OpenXcom Forum
Contributions => Programming => Topic started by: 7Saturn on February 17, 2015, 11:38:03 pm
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I noticed, that the supply ship seems to have a hole, regarding fire and los for aliens within. When you place a tank near a supply ship, like in the screenshot the one on the right hand side, the aliens in level 2 above it shoot at it, from within the ufo. They seem to be able to see it, and most certainly, shoot at it. Anyone else noticed that?
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it's a known issue that is fixed with the data patch here: https://openxcom.org/downloads-extras/
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Thanks for the quick response. I'll try that one.
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What WARBOY said. If you wish to know more or perhaps exploit these bugs see here https://www.ufopaedia.org/index.php?title=LOFTEMPS.DAT#Blatant_LOFTemps_Bugs
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Well, after applying the above patch, there doesn't seem to be any change. When placing a tank at the exact same point as in the screenshot, it's being fired upon, anyways. If I remember it correctly, this map-bug never occurred, when playing the windows-version of original xcom. At least not in that way, that the aliens were able to fire out of the ufo. But the bug could be used to enter the ufo with a soldier. Are you sure, the mentioned patch fixes these issues?
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get MCD Edit and map editor..take a look at that map find the tile..take a look in MCD Edit find the tile and look at lofts see if it matches it probably doesn't . might be a new bug nobody noticed before.
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xcom team went pretty far to make surer line of sight is realistic. a lot of care went into designing every tile. but sometimes they missed a few and so you get holes in the walls and other strange bugs. things the ufo developers overlooked
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IDK if this universal patch stitched this hole, but obviously OXC lacks of binary patch capability, not to depend from third-party "asset fixers". MCDPatch is definately not enough.
7Saturn, please, don't make these large screenshots, they look really bad in the forum.
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Hmmm... two other holes... that I've noticed..
The Lightning has the southwest wall as a secret door. ie. Units can exit the craft there. - known bug? I'd guess so.
I think there is a hole in the second floor of the battleship within two tiles of the SW doors of the elevator shaft. I've had units shot in the head and grenaded from this "murder hole."
Cheers, Ivan :D
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could you provide a picture taken with f10 /f11?
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https://youtu.be/h7Gq6J4yAcc?t=22m34s Troops exiting the lightning..
I've attached an image where it feels like the battleship murder hole might be.
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are you sure its nightly version and not obsolete 1.0? with all modern rulesets including mcdpatches?
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;D nope. mine is definitely the obsolete 1.0 version.
Sounds like all these would have been fixed then. Perfect. ;)
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The lightning does indeed get patched, I remember having this issue and it disappearing when I upgraded.
I can't tell about battleships. They have a habit of disappearing right after they swarm my bases with aliens so I haven't boarded many. :/
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are you sure its nightly version and not obsolete 1.0? with all modern rulesets including mcdpatches?
Probably not, as I use the version from Ubuntu repositories. OK, I believe, I need an install-guide. Use this version, these patches, and you have a fixed map... :-\
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Well, I don't remember if I use the patched data (since I hate to use third parties) but surely at this issue is vanilla (from the shots I made).
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i had a look myself and volutar nailed it. The hole is missing ground so they can shoot down at you but is not obvious because adjacent wall tiles also have some ground as part of their sprites but the lof is a wall type so engine sees a hole there. so it appears like you have ground and wall but in fact is just a wall with a hole underneath . simply add the matching ground in mapview.
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If there are already people who fix(ed) this, please upload it. (Yeah, I'm simply to lazy to work myself into those details and fix it myself at my side. ;D)
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If there are already people who fix(ed) this, please upload it. (Yeah, I'm simply to lazy to work myself into those details and fix it myself at my side. ;D)
it takes like 2 seconds put it in your maps overwrite the other one is gonna patch the hole in the ground. there may be other bugs
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also the lightning is a famous bug long time patched its lof is wrong. but if you are using vanilla maps/terrain then is still gonna be there. honestly is good in a way as lighting sucks anyway at least is more tactical to deploy 3 people at once.
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it takes like 2 seconds put it in your maps overwrite the other one is gonna patch the hole in the ground. there may be other bugs
That's pretty much what I did with the hole Update-Pack. ;) I assume, this file (I just tested it) is the same, as in the updatepack? As I said, that alone doesn't do the trick with the version from Ubuntu repositories. Now the question for me is, if it is necessary to download the source and compile a nightly, to benefit from it, or not.
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you'e probably not doing it right if nothing ever changes. i added the terrain you may need to restart that mission possibly load/save is fixed terrain from before. next time you see the ship may be patched.
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you'e probably not doing it right if nothing ever changes.
You may be right, however...you may need to restart that mission
I did all tests with a restartet openxcom, starting a »New Battle« instead of loading any saved game. So that can't be the problem. The new files supposedly were loaded and used, as there are any other.next time you see the ship may be patched.
Simply: No. It's not. But as I said, I'm using 1.0, current version from the Ubuntu repositories. If a newer version is necessary, then that's where the problem lies.
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just tested it now is fixed on my side. as i said before you probably are doing something weird. put the file in MAPS and replace the old one. I have a feeling you might have installed the patch wrong :) Maybe you have 2 sets of data. Maybe you do need nightly :)
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Both 1.0 and the nightly should just use whichever file it is that you provide them. I don't believe the engine needs to be upgraded to be patched but the upgraded game from the nightly might well already have the patch, or not, since it too will read whichever map you provide it.
Regardless, it is a good thing to upgrade from 1.0 to the nightly. As volutar said, it is a bit old now..
(If you need help, feel free to send me a pm, I also run on Ubuntu and I have notes on how I install nightlies)
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as i said before you probably are doing something weird.
I'm just wondering, what...put the file in MAPS and replace the old one.
That much I already figured out. ;)I have a feeling you might have installed the patch wrong :) Maybe you have 2 sets of data.
There's exactly one file »UFO_170.MAP« on my harddisk, so it must be the one, the game is using. And thats exactly the one from the patch, I put there. Maybe you do need nightly :)
I think, I'll better try that.(If you need help, feel free to send me a pm, I also run on Ubuntu and I have notes on how I install nightlies)
I'll see, if I need your support. :)
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So, it seems to work, with the nightly, anyway. But I was having quite a hassle, getting the nightly to run. Which makes me wonder, if it would be useful, to publish them on repositories 'n stuff... Using the same data-folder as the normal installed version seems to be causing some serious problems.
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And now it seems not to, any more. Nightly from this morning, compiled under Ubuntu 14.04 x64, using the very same vanilla + patch files, as before. Maybe something went wrong, while changing the directory-layout for ufo-files?
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Anybody having this problem again, as well? Or is it just me? New nightly, new copy of the vanilla files, newly copied patch-files, and the supply ship is »leaking plasma« again on the front left corner.
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Yep, same here.
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Well i have fixed the Supply Ship Map by adding the missing groundtile in mapview.
I also checked how the other diagonal walls groundtiles were built, and there is a set of groundtiles which probably need to overlap to make sure nothing can shoot true.
Maybe you try the UFO_170.MAP attached here and tell me if the Plasma leaking still occurs?
Just make a backup of your original file and overwrite it.
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Doesn't seem to do the trick on this end. I attached the savedgame, showing the problem rather clearly. Only end the turn and you will see. I tested it with the latest nightly, downloaded just 10 minutes ago.
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Create a new Battle, do not load a savegame which was made with the unpatched map.
Because the mapdate stored in the savegame file for battle terains also includes which tiles are placed were.
You can check out the attached save were you can see the patched map working.
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Oh, didn't know that. But now that you mention it: Sure, if you damage a map-item, it has to be stored somewhere, so it's logical. =) I'll try it by starting a new Battle.
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OK, after carefully testing it in debugmode, I believe, the problem has been solved by you. =) Thanks for the work. I'll add it to my patch-files. Just one additional question on that topic: Do you think, these files will be usefull for ufo2000-maps as well? (Maybe Hobbes can shed some light on that, too...). It relies on vanilla-files, as well. But I don't know, if these bugfixes on the maps may be benefitial to it, as well.
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OK, after carefully testing it in debugmode, I believe, the problem has been solved by you. =) Thanks for the work. I'll add it to my patch-files. Just one additional question on that topic: Do you think, these files will be usefull for ufo2000-maps as well? (Maybe Hobbes can shed some light on that, too...). It relies on vanilla-files, as well. But I don't know, if these bugfixes on the maps may be benefitial to it, as well.
Everyone with MapView can solve this Problem.
But it is still inclining to me that this bug is not fixed in the universal data patch. At least not in the Version i have been using maybe there is a new one which already has this fixed, i don't know.
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It is fixed in the universal patch. 7saturn just didn't get the updated map because he loaded a savegame.
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It's not completely wrong but not completely right, either. There was a problem, at first, which vanished, after patching my files. Then it reappeared which had nothing to do with saved game. Only that second fixing, that didn't help at first, because of loading a saved game. Anyways, it's working again, and I'm happy. =)
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Well, I don't know what to tell you. hellrazor's modified map file is identical to the one in the universal patch.
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Well, I don't know what to tell you. hellrazor's modified map file is identical to the one in the universal patch.
Good to know that this is taken care of in the universqal data patch i wasn't aware of it.