiles (ground standing on air, extra/missing walls, etc.)
* Aliens starting the mission on wrong locations like inside objects or in the air

IMPORTANT - When submitting a report please include a picture displaying the bug if possible, otherwise it can forever to discover the specific map

Thank you!

Offline Solarius Scorch

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Re: Terrain Bug Reports
« Reply #1 on: April 12, 2017, 11:03:53 pm »
Can I link another post? It's pretty informative, though I'm not sure if it hasn't been solved yet:

https://openxcom.org/forum/index.php/topic,5047.msg81873.html#msg81873

Offline Hobbes

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Re: Terrain Bug Reports
« Reply #2 on: April 12, 2017, 11:31:17 pm »
Can I link another post? It's pretty informative, though I'm not sure if it hasn't been solved yet:

https://openxcom.org/forum/index.php/topic,5047.msg81873.html#msg81873

Completely cool. Already replied to that post. Thanks :)

Offline robin

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Re: Terrain Bug Reports
« Reply #3 on: April 01, 2018, 12:39:14 am »
I think I found a bug in the downtown urban map script.
Second-last command of the script:
Code: [Select]
    - type: addBlock
      size: 2
      blocks: [2, 6, 14, 15]
      executions: 3
      maxUses: [1, 1, 1, 1]

but it should be:

Code: [Select]
    - type: addBlock
      size: 2
      blocks: [1, 6, 14, 15]
      executions: 3
      maxUses: [1, 1, 1, 1]

block 1 is the 20*20 one; block 2 is 10*10.

Offline Hobbes

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Re: Terrain Bug Reports
« Reply #4 on: April 01, 2018, 02:03:09 am »
I think I found a bug in the downtown urban map script.
Second-last command of the script:
Code: [Select]
    - type: addBlock
      size: 2
      blocks: [2, 6, 14, 15]
      executions: 3
      maxUses: [1, 1, 1, 1]

but it should be:

Code: [Select]
    - type: addBlock
      size: 2
      blocks: [1, 6, 14, 15]
      executions: 3
      maxUses: [1, 1, 1, 1]

block 1 is the 20*20 one; block 2 is 10*10.

Yup, you're right. Thanks for the report

Online Meridian

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Re: Terrain Bug Reports
« Reply #5 on: April 08, 2018, 04:48:00 pm »
Cannot go up the stairs.

Save and screenshot attached.

Offline Hobbes

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Re: Terrain Bug Reports
« Reply #6 on: April 08, 2018, 08:25:52 pm »
Cannot go up the stairs.

Save and screenshot attached.

Terrain design bug (stairs are missing floor underneath, causing the unit to fall). Thanks!
« Last Edit: April 08, 2018, 08:29:58 pm by Hobbes »

Offline Shiroi Bara

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Re: Terrain Bug Reports
« Reply #7 on: January 04, 2019, 04:20:12 pm »
Can't step on tile what under red cursor now, check screenshot. Data extraction site 25 turns mission on West cost of USA.

Offline Hobbes

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Re: Terrain Bug Reports
« Reply #8 on: January 04, 2019, 06:02:39 pm »
Can't step on tile what under red cursor now, check screenshot. Data extraction site 25 turns mission on West cost of USA.


Got it, fixed. Thanks

Offline Shiroi Bara

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Re: Terrain Bug Reports
« Reply #9 on: January 14, 2019, 02:20:57 pm »
Same bug what I mentioned before, just different map layout. Can't step on tile under red cursor. Data  extraction site Asia region, Korea on map (not 100% sure)

P.S.
By the way, where is new fixed archives? The latest on mediafire seems same as old one, size and date at least, not checked CRC. Are you uploading them there?

Offline Hobbes

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Re: Terrain Bug Reports
« Reply #10 on: January 14, 2019, 03:56:45 pm »
Same bug what I mentioned before, just different map layout. Can't step on tile under red cursor. Data  extraction site Asia region, Korea on map (not 100% sure)

P.S.
By the way, where is new fixed archives? The latest on mediafire seems same as old one, size and date at least, not checked CRC. Are you uploading them there?

Bug is fixed, haven't uploaded the fixed file yet.

Offline shaigan

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Re: Terrain Bug Reports
« Reply #11 on: March 28, 2019, 06:37:44 pm »
I was waiting so long for verification that i forgot the details of the bug I wanted to report. It was a desert airplane crush. When you use some explosive ammo or rockets on some metal element, the explosions are being triggered through big part of the area and it takes a serious amount of time.

Online Meridian

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Re: Terrain Bug Reports
« Reply #12 on: March 28, 2019, 07:59:38 pm »
I was waiting so long for verification that i forgot the details of the bug I wanted to report. It was a desert airplane crush. When you use some explosive ammo or rockets on some metal element, the explosions are being triggered through big part of the area and it takes a serious amount of time.

If you're using OXCE, it's a known issue... a feature actually.
OXCE performs all terrain explosions, unlike OXC which skips a lot of them.
On some maps it leads to very long explosion chains...

Long-term we will try to do something about it.

Offline Hobbes

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Re: Terrain Bug Reports
« Reply #13 on: March 28, 2019, 08:29:40 pm »
If you're using OXCE, it's a known issue... a feature actually.

That's how the terrain was originally designed for TFTD - I haven't changed anything about it.

The good part - use a grenade to set off the plane wreckage before stepping outside. Makes everything a lot easier ;)

Offline Hadan

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Re: Terrain Bug Reports
« Reply #14 on: October 15, 2019, 09:57:50 pm »
Dont know if I am in the right thread, but the error talks about map generator, so here it goes:

Error: map_error.png

Relevant part of the log:
Code: [Select]
[15-10-2019_20-50-10] [FATAL] A fatal error has occurred: Map generator encountered an error: map block XBASS_02 is not defined in terrain XBASE_REDUX.
[15-10-2019_20-50-10] [FATAL] 0x585c30 OpenXcom::CrossPlatform::stackTrace(void*)
[15-10-2019_20-50-10] [FATAL] 0x586fb0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[15-10-2019_20-50-10] [FATAL] 0x41c780 exceptionLogger()
[15-10-2019_20-50-10] [FATAL] 0xaff950 MPEGaction::MPEGaction()
[15-10-2019_20-50-10] [FATAL] 0xcb9060 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[15-10-2019_20-50-10] [FATAL] 0xcbdf60 OpenXcom::ScriptGlobal::addTagType<OpenXcom::ScriptTag<OpenXcom::RuleItem, unsigned char> >()::{lambda(unsigned long long)#1}::_FUN(unsigned long long)
[15-10-2019_20-50-10] [FATAL] 0x4eb6c0 OpenXcom::BattlescapeGenerator::generateBaseMap()
[15-10-2019_20-50-10] [FATAL] 0x4eeca0 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)
[15-10-2019_20-50-10] [FATAL] 0x4f2d10 OpenXcom::BattlescapeGenerator::run()
[15-10-2019_20-50-10] [FATAL] 0x6883d0 OpenXcom::GeoscapeState::handleBaseDefense(OpenXcom::Base*, OpenXcom::Ufo*)
[15-10-2019_20-50-10] [FATAL] 0x68fb30 OpenXcom::GeoscapeState::time5Seconds()
[15-10-2019_20-50-10] [FATAL] 0x69a630 OpenXcom::GeoscapeState::timeAdvance()
[15-10-2019_20-50-10] [FATAL] 0x65dd70 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[15-10-2019_20-50-10] [FATAL] 0x59ee70 OpenXcom::Game::run()
[15-10-2019_20-50-10] [FATAL] 0x41c8c0 SDL_main
[15-10-2019_20-50-10] [FATAL] 0x91adc0 console_main
[15-10-2019_20-50-10] [FATAL] 0x91aee0 WinMain
[15-10-2019_20-50-10] [FATAL] ??
[15-10-2019_20-50-10] [FATAL] ??
[15-10-2019_20-50-10] [FATAL] 0x7ffcf1d47bc0 BaseThreadInitThunk
[15-10-2019_20-50-10] [FATAL] 0x7ffcf21cceb0 RtlUserThreadStart

Save is also attached. Just let the fighter plane return to base, then the crash appears (repeatable)