OpenXcom Bug Tracker
OpenXcom Timeline
April 06, 2020
bug_report_tiny.png 19:14  Bug report #1480 - Hovering soldiers between mission phases
SupSuper (supsuper) : Issue closed
April 05, 2020
bug_report_tiny.png 03:31  Bug report #1484 - Insufficient space for "Days wounded" in soldier diary
SupSuper (supsuper) : Issue closed
bug_report_tiny.png 03:12  Bug report #1481 - Some input devices can trigger unassigned actions from "Options -> Controls"
SupSuper (supsuper) : Issue closed
April 02, 2020
bug_report_tiny.png 16:21  Bug report #1483 - Segmentation fault while playing battlescape
SupSuper (supsuper) : Issue closed
April 01, 2020
bug_report_tiny.png 10:28  Bug report #1484 - Insufficient space for "Days wounded" in soldier diary
Player701 (Player701) : Issue created
Exactly what it says on the tin. There may not enough space in soldier diary to fully display the value for "Days wounded", especially if the game has dragged on for long enough. I've actually had this happen in my game, without hacking save files.

Since attachments don't seem to work anymore, here's an example screenshot: https://mega.nz/#!Koc1xKAQ!XHBNNIaoD1VOOU9lhZDDZPjBRFyI8gbv8vL8M-wbHAc

IMO, there should be enough space to display at least 3 digits (4 is probably an overkill, but this is not up to me to decide).
March 31, 2020
bug_report_tiny.png 23:11  Bug report #1483 - Segmentation fault while playing battlescape
dotnetCarpenter (dotnetcarpenter) : Issue created
OpenXcom git commit [80eb064ba](https://github.com/OpenXcom/OpenXcom/tree/80eb064ba7078730b26a9bb4f71e0ade2b91f219)

No extra mods installed.

```
cat /home/dotnet/.local/share/openxcom/openxcom.log
[01-04-2020_00-02-04] [INFO] OpenXcom Version: 1.0.80eb064ba (2020-03-28 02:13)
[01-04-2020_00-02-04] [INFO] Platform: Unix-like
[01-04-2020_00-02-04] [INFO] Data folder is: /tmp/.mount_OpenXcXaC9FU/usr/share//openxcom/
[01-04-2020_00-02-04] [INFO] Data search is:
[01-04-2020_00-02-04] [INFO] - /home/dotnet/.local/share/openxcom/
[01-04-2020_00-02-04] [INFO] - /tmp/.mount_OpenXcXaC9FU/usr/share//openxcom/
[01-04-2020_00-02-04] [INFO] - /usr/share/cinnamon/openxcom/
[01-04-2020_00-02-04] [INFO] - /usr/share/gnome/openxcom/
[01-04-2020_00-02-04] [INFO] - /home/dotnet/.local/share/flatpak/exports/share/openxcom/
[01-04-2020_00-02-04] [INFO] - /var/lib/flatpak/exports/share/openxcom/
[01-04-2020_00-02-04] [INFO] - /usr/local/share/openxcom/
[01-04-2020_00-02-04] [INFO] - /usr/share/openxcom/
[01-04-2020_00-02-04] [INFO] - /usr/local/share/openxcom/
[01-04-2020_00-02-04] [INFO] - /usr/share/openxcom/
[01-04-2020_00-02-04] [INFO] - /usr/share/openxcom//
[01-04-2020_00-02-04] [INFO] - ./
[01-04-2020_00-02-04] [INFO] User folder is: /home/dotnet/.local/share/openxcom/
[01-04-2020_00-02-04] [INFO] Config folder is: /home/dotnet/.config/openxcom/
[01-04-2020_00-02-04] [INFO] Options loaded successfully.
[01-04-2020_00-02-04] [INFO] SDL initialized successfully.
[01-04-2020_00-02-04] [INFO] SDL_mixer initialized successfully.
[01-04-2020_00-02-04] [INFO] requested file not found: openxcom.png
[01-04-2020_00-02-04] [INFO] Detected locale: C.UTF-8
[01-04-2020_00-02-04] [INFO] Attempting to set display to 1280x720x8...
[01-04-2020_00-02-04] [INFO] Display set to 1280x720x8.
[01-04-2020_00-02-04] [INFO] Loading data...
[01-04-2020_00-02-04] [INFO] Scanning standard mods in '/tmp/.mount_OpenXcXaC9FU/usr/share//openxcom/standard'...
[01-04-2020_00-02-04] [INFO] Scanning user mods in '/home/dotnet/.local/share/openxcom/mods'...
[01-04-2020_00-02-04] [INFO] Mapping resource files...
[01-04-2020_00-02-15] [INFO] Resources files mapped successfully.
[01-04-2020_00-02-15] [INFO] Active mods:
[01-04-2020_00-02-15] [INFO] - xcom1 v1.0
[01-04-2020_00-02-15] [INFO] Loading rulesets...
[01-04-2020_00-02-18] [INFO] Loading fonts... Font.dat
[01-04-2020_00-02-18] [INFO] Data loaded successfully.
[01-04-2020_00-02-18] [INFO] Loading language...
[01-04-2020_00-02-18] [INFO] Language loaded successfully.
[01-04-2020_00-02-18] [INFO] OpenXcom started successfully!
[01-04-2020_00-02-18] [INFO] Playing flx, 320x200, 890 frames
[01-04-2020_00-02-20] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[01-04-2020_00-02-26] [INFO] SDL_mixer initialized successfully.
[01-04-2020_00-42-20] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(OpenXcom::CrossPlatform::stackTrace(void*)+0x33) [0x615f43]
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(OpenXcom::CrossPlatform::crashDump(void*, std::string const&)+0x427) [0x616af7]
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(signalLogger(int)+0x2c) [0x4c5e0c]
[01-04-2020_00-42-20] [FATAL] /lib/x86_64-linux-gnu/libc.so.6(+0x3ef20) [0x7efcf3deff20]
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(OpenXcom::BattleUnit::getFloatHeight() const+0x0) [0x8e6a20]
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(OpenXcom::MeleeAttackBState::init()+0x402) [0x5d37d2]
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(OpenXcom::BattlescapeGame::handleNonTargetAction()+0x16a) [0x57995a]
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(OpenXcom::BattlescapeState::think()+0xd3) [0x59e4a3]
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(OpenXcom::Game::run()+0x1bc) [0x6302dc]
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(main+0x12c) [0x4adfbc]
[01-04-2020_00-42-20] [FATAL] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7efcf3dd2b97]
[01-04-2020_00-42-20] [FATAL] /tmp/.mount_OpenXcXaC9FU/usr/bin/openxcom(+0xaff6a) [0x4aff6a]
```
bug_report_tiny.png 08:33  Bug report #1482 - Footstep sounds of large units sometimes missing when traversing slopes or walking off roofs
Player701 (Player701) : Issue created
Sometimes, when a large (4-tile) unit walks up or down a slope, no footstep sounds are played. This can also happen when a large unit walks off a roof and falls down. I believe it could be happening because only one of the 4 tiles the unit stands on plays a part in the logic which determines when to play footsteps. I haven't checked the source code to confirm this, however.


EDIT: The files haven't been attached for some reason. Get them here: https://mega.nz/#!GwsymA6I!yF3DqUjYhKzO4dJJr5B_eRxj4y9qRIhjax7tfi3f2-U


I kindly ask whoever's responsible for maintaining the site: Please fix the bug tracker - it doesn't seem to be working properly these days. Thank you very much!
March 29, 2020
bug_report_tiny.png 08:44  Bug report #1481 - Some input devices can trigger unassigned actions from "Options -> Controls"
Player701 (Player701) : Issue created
Using certain keys / key combinations of certain input devices can result in triggering every unassigned action from the "Options -> Controls" menu. Here are a couple examples of such devices and what actions can trigger the bug:

- USB keyboard: Gigabyte Force K83 - using the Fn key in combination with any of the functional keys (F1-F12)
- USB volume control (no-name, [see example from AliExpress](https://aliexpress.com/item/32964365390.html)) - turning the knob left/right or pressing on it (volume mute)

User PltSgtMac [suggested](https://openxcom.org/forum/index.php/topic,8050.msg125173.html#msg125173) that this happens because unbound actions are actually not really unbound but are assigned to a special key identified by the SDLK_UNKNOWN constant. I've checked the source code myself, and [this is indeed the case](https://github.com/OpenXcom/OpenXcom/blob/4251ab7c88bc2cc7952c5cb6d559a97e588f6e0e/src/Menu/OptionsControlsState.cpp#L216-L222). For some reason, SDL can interpret the input from the devices mentioned above as SDLK_UNKNOWN, which causes all unassigned actions to trigger at the same time. This clearly looks like a bug in the source code -- either actions should not be assigned to SDLK_UNKNOWN when unbound, or all input with this key code should be ignored.
February 17, 2020
bug_report_tiny.png 15:23  Bug report #1480 - Hovering soldiers between mission phases
Guest user (guest) : Issue created
In TFTD two-phase missions, when some soldiers are hovering (in the Magnetic Ion Armor) in the last turn, they start in a "hovering" graphics state in turn 1 in the second phase mission, although they are on the ground (in access lifts). The moment they are moved the graphics is corrected. Theoretically this glitch might apply to UFO Cydonia mission as well.
February 16, 2020
bug_report_tiny.png 22:07  Bug report #1470 - The option to sort soldiers by psionic strength never shows up if the advanced option "Psi-strength evaluation" is turned off
SupSuper (supsuper) : Issue closed
February 03, 2020
bug_report_tiny.png 17:07  Bug report #1479 - fullscreen mode does not hide ubuntu dock
Guest user (guest) : Issue created
when setting openxcom to fullscreen, it is overlaid by the ubuntu dock.
this does not happen with other fullscreen applications.
January 31, 2020
bug_report_tiny.png 21:46  Bug report #1478 - Error message when launching program basic_filebuf:xsgetn
Guest user (guest) : Issue created
Does anyone have experience with the above error?

How can I fix it?

I have XCom through Steam.
January 14, 2020
feature_request_tiny.png 11:05  Feature request #1436 - battlescape: make enemys in dark areas better targetable
Warboy (Warboy) : Issue closed
January 05, 2020
bug_report_tiny.png 15:14  Bug report #1477 - UI Not Updating in Character Loadout
Guest user (guest) : Issue created
In the character loadout screen, ammo in a weapon is not updated when selecting a new character until mouse cursor is moved.
December 31, 2019
bug_report_tiny.png 02:52  Bug report #1476 - Music engine dropdown is overlapped by sound format in settings
SupSuper (supsuper) : Issue closed
December 24, 2019
bug_report_tiny.png 07:40  Bug report #1476 - Music engine dropdown is overlapped by sound format in settings
Kilkakon (Kilkakon) : Issue created
Setting up a new install of OpenXcom

Tried to set my music settings, and this happened as shown

Graphic settings are 1280x720 with 1/2 display for both geoscape and battlescape, playing in windowed mode
December 08, 2019
bug_report_tiny.png 02:01  Bug report #1475 - Provided shotgun mod fires shotgun grenades too accurately
Warboy (Warboy) : Issue closed
December 06, 2019
bug_report_tiny.png 17:06  Bug report #1475 - Provided shotgun mod fires shotgun grenades too accurately
Guest user (guest) : Issue created
Kilkakon here, it doesn't let me create an account, sorry about that.

I've made a shotgun mod for OXC (not OXCE). It comes with two ammo types, regular shells (which have shotgunpellets set) and grenade slugs (which do NOT). Despite having aimRange and dropoff specified, the weapon aims the slugs with incredible precision.

I am not using ufoextender accuracy.
November 30, 2019
bug_report_tiny.png 00:33  Bug report #1474 - Compilation on Fedora 30 of latest Git fails (warnings)
SupSuper (supsuper) : Issue closed
November 29, 2019
bug_report_tiny.png 19:38  Bug report #1474 - Compilation on Fedora 30 of latest Git fails (warnings)
Guest user (guest) : Issue created
I am trying to compile the latest OpenXcom on Fedora 30 (64 bit). The Git commit id of the latest commit is 39ff1d9bf64b0dd4eff39ddc91cbf5669e07cb14

The error seems to be related to the file src/Mod/MapDataSet.cpp:

CXX src/Mod/openxcom-MapDataSet.o
src/Mod/MapDataSet.cpp: In member function ‘void OpenXcom::MapDataSet::loadData(OpenXcom::MCDPatch*)’:
src/Mod/MapDataSet.cpp:229:32: error: comparison of integer expressions of different signedness: ‘int’ and ‘std::vector<OpenXcom::MapData*>::size_type’ {aka ‘long unsigned int’} [-Werror=sign-compare]
229 | if (_objects[i]->getDieMCD() >= _objects.size())
| ~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~
src/Mod/MapDataSet.cpp:234:32: error: comparison of integer expressions of different signedness: ‘int’ and ‘std::vector<OpenXcom::MapData*>::size_type’ {aka ‘long unsigned int’} [-Werror=sign-compare]
234 | if (_objects[i]->getAltMCD() >= _objects.size())
| ~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~
cc1plus: all warnings being treated as errors
make[1]: *** [Makefile:6217: src/Mod/openxcom-MapDataSet.o] Error 1
make[1]: Leaving directory '/home/armijn/git/OpenXcom'
make: *** [Makefile:7589: all-recursive] Error 1


By default Fedora 30 treats warnings as errors. Configuring with --disable-werror works.
November 04, 2019
bug_report_tiny.png 08:28  Bug report #1473 - MacOSX no graphics in latest nightlies
Guest user (guest) : Issue created
Mac OS X 10.14 and 10.15
mac graphics: Intel Iris Plus Graphics 640 1536 MB

git clone the repo and compile: $CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake ..
gamefiles ok
no mods

game starts and only a gray window is visible. In the background music plays normally. Mouse is caught normally and when one clicks blindly even sounds from GUI buttons clicked is heard normally (apparently everything runs ok in the background). Just no graphics are visible ...

November 03, 2019
bug_report_tiny.png 03:13  Bug report #1472 - Crazy difficulty, in first month got heavy plasma, and got base defence
Warboy (Warboy) : Issue closed
bug_report_tiny.png 02:56  Bug report #1472 - Crazy difficulty, in first month got heavy plasma, and got base defence
Guest user (guest) : Issue created
I am playing on the almost-lowest difficulty, not the easiest but the next one.

After around 10-15 days I spoted first UFO in range of my base, shot it down - this is the small one (the 3rd smallest ufo) with sectoids.

One of aliens had heavy plasma - wtf? I thought they will be getting heavy plasma much later on, no?

And now, on around 25-th day of 1s month (just after shooting 1 ufo, and chasing but not downing one smallest ufo) I get a... base defence mission... what the hell is going on.




October 24, 2019
bug_report_tiny.png 04:44  Bug report #1471 - Game crashes when choosing new battle and starting with defaults
Guest user (guest) : Issue created
== The game crashes when choosing new battle from main screen and starting with default settings.

[24-10-2019_00-40-49] [INFO] OpenXcom Version: 1.0 git 2019-10-18 12:33
[24-10-2019_00-40-49] [INFO] Platform: Windows
[24-10-2019_00-40-49] [INFO] Data folder is:
[24-10-2019_00-40-49] [INFO] Data search is:
[24-10-2019_00-40-49] [INFO] - C:\Users\charlie\Documents\OpenXcom\
[24-10-2019_00-40-49] [INFO] - C:\Program Files (x86)\OpenXcom
[24-10-2019_00-40-49] [INFO] - C:\Program Files (x86)\OpenXcom
[24-10-2019_00-40-49] [INFO] User folder is: C:\Users\charlie\Documents\OpenXcom\
[24-10-2019_00-40-49] [INFO] Config folder is: C:\Users\charlie\Documents\OpenXcom\
[24-10-2019_00-40-49] [INFO] Options loaded successfully.
[24-10-2019_00-40-49] [INFO] SDL initialized successfully.
[24-10-2019_00-40-50] [INFO] SDL_mixer initialized successfully.
[24-10-2019_00-40-50] [INFO] requested file not found: openxcom.png
[24-10-2019_00-40-50] [INFO] Detected locale: C
[24-10-2019_00-40-50] [INFO] Attempting to set display to 640x400x8...
[24-10-2019_00-40-50] [INFO] Display set to 640x400x8.
[24-10-2019_00-40-50] [INFO] Loading data...
[24-10-2019_00-40-50] [INFO] Scanning standard mods in 'standard'...
[24-10-2019_00-40-50] [INFO] Scanning user mods in 'C:\Users\charlie\Documents\OpenXcom\mods'...
[24-10-2019_00-40-50] [INFO] Mapping resource files...
[24-10-2019_00-40-51] [INFO] Resources files mapped successfully.
[24-10-2019_00-40-51] [INFO] Active mods:
[24-10-2019_00-40-51] [INFO] - xcom1 v1.0
[24-10-2019_00-40-51] [INFO] Loading rulesets...
[24-10-2019_00-40-52] [INFO] Loading fonts... Font.dat
[24-10-2019_00-40-52] [INFO] Data loaded successfully.
[24-10-2019_00-40-52] [INFO] Loading language...
[24-10-2019_00-40-52] [INFO] Language loaded successfully.
[24-10-2019_00-40-52] [INFO] OpenXcom started successfully!
[24-10-2019_00-40-52] [INFO] Playing flx, 320x200, 890 frames
[24-10-2019_00-40-52] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[24-10-2019_00-40-54] [INFO] SDL_mixer initialized successfully.
[24-10-2019_00-43-09] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[24-10-2019_00-43-09] [FATAL] 0x634130 OpenXcom::CrossPlatform::stackTrace(void*)
[24-10-2019_00-43-09] [FATAL] 0x637a00 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[24-10-2019_00-43-09] [FATAL] 0x401760 signalLogger(int)
[24-10-2019_00-43-09] [FATAL] 0x8682b0 OPLTimerOver(fm_opl_f*, int)
[24-10-2019_00-43-09] [FATAL] 0x74ffa650 UnhandledExceptionFilter
[24-10-2019_00-43-09] [FATAL] 0x776e9120 RtlCaptureStackContext
[24-10-2019_00-43-09] [FATAL] 0x776c7a90 RtlGetAppContainerNamedObjectPath
[24-10-2019_00-43-13] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
More details here: C:\Users\charlie\Documents\OpenXcom\openxcom.log
If this error was unexpected, please report it to the developers.


October 21, 2019
bug_report_tiny.png 00:59  Bug report #1470 - The option to sort soldiers by psionic strength never shows up if the advanced option "Psi-strength evaluation" is turned off
jpfkd (jpfkd) : Issue created
In the sort options in the screen to equip a craft with soldiers, the option to sort soldiers by psionic strength never shows up if the advanced option "Psi-strength evaluation" is turned off. I guess the sort options for the psionic stats are intended to be only shown when you have any soldiers who have finished psi training or the advanced option "Psi-strength evaluation" is on and completed the research for psi-lab. In the line 173 in Basescape/CraftSoldiersState.cpp, it looks like the condition never becomes true if "Psi-strength evaluation" is off.
October 19, 2019
bug_report_tiny.png 14:17  Bug report #1469 - Magnetic Navigation research tree error
Warboy (Warboy) : Issue closed
bug_report_tiny.png 11:34  Bug report #1469 - Magnetic Navigation research tree error
Guest user (guest) : Issue created
The Transmission Resolver is a mid-late game facility. From what I can find, and remember from playing TFTD years ago, you needed to interrogate a Lobster Man Navigator to unlock the Magnetic Navigation item, which is a prerequisite to the Transmission Resolver.

[[https://www.ufopaedia.org/images/5/52/Tree2.png|UFOPedia research tree]]

That dependency appears to be missing. If you edit research.rul to reduce the research times, you can have the Transmission Resolver by Jan 3rd or 4th, assuming you get your hands on a Magnetic Navigation specimen.


I think this can be fixed by inserting a few lines in standard/xcom2/research.rul starting at line 322:

<source lang="yaml"> dependencies:
- STR_LOBSTERMAN_NAVIGATOR</source>


While we're at it, I would argue that requiring explicitly a Lobsterman Navigator seems a bit arbitrary. I would think an Aquatoid Navigator would be just as good, but that would require a bit more alteration to research.rul, and may be territory for a mod.


Apologies in advance if the formatting for the code block above gets mangled.
October 18, 2019
bug_report_tiny.png 04:36  Bug report #1468 - Incorrect USO/Interceptor hit sounds in TFTD
Guest user (guest) : Issue created
I notice it's playing the wrong sound when your interceptor hits a USO [It's playing what's supposed to play when your interceptor gets shot]. I'm pretty sure this behaved correctly years ago when I last played OpenXCom.


I already know exactly how to fix it:

OpenXCom\standard\xcom2\vars.rul
ufoHit: 4 -> ufoHit: 2
interceptorHit: 2 -> interceptorHit: 4
October 12, 2019
bug_report_tiny.png 21:27  Bug report #1463 - Segmentation fault if soldiers description lacks armor id
SupSuper (supsuper) : Issue closed
bug_report_tiny.png 21:25  Bug report #1467 - skyranger lands inside building
SupSuper (supsuper) : Issue closed
bug_report_tiny.png 12:14  Bug report #1467 - skyranger lands inside building
alienfood (alienfood) : Issue created
During a terror mission, skyranger landed across a building wall, such that my last 2 soldiers were unable to walk out of the skyranger.

I dont see a way to attach a screenshot or save, if this is not obvious I will upload to the forum.
September 24, 2019
bug_report_tiny.png 21:06  Bug report #1466 - Failure to compile since 3cc4be9415
SupSuper (supsuper) : Issue closed
bug_report_tiny.png 02:04  Bug report #1466 - Failure to compile since 3cc4be9415
Guest user (guest) : Issue created
The commit message says it was done to silence some OpenGL-related warnings, but it results in a complete failure to build on my up-to-date Fedora 30 systems. Basically src/Engine/OpenGL.cpp isn't getting necessary definitions any more. Here's a sample:

/home/pizza/devel/OpenXcom/src/Engine/OpenGL.cpp:82:1: error: ‘PFNGLCREATEPROGRAMPROC’ does not name a type
82 | PFNGLCREATEPROGRAMPROC glCreateProgram = 0;
| ^~~~~~~~~~~~~~~~~~~~~~
/home/pizza/devel/OpenXcom/src/Engine/OpenGL.cpp:83:1: error: ‘PFNGLDELETEPROGRAMPROC’ does not name a type
83 | PFNGLDELETEPROGRAMPROC glDeleteProgram = 0;
| ^~~~~~~~~~~~~~~~~~~~~~
/home/pizza/devel/OpenXcom/src/Engine/OpenGL.cpp:84:1: error: ‘PFNGLUSEPROGRAMPROC’ does not name a type
84 | PFNGLUSEPROGRAMPROC glUseProgram = 0;
| ^~~~~~~~~~~~~~~~~~~
/home/pizza/devel/OpenXcom/src/Engine/OpenGL.cpp: In member function ‘void OpenXcom::OpenGL::resize(unsigned int, unsigned int)’:
/home/pizza/devel/OpenXcom/src/Engine/OpenGL.cpp:132:52: error: ‘GL_RGB16_EXT’ was not declared in this scope; did you mean ‘GL_RGB10_A2’?
132 | /* mip-map level = */ 0, /* internal format = */ GL_RGB16_EXT,
| ^~~~~~~~~~~~
| GL_RGB10_A2
/home/pizza/devel/OpenXcom/src/Engine/OpenGL.cpp: In member function ‘void OpenXcom::OpenGL::refresh(bool, unsigned int, unsigned int, unsigned int, unsigned int, int, int, int, int)’:
/home/pizza/devel/OpenXcom/src/Engine/OpenGL.cpp:159:3: error: ‘glUseProgram’ was not declared in this scope; did you mean ‘glprogram’?
159 | glUseProgram(glprogram);
| ^~~~~~~~~~~~
| glprogram


Fedora 30, x86_64, gcc 9.2.1, mesa 19.1.6, SDL 1.2.15 and SDL2-2.0.5, all necessary -devel packages present.
September 01, 2019
bug_report_tiny.png 23:56  Bug report #1465 - TFTD saved games not visible after exiting the game and coming back in.
Guest user (guest) : Issue created
Installed openxcom (2019sep01), configured options, selected TFTD mod, played the game for hours. Exited the game. Started the game a couple of hours later, and saved games don't show up on load game screen.
August 23, 2019
bug_report_tiny.png 11:12  Bug report #1464 - When the game crashes in full screen mode, it has to be killed from CLI
Kzer-Za (Kzer-Za) : Issue created
Can't say about Windows, but on Linux that's what I observe:

If you run the game in windowed mode, then, when it crashes, a window with an error message pops up above the main game window. You can click OK in that pop-up window, then the main game window is closed. Until then it stays open, but below the pop-up window with the error message.

However, if you run the game in full-screen mode, the pop-up window with the error message cannot be displayed above the main game window. And since the main game window is unresponsive, you are stuck, unless you hard-reset the PC or switch to another virtual console and manually kill the main process from CLI via "ps axu, kill -9". If you then switch back to the virtual console with the X session, you can see the pop-up window, that was previously hidden behind the unresponsive full-screen main window.

Perhaps, there is a way to make sure that when the game crashes, the main window is closed first, and only then pops up the window with the error.
bug_report_tiny.png 10:50  Bug report #1463 - Segmentation fault if soldiers description lacks armor id
Kzer-Za (Kzer-Za) : Issue created
Usually, when you omit a description of some parameter in a rul file, this parameter is borrowed from the rul file in "standard/xcom1" (or xcom2). However, if you create a file that describes soldiers and omit the line "armor: ...", the game crashes when you press the button New Game in the Main Menu or the button Randomize in the New Battle submenu. At least that's what I observe on Linux.

Here's the output of my openxcom.log:

<source>
[23-08-2019_12-43-56] [FATAL] A fatal error has occurred: Segmentation fault.
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x4f8) [0x842168]
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(signalLogger(int)+0x3f) [0x669a4f]
[23-08-2019_12-43-56] [FATAL] linux-gate.so.1(__kernel_sigreturn+0x0) [0xb7fb8d44]
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(OpenXcom::Armor::getSize() const+0x4) [0xa6b274]
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(OpenXcom::Mod::newSave() const+0x819) [0xac8e69]
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(OpenXcom::NewGameState::btnOkClick(OpenXcom::Action*)+0x7c) [0xa1960c]
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)+0x194) [0x86bc84]
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(OpenXcom::State::handle(OpenXcom::Action*)+0x8c) [0x95415c]
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(OpenXcom::Game::run()+0x32d) [0x866e9d]
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(main+0x1a8) [0x63cd48]
[23-08-2019_12-43-56] [FATAL] /usr/lib/libc.so.6(__libc_start_main+0xf9) [0xb775f859]
[23-08-2019_12-43-56] [FATAL] /home/denis/opt/OXCE/openxcom(_start+0x35) [0x642685]
[23-08-2019_12-44-10] [FATAL] OpenXcom has crashed: Segmentation fault.
</source>

Expected behavor:

Since you can omit any other parameter and it would be inherited from the files in "standard/xcom1", one would expect that the armor of soldiers can also be omitted.
August 22, 2019
feature_request_tiny.png 13:26  Feature request #1462 - Create explosions in debug mode with keycombo
tch (tch) : Issue created
I have added a new function to debug mode, to create custom explosions. I made it configurable (debugBlast in options.cfg) and i added two more hotkeys (Ctrl + KP_PLUS/Ctrl + KP_MINUS), to be able to increase/decrease this value ingame. The step is also configurable. (debugBlastStep)

Patch for this is here: http://oscomp.hu/depot/DebugBlast.patch
feature_request_tiny.png 13:24  Feature request #1461 - Additional ExplosionBState parameter, which makes it able to create an explosion of any power
tch (tch) : Issue created
I have modified the ExplosionBState class to be able to accept a new param (forcedPower) which overwrites the wired-in 120. (But had i set its' default to 120, to preserve backward compatibility.) I also modified the tile and itemless explosion's default radius (6), to divide the given power by 20. (Which is 120, so the default radius is still 6, but now it's dynamic.)

Patch is here: http://oscomp.hu/depot/ExplosionBState.patch
August 14, 2019
bug_report_tiny.png 00:06  Bug report #1445 - Craft gets stuck while pursuing UFO
SupSuper (supsuper) : Issue closed
bug_report_tiny.png 00:05  Bug report #1444 - Craft gets stuck while pursuing UFO
SupSuper (supsuper) : Issue closed