-
Hello,
the current SVN revision 704 (successfully compiled and installed on Debian Lenny/Sid) crashes immediately after beginning the tutorial or a single player game, regardless which resolution is chosen or whether running in GL or SDL mode:
$ mars
data directory is: /usr/local/share/games/mars/
home directory is: /home/christoph/.mars-lonm
mkdir /home/christoph/.mars-lonm: File...
2009-01-20 13:23:50 UTC in Mars, Land of No Mercy
-
Hallo,
ein Tippfehler in der Projektbeschreibung: es müßte Fotogalerie (mit einem L) heißen und die Weiterleitung von
http://admidio.org/dokuwiki/doku.php?id=de:entwickler:umgang_mit_bug-feature-tracker_bei_sourceforge
nach Sourceforge ist kaputt: http://https//sourceforge.net/projects/admidio/
Viele Grüße, Christoph.
2009-01-07 12:14:59 UTC in Admidio
-
This "translation" that you found does obviously not reflect the original meaning, but is not neccessarily wrong. In fact, it seems to work in the game. When you ask her first, she will tell you (in german language) that she has not checked her bookkeeping recently and estimates up to 2000T. As soon and asl long as you have got at least 1600T you can tell her that you can give her the money. If...
2008-11-04 03:30:04 UTC in Freedroid
-
Not being able to enter was caused by one of the red guards having been killed previously. When spoken to while the mission is active, he is supposed to open the gate. It should really be made sure that people cannot be killed by accident if they are essential for solving the game. I suggest to give them unlimited life points as long as they are essential and lower these to a normal level as...
2008-11-04 03:15:11 UTC in Freedroid
-
I looked into the code (copied from IRC):
(2008-11-03 21:50:51) CHF: "purewait" is not one of the state machine states, it's a counter.
(2008-11-03 21:58:12) CHF: This explains perfectly why I observed that one robot left this state seemingly without reason.
(2008-11-03 22:09:05) CHF: Well there are three locations to be found with "grep" where purewait is set to 1 or 0.5; it is then...
2008-11-03 21:25:19 UTC in Freedroid
-
My findings are inconsistent now. In the attached game you find a 249 (and several higher robots) showing the described behaviour, and I definitely got robots out of this state again by luring an enemy near them which resulted in attack state, and "removing" this enemy myself before they shot it. After that at least two of them went into wandering state.
File Added: FreedroidAIbug1.tar.bz2.
2008-11-03 19:07:52 UTC in Freedroid
-
I began the game approximately at revision 1229, and saved ist with 1231, I think, but those are estimated values. I found this issue before, and if you take revision 1220 as a low limit, it hasn't gone.
2008-11-03 15:11:35 UTC in Freedroid
-
The robot you see in the attached saved game won't move or obey your orders. It will remain in the state "purewait" instead. This one is in the secret level, so the behaviour is definitely not tied to specific maps. I think it affects all robots above 600.
File Added: FreedroidAIbug0.tar.bz2.
2008-11-03 14:07:24 UTC in Freedroid
-
I found this also on the 2nd warehouse level (below the one you have to clear out for one of the quests). There is one high level robot, an 883, which exhibits this strange behaviour while the lesser robots do not. So this seems to be related to the robot level, not the map where you are in. I also tried to get the robot out of this state by killing its current enemy myself which seemed not to...
2008-11-03 04:09:32 UTC in Freedroid
-
I have reproduced this issue and found the trigger. I started a new game and ran back and forth between Kevin and the different desert locations. Kevin will become hostile, if you kill the research facilitie's guard robot after giving him the energy crystal and getting the exterminator. You can avoid this easily by leaving either through the entrance despite of the shooting machines or through...
2008-11-03 04:03:55 UTC in Freedroid