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Topics - pkrcel

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1
As the Thread title says, I'm experiencing a strange "bug".

I'm ending a crashed UFO recovery (UFO map from "YetMoreUFOs" mod, terrain map from Hobbe's "Terrain Pack" mod), and it crashed during DebriefingState::prepareDebriefing() at line 486 of DebriefingState.cpp

Code: [Select]
for (std::vector<BaseFacility*>::iterator k = base->getFacilities()->begin(); k != base->getFacilities()->end();)
{
https:// this facility was demolished
if (battle->getModuleMap()[(*k)->getX()][(*k)->getY()].second == 0)  https://**** CRASHES HERE operator[] returns invalid
{
base->destroyFacility(k);
}
else
{
++k;
}
}


The funny thing is that it should NOT traverse this code branch since it's a UFO recovery and I have a skyranger in battlescape, and so I think that afterall it's okay that in this situation it crashes.


Attached my savefile, for anyone that woudl like to have a look.
EDIT: firing at the last surviving snakeman shoudl yield a kill and then the crash.

Thanks for any help at what I should do to not scrap the entire UFO recovery.

Cheers.
Pkrcel

2
Troubleshooting / Bugs in Custom HWP
« on: September 29, 2014, 12:58:38 am »
Yo openxcom'ers.

As the thread title says, I get a crash at the end of UFO recovery.

I just upgraded to the latest git (or at least I am on commit e81af6f66a52b3c7c7bf859a19d0f13d8d910302).

I already had several mission went okay, this was a terror ship which I barely managed to not get FUBAR.

Debugging the application, I find out that the program blurts out at line 913 of Debriefingstate.cpp , during Preparedebriefing() method.

Code: [Select]
https:// alien alloys recovery values are divided by 10 or divided by 150 in case of an alien base
if ((*i)->item == _recoveryStats[ALIEN_ALLOYS]->name)
{
(*i)->qty = (*i)->qty / aadivider;
(*i)->score = (*i)->score / aadivider;
}

actually, the _recoveryStats[ALIEN_ALLOYS] map member seems not to be there, since the operator== gets an unvalid RHS reference.

This is quite strange, since I already have a ton of Alloys and the mods (Equal Terms Beta and Terrain Pack from Hobbes) have not been upraded and always worked fine.

What I should check for being wrong?


3
YO Xcommers.

I unfortunately ended another Superhuman campaign in the first week of January due to losing base defence. It's two in a row with a (to me) very early and unexpected battleship (UFO n° 5 in detection, 2 small scouts and 2 scouts, one floater for sure, the rest I could not down and escaped me)

Actually in this game I've not lost yet since I built an early radar base in the USA....the game "crashed" after the 'base is lost' screen but reloading the savegame worked perfectly fine.

So, since this time I have a savegame (playing IRONMAN  ;D ) I took the chance to look into the savegame (cheat!) and I see this:

Code: [Select]
alienMissions:
  - type: STR_ALIEN_TERROR
    region: STR_EUROPE
    liveUfos: 0
    race: STR_FLOATER
    nextWave: 3
    uniqueID: 2
    spawnCountdown: 360
    nextUfoCounter: 0
  - uniqueID: 4
    race: STR_FLOATER
    region: STR_EUROPE
    nextWave: 0
    spawnCountdown: 3810
    nextUfoCounter: 0
    liveUfos: 0
    type: STR_ALIEN_ABDUCTION
  - nextWave: 2
    nextUfoCounter: 0
    race: STR_FLOATER
    liveUfos: 0
    uniqueID: 5
    region: STR_AUSTRALASIA
    type: STR_ALIEN_TERROR
    spawnCountdown: 10140

and this

Code: [Select]
ids:
  STR_X35: 4
  ALIEN_MISSIONS: 6
  STR_SOLDIER: 17
  STR_WAYPOINT: 5
  STR_SKYRANGER: 2
  STR_CRASH_SITE: 2
  STR_UFO: 6

Does this mean that the #3 mission was a retaliation wave of UFOs? (it's the only uID not in the alienmissions blob...IIRC uID 1 is always single Sectoid small scout doing Alien Research close to starting base.)

I admit I've never played on superhuman in OXC, only tried YEARS ago in vanilla Xcom...never fared like a champ but I can'r really recall if I went through the same experience.

I'm not complaining or anything, I'd just like to know if this has to be 'somewhat' expected...I might have won of course but playing with two mods that aim to make things a bit harder at times.....it's not that I was that ready to repel cyberdisks or reapers.  :P




4
Howdy there,
    I'm a reposting a question I origiannly posted here but now I have a clearer view on the subject.

Basically, the PSIstrength related statstrings do NOT appear upon loading the game or recruiting fresh recruits, even thou there ARE the prerequisites and, even, I aLREADY had the statstrings before saving the game.

The soldiers need to go on a mission to have the PSI related strings finally attached in the screen, while all other statstrings do appear as soon as the soldier is in a base (fresh recruit or freshly loaded game).

I don't think this is intentional, to be sure I tried the latest nightly but the behaviour persists.

May this be fixed or is this a 'feature'?

Thanks.

EDIT:
I investigated the issue (gifting myself a complete OpenXcom dev buld through MSYS2 and mingw-w64 toolchain....whew! ) and this is definitely a bug, so I am updating this to keep track in the forums.

I'm filing a bug report on the bug tracker and a Pull Request witha proposed fix.




5
Troubleshooting / Crash on soldier death
« on: August 06, 2014, 01:00:07 am »
As the title suggests, I'm experiencing crashes on soldier's death.

Is there a way I can "debug" it like an event logo or something?


Otherwise I'd be eager to give more info, of course.

Thanks a lot!

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