Author Topic: Bugs & Crash Reports  (Read 192949 times)

Offline BBHood217

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Re: Bugs & Crash Reports
« Reply #2430 on: July 14, 2018, 06:20:46 am »
I found the problem with the exotic dancer.  The manufacturing entries don't actually have anything defined to produce; specifically, they're missing this:
Code: [Select]
    producedItems:
      STR_COURTESAN_MK2: 1

Just add that to the "STR_COURTESAN_MK2_FROM_COURTESAN" and "STR_COURTESAN_MK2_FROM_GLADIATRIX" entries and you can finally start making them.

Offline FG

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Re: Bugs & Crash Reports
« Reply #2431 on: July 14, 2018, 12:07:33 pm »
I found the problem with the exotic dancer.  The manufacturing entries don't actually have anything defined to produce; specifically, they're missing this:
Code: [Select]
    producedItems:
      STR_COURTESAN_MK2: 1

Just add that to the "STR_COURTESAN_MK2_FROM_COURTESAN" and "STR_COURTESAN_MK2_FROM_GLADIATRIX" entries and you can finally start making them.

OK. Here's updated for 099J3 ruleset. Download and replace existing file:
\user\mods\Piratez\Ruleset\Piratez.rul

Offline Stoddard

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Re: Bugs & Crash Reports
« Reply #2432 on: July 14, 2018, 11:43:22 pm »
Bug in STR_ATTACK_DOOM_RAID  alienDeployment  Piratez_Factions.rul:53565

It has alienRank: 9 while there are only 8 entities in the race. This crashes on battlescape generation for a terror mission.

Changing it to 7 fixes the crash.

Offline FG

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Re: Bugs & Crash Reports
« Reply #2433 on: July 14, 2018, 11:47:38 pm »
Bug in STR_ATTACK_DOOM_RAID  alienDeployment  Piratez_Factions.rul:53565

It has alienRank: 9 while there are only 8 entities in the race. This crashes on battlescape generation for a terror mission.

Changing it to 7 fixes the crash.

Already fixed https://openxcom.org/forum/index.php/topic,4058.msg99139.html#msg99139   8)
« Last Edit: July 14, 2018, 11:50:38 pm by FG »

Offline Stoddard

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Re: Bugs & Crash Reports
« Reply #2434 on: July 14, 2018, 11:50:42 pm »
Like this https://openxcom.org/forum/index.php/topic,4058.msg99139.html#msg991398)

Yeah, the same one.

Maybe it's time we get set up a bug tracker and an scm for the mod.

Offline FG

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Re: Bugs & Crash Reports
« Reply #2435 on: July 15, 2018, 12:30:24 am »

Maybe it's time we get a bug tracker and an scm for the mod.

+1

--- posts merged. Don't rock the boat. m8 ---

It has alienRank: 9 while there are only 8 entities in the race. This crashes on battlescape generation for a terror mission.

BTW, can't find those race entities, can you tell where to look?
« Last Edit: July 15, 2018, 03:02:43 pm by Solarius Scorch »

Offline Stoddard

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Re: Bugs & Crash Reports
« Reply #2436 on: July 15, 2018, 12:49:25 am »
BTW, can't find those race entities, can you tell where to look?

user/mods/Piratez/Ruleset/Piratez_Armors.rul:10134:  - id: STR_DOOM_TERROR

Offline FG

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Re: Bugs & Crash Reports
« Reply #2437 on: July 15, 2018, 12:59:43 am »
user/mods/Piratez/Ruleset/Piratez_Armors.rul:10134:  - id: STR_DOOM_TERROR

Ah. Here they are ;)
THX!

Offline mk-fg

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Re: Bugs & Crash Reports
« Reply #2438 on: July 15, 2018, 12:24:45 pm »
I've played two "Organ Traffickers" ghoul chop-shop maps in a new 0.99J2/J3 game so far, and found that in both cases, there was a problem with ghouls spawning on the roof with no way for them to get down from there, and naturally no way for non-flying soldiers to get up either.
Not entirely sure if it's unintentional (i.e. a bug), but sure looks like it.

Example image for last of the two maps attached.

I did crudely highlight two things there:

A. Maybe issue can be easily solved by adding vertical ladders to these crosswalks (or in the corners there)?
They seem to be above otherwise empty areas anyway, and seem to be ubiquitous enough to always provide reliable access.

B. Roof itself is separated into twothree areas by fences, which probably means that adding sparse entry points (like 1-2 per map) might not be sufficient to access all of it.
« Last Edit: July 15, 2018, 12:27:31 pm by mk-fg »

Online Rince Wind

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Re: Bugs & Crash Reports
« Reply #2439 on: July 15, 2018, 12:27:17 pm »
I had that as well in a previous version. I used explosives to bring the ghoul down to my level.

Offline legionof1

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Re: Bugs & Crash Reports
« Reply #2440 on: July 15, 2018, 02:57:49 pm »
when in doubt explosives  8)

Offline mk-fg

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Re: Bugs & Crash Reports
« Reply #2441 on: July 15, 2018, 03:06:50 pm »
Given how spacey roof area is (pretty much whole map) and smoke everywhere (hard to see even if they walk near the edge), pretty sure it'd take quite a bit of explosions to destroy all the roofs indiscriminately without flying spotters.
And it's not just 1 random ghoul spawning there either (bug-hunt), was like 4 on that specific map iirc.

Offline BBHood217

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Re: Bugs & Crash Reports
« Reply #2442 on: July 16, 2018, 01:17:19 pm »
I think the Church enemies have lost their shields.  I can't quite tell since I'm shooting them with piercing instead of lasers, but they don't occasionally flash yellow.

Offline FG

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Re: Bugs & Crash Reports
« Reply #2443 on: July 16, 2018, 03:36:28 pm »
I think the Church enemies have lost their shields.  I can't quite tell since I'm shooting them with piercing instead of lasers, but they don't occasionally flash yellow.

According to Yankes_Scripts.rul they stay the same.

Offline FG

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Re: Bugs & Crash Reports
« Reply #2444 on: July 16, 2018, 09:53:18 pm »
Oh. I know what's wrong with them. In 099J3 update the Church was renamed  from "SNAKEMAN" to "CHURCH" but Yankes_Scripts.rul hasn't been changed yet and still use old variables. Like
SNAKEMAN_ARMOR_P0
instead of
CHURCH_ARMOR_P0
and so on. Here's a fix: http://spacesim.net/xpiratez/fixes/099J3/Yankes_Scripts.zip

And here's cumulative fix for all known 099J3 errors: http://spacesim.net/xpiratez/fixes/099J3/099J3.zip
« Last Edit: July 16, 2018, 09:56:19 pm by FG »