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Bugreport about finished game[message #264648] Sun, 10 October 2010 19:24 Go to next message
public1983 is currently offline public1983

 
Messages:125
Registered:February 2006

Hi,

I have finished the game without reload except for interruptions in about two months causualy playing. I have encountered numerous minor bugs, which I want to report briefly:

- sleeping mercs who retreat travel and arrive sleeping
- recruits without teacher do not get tired, but trained
- BR's: 3 times buckshot and one steel helmet, standard service, price 255 is displayed superposed with a zero over the last digit
- BR's: empty shipment entry
- endless hourglass at realtime switch after isolated enemy without visual contact throws a gas-grenade in the last turn
- error while loading map (press esc) - randomly, not reproducible, civ/militia placement?
- buttons (End Turn, Goto Map, Change Team) remain after manual resolved defeat and going back to map screen
- non-essential civilians do not show up in early game, san mona, extro, etc.
- spike does not stand ready to summon kingpin at repeated extreme fighting competitions
- prone stance impossible in some maps for certain orientations
- AI uses mortar under roof
- pointless battle after annoying joey and going back to surface
- leaving a battle sector with truck breaks the squad table (truck remains bound to wrong squad number)
- enemies move while explosions are handled in real-time, no los-check though, so unwanted close combat
- clickrush at yellow aim-panel in laptop for hiring calls exception
- tactical time compression after battle in grumm
- fast animations and wrong placement when entry-point is crowded jumping from heli
- exception when changing sector in tactical - merc placement error - no ctd
- exception when heli lands in estoni - randomly - tileset error - heli beams to sector top-left of a1
- throwing knifes fly on roof-top level - randomly
- enemy day-sight at first encounter at night
- enemy day-sight at mercs climbing roofs
- some maps have goody guns with wrong ammo loaded - grumm, alma
- truck changes direction when plotting route and rightclicking on destination in assignment panel

I will see what I can fix. I try not to vanish, in case there are questions/comments.

This game made me play with explosives. It is really fun setting up remote detonated tnt in a defense situation. The defense of central sam was a bit like the massive counterattack in 1.13. A full squad of 20 troops raiding the unexpecting militia is far enough for an exciting battle.

[Updated on: Sun, 10 October 2010 19:24] by Moderator

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Sergeant
Re: Bugreport about finished game[message #266133] Mon, 01 November 2010 23:24 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
I haven't really finished the game yet, but I'll post what I found so far:

1. After trying to hire an AIM merc without having the cash to do it, most of the areas on the hire merc dialog are unclickable, save the [X] in top-right

2. In tactical, the merc portrait doesn't always show up in upper left when a merc says a quote

3. Some sounds still play even though I turned down all the volume sliders. "Some" being the helicopter flyby when dropping mercs in A9 and enemy soldiers grunting when they are bleeding.

Version: 7072

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Master Sergeant
Re: Bugreport about finished game[message #266289] Thu, 04 November 2010 20:42 Go to previous messageGo to next message
public1983 is currently offline public1983

 
Messages:125
Registered:February 2006

Hi,

thanks for the contribution. In general, a description about how to reproduce the problem is always helpful. I cannot reproduce (1.) by starting a hard game and trying to hire Gus. Am I doing something wrong? Is (2.) persistent with saving? I can not do anything without a savegame at the moment. I keep loading the reproducing savegame after successive code changes until the bug vanishes. If you can tell me how to make the debugger work for eclipse, things would look better for this and many other problems. About (3.) I can reproduce the helicopter sound when it should not be heard (also with 1.13!). However I can not hear bleeding soldiers grunt in the same setting.

At the moment I am after this minor bug, when mercs leave the helicopter to some far entry point and are displayed with super fast animations. This problem remains although you load an older savegame with the same sector and merc loaded sometimes. This is really cryptic to me. I am loosing faith into the engine in looking for a fix. However, the helicopter has to be reworked anyways. It crashes the game, when it is added to a refuling sector and a merc stands in the way. Its operation time is not limited other than by money. I guess the model should display some kind of Bell 407 with a range of 2 to 4 hours flying at travelling speed.

If you find any other bugs feel free to report it, best with a way of reproduction. By chance me or others find time and a way to fix it. Also the 1.13 people are interested in bug-report. Some of what You find buggy in Straciatella might be vanilla, like part of the sound bug, You reported.

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Sergeant
Re: Bugreport about finished game[message #266295] Thu, 04 November 2010 21:38 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
I use Eclipse+mingw+gdb and it seems to work. Most of the time, anyway.

Just right-click the executable in the project browser, select debug as>configurations... add a configuration for gdb, no fancy setup required IIRC.

Make sure you build the game with -g flag, simply uncomment the
# CFLAGS += -g
in config.default

You can add
CFLAGS += -pg
if you want to build profiling information, that can be interpreted with gprof.

If you get the wrong source files opened in the debugger (when following breakpoints), try to narrow down the source tree in debug configurations/source pane.

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Master Sergeant
Re: Bugreport about finished game[message #266301] Thu, 04 November 2010 23:41 Go to previous messageGo to next message
mgl is currently offline mgl

 
Messages:255
Registered:December 2007
Location: France
sunshine
[...] the helicopter has to be reworked anyways. It crashes the game, when it is added to a refuling sector and a merc stands in the way.

People on the landing site should be moved by the "BumpAnyExistingMerc()" function.

If you have a tactical screen with a merc close to the landing zone just a few minutes (maybe only one) before the helicopter lands, you should not be able to move him on a gridno where the helicopter will ground. And if you plot a path through the landing zone, the pathfinder should show curves in the shape of the helicopter around it instead of a straight line to your destination. In other words, the landing zone should become impassable.

There was this thread two years ago, when the helicopter crashed the game when landing at Estoni. It's more about the "Failed to add node to world" problem but it has clues to the bug you have.

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Master Sergeant
Re: Bugreport about finished game[message #266387] Sat, 06 November 2010 14:41 Go to previous messageGo to next message
public1983 is currently offline public1983

 
Messages:125
Registered:February 2006

@Bob: Cool, I just stopped at my first breakpoint. Your help about the debugger is greatly appreciated.

@Mgl: I have played around with the bump-function. It works fine. Still the helicopter crashes the game landing in one of my savegames with 15 mercs and a vehicle in Estoni. If I move the mercs, the crash does not happen.

About the persistence of bugs after loading. I realize that somehow loading a savegame with the same sector at the same hour does not refresh everything. Somehow loaded data, that is not realized to have changed seems to be kept for speed reasons. It seems totally against all logic. I found this in a savegame where the helicopter is invisible but landed in Estoni. I chancel its route so it lands again and becomes visible. If I load the savegame, it is still visible. Loading an older savegame before lets the heli vanish again.

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Sergeant
Re: Bugreport about finished game[message #266418] Sun, 07 November 2010 10:03 Go to previous messageGo to next message
mgl is currently offline mgl

 
Messages:255
Registered:December 2007
Location: France
sunshine
@Mgl: I have played around with the bump-function. It works fine. Still the helicopter crashes the game landing in one of my savegames with 15 mercs and a vehicle in Estoni. If I move the mercs, the crash does not happen.

If I understand, you have:
- The sector of Estoni is loaded, your mercs are on the landing zone. It crashes.
- Estoni is loaded, the mercs are not on the landing zone. It works.

Can you tell if it crashes if:
- Another sector is loaded and you have mercs on the landing zone at Estoni.
- Another sector is loaded and you don't have mercs on the landing zone at Estoni. Should work.

And is there a change of hour or day at the same time as the helicopter lands (i.e does the helicopter land at a time like 00:00 or 14:00)?

Edit:
And, if you use a debugger, what's the backtrace of the different crash cases (type "bt" in gdb and copy the output lines)?

[Updated on: Sun, 07 November 2010 10:16] by Moderator

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Master Sergeant
Re: Bugreport about finished game[message #266422] Sun, 07 November 2010 17:12 Go to previous messageGo to next message
public1983 is currently offline public1983

 
Messages:125
Registered:February 2006

You understand right.

The game gives me an error message, when the heli returns from a trip to a neighbouring sector of estoni and a merc is in the landing zone while the sector is loaded:

ERROR: caught unhandled exception: failed to add node to world
... error.sav ... etc.

If I load another sector the heli lands fine and the merc at the landing zone stands at the central entry point. With the merc off the landing zone he is not moved. I repeated the procedure at 14:29 and 15:30 without special observations.

I cannot see how to enable the backtrace option. I debug with the eclipse interface. I have located the line where the exception is thrown:

static void AddHelicopterToMaps(bool const add, RefuelSite const& r)
{
	GridNo const grid_no = r.grid_no;
	INT16  const ostruct = r.heli_ostruct;

	// are we adding or taking away
	if (add)
	{
		AddHeliPiece(grid_no,       ostruct    );
		AddHeliPiece(grid_no,       ostruct + 1); //here the exception is thrown
		AddHeliPiece(grid_no - 800, ostruct + 2);
		AddHeliPiece(grid_no,       ostruct + 3);
		AddHeliPiece(grid_no,       ostruct + 4);
		AddHeliPiece(grid_no - 800, ostruct + 5);

		// ATE: If any mercs here, bump them off!
		INT16 sCentreGridX;
		INT16 sCentreGridY;
		ConvertGridNoToXY(grid_no, &sCentreGridX, &sCentreGridY);

		for (INT16 y = sCentreGridY - 5; y < sCentreGridY + 5; ++y)
		{
			for (INT16 x = sCentreGridX - 5; x < sCentreGridX + 5; ++x)
			{
				BumpAnyExistingMerc(MAPROWCOLTOPOS(y, x));
			}
		}
	}
	else
	{
		// remove from the world
		RemoveStruct(grid_no,       ostruct    );
		RemoveStruct(grid_no,       ostruct + 1);
		RemoveStruct(grid_no - 800, ostruct + 2);
		RemoveStruct(grid_no,       ostruct + 3);
		RemoveStruct(grid_no,       ostruct + 4);
		RemoveStruct(grid_no - 800, ostruct + 5);
	}

	InvalidateWorldRedundency();
	SetRenderFlags(RENDER_FLAG_FULL);
}


Somehow the step in only reaches one level deeper in the call hirarchy. Then its like step over and crashes. Maybe we can get the backtracing to work.

By the way the debugger reports a segmentation fault, if I load a savegame with merc in the landing zone although it works without the debugger. I am not sure, if I have configured it right.

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Sergeant
Re: Bugreport about finished game[message #266440] Sun, 07 November 2010 23:26 Go to previous messageGo to next message
mgl is currently offline mgl

 
Messages:255
Registered:December 2007
Location: France
This is exactly the error I had in the thread I linked then. In the other thread, when I said that the problem was solved if I didn't blit the six pieces of the helicopter, I was talking about the piece of code you quoted.

But no "Failed to add node to world" error should happen with r7072. The exception should be ignored again since December 2008.

Can you check that you can load defective maps (i.e with overlapping objects in them) like F6, H15 or K13 in the tactical screen or in the editor (see the thread Bug: Could not load xx.DAT) to be sure that your code has a normal behaviour with overlapping objects?

Edit:
About the segmentation fault by the debugger and not your OS, it might be because your OS doesn't care if you write in a memory zone that you didn't reserve while the debugger does.

Edit:
And you may understand better what happens if you keep only the first "AddHeliPiece()" call in the code (and the first "RemoveStruct()"). You will see only one of the pieces which make the helicopter on the tactical screen but, at least, it shouldn't crash anymore and you will be able to see the scene.

[Updated on: Sun, 07 November 2010 23:51] by Moderator

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Master Sergeant
Re: Bugreport about finished game[message #266507] Mon, 08 November 2010 21:18 Go to previous messageGo to next message
public1983 is currently offline public1983

 
Messages:125
Registered:February 2006

I can load F6, K13 and H15 in the tactical screen.

I have come closer to the problem by some experiments. Firstly, the node that causes the exception is the roof of the heli model, which is closest to my repair site with lots of items. Secondly, the crash does not happen, if I dump a considerable part of these 821 items (plus some hidden mines) scattered on the ground in Estoni. Might be that I touch some limit (1024 including the map structures?) of the display engine, with all that stuff lying around. I wonder if this kind of item stack is too unusual? In earlier games I used to create such a stack at Cambria, so without a helicopter and without trouble.

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Sergeant
Re: Bugreport about finished game[message #266514] Mon, 08 November 2010 22:18 Go to previous message
mgl is currently offline mgl

 
Messages:255
Registered:December 2007
Location: France
I believe I saw a limit on the number of nodes on the same gridno, but I don't know the tile engine more than that.

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Master Sergeant
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