The valkyrie seems to have an issue with the walls
Hi bulletdesigner,
i found a bug. :)
Hey lordflashheart , can you atach savegame and tell me what happen changelog is not my forte
I am no mapmaking expert, but the second solution sounds good to me.
Yeah if you don't want an object to be passable by diagonal, always set the "big wall" to true (1).ok nice didn´t know that
The Tzeentch Sorcerer is mis-named "Tzeentch Sorcerer Corpse" as the live unit, just a mislabeled string - STR_TZEENTCH_LEADER.i will correct it ASAP
There are some ufopedia problems:
1- There are too many categories, which do not fit in the corresponding window (screen000 attached)
2- Spelling: "standard" instead of "standart" (screen002)
3- Some texts are too long and cannot be read
Got another one. This time I have a savegame. ;D
Ok first off, just wanna say thanks to you guys for making this mod so awesome 8) just started playing with the IG mod and it's blowing me away! amazing to see lots of improvements in the mod!
Now back on point: I'm not really sure if this is a bug but I wanted to ask if it's there a way to list the AP CASE below the Heavy Bolter (where it should be instead of being below the craft bolter) in the Purchase/recruit list?
I think this little problem comes from the original game so in that case I guess is hard coded, correct me if I'm wrong, but I just wanna know if there is a way I can correct this, attached a picture down below, anyway thanks in advance. :cheers:
hey lordflasheart something was wrong´s with Washington something with the coordinates (i think), so i changed position as it works fine, Also i search for that mcd range by manual and with tests and don´t give me crashes and don´t find that bug, was which terror caused(industrial,military bunker, pipeline, airfield?)
are you using version 004?
well almost every issue is gone. but still cannot exit droppod.
I cleared existing folder with openxcom, downloaded OXCE+ from here https://openxcom.org/forum/index.php?topic=5258.0 copied folders from original xcom to UFO folder according to https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom) and copied 40k mod to user/mods.
well almost every issue is gone. but still cannot exit droppod.
I cleared existing folder with openxcom, downloaded OXCE+ from here https://openxcom.org/forum/index.php?topic=5258.0 copied folders from original xcom to UFO folder according to https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom) and copied 40k mod to user/mods.
Not a bug - you just put the sentinel in the wrong order in the craft. Put any 2x2 units to the top of the crew list before launching the craft to have them spawn in the correct order.
I forgot to save the game, but i think i encountered a bug in a hulk mission. In the second stage of the mission some of my units started with less than the maximum of time units. It seemed to me they had the amount of TU's left with which they ended the previous stage. I'll add a save to this once i encounter it again. I use OpenXcom Extended 5.1 (2018-10-14).
send me the save game i will try to recreate the bug
the only tricky part on installation is always using latest OCXE+ Installed
PS: @bulletdesigner: your download link in the post above seems to have more files than needed... there are some DLLs, but OXCE doesn't need any... also there is a whole "Safe" directory which is not needed; "data" directory is also not needed, it's actually discouraged. You may want to remove it, I think it will confuse people more than help.
soldierTransformation:
- name: STR_RESURRECT_MARINE
requires:
- STR_LASER_CANNON
- STR_NEW_FIGHTER_CRAFT
cost: 850000
requiredItems:
STR_ALIEN_ALLOYS: 50
STR_ELERIUM_115: 30
STR_ALIEN_HABITAT: 1
producedSoldierType: STR_FALLEN
producedSoldierArmor: DREAD_ARMOR_UC
allowsDeadSoldiers: true
allowsLiveSoldiers: false
needsCorpseRecovered: true
allowedSoldierTypes:
- STR_SOLDIER
- STR_SOLDIER_JOAN
transferTime: 24
recoveryTime: 0
lowerBoundAtMinStats: true
then save and restart your game. The dreadnought that you manufactured is treated the same as a HWP in the original game, so it cannot hold a soldier like an armor. Once you do the "Restore Fallen Battle Brother" project, you'll get your marine back but as a new soldier type that wears dreadnought armor. - typeSingle: 1__2__M0_FACE
fileSingle: Resources/LAYER/CM0.gif
and change the CM0.gif to CM1.gif or any other number 2-5.
Was using the assault cannon on terminator seargent armor and it has reduced accuracy where other 2handed weapons do not have reduced accuracy while wearing it. Is there a reason for this? I think this is because of the lightning claws as as the regular terminator armor is fine. Storm bolter works fine though, even though that is a 2 handed weapon as well. Is this an intended feature?
We only support the en-US language setting - you're using en-UK. Go to options and change the language to "English (US)".Ok thank you for the help.
That sounds strange, can you send save?check Buying and selling are different bottuns, sometimes can make confusion, Also remember don't hide objects, they won't appear unless you unhide then
On another topic, how on earth am I supposed to actually bring dreadnoughts into battle with me? I can't equip them, and I don't have the option to bring them into my craft as equipment??
dreadnought´s are unit´s, that oucupy 2x2 so they need 4 seat´s, they are not equipment , they are soldier type that are created on the soldier screen (revive section)
also droppods can only carry one
landspeeder´s can´t carry
thunderhawk carry 3
Transport Thunderhawk can´t carry
It's something to do with the AI hanging up - when I load the save and turn on debug mode, all the enemy units run through their actions once but when it gets to the second go-around, the game stops with the Sorcerer. Tracing the AI in the log shows the Dreadnought as the last to act, so either there's a map bug where the Dreadnought can't move to where it's going or something with the Sorcerer is causing the game to hang up. I'll take a look further.
I did notice that from your save, forgot to address it with the other problems you were having. This is the first I've heard of this bug, it was working properly last time I used the craft, and I haven't been able to reproduce it on my end. Could you try the most recent OXCE build? You can find them built here on Stoddard's build farm (https://lxnt.wtf/oxem/#/Extended), select the most recent one that corresponds to your OS.
Edit: I've also had some instances where I could move on to the next turn by turning the option "Save Scumming" on when loading your save - this resets the RNG seed when loading the game, making the AI go through a different set of decisions.
[13-01-2019_18-34-27] [ERROR] Error linking 'STR_COLONY_CONDITIONAL' in startingConditions: Armor STR_SCOUTHR_UC not foundstartingConditions_40k.rul in the most recent available version on mod.io contains a tab at the end of the file which causes a crash on startup after enabling the mod.
startingConditions_40k.rul in the most recent available version on mod.io contains a tab at the end of the file which causes a crash on startup after enabling the mod.
If you researched Chapter Sideoperations, this is not a bug. You'll find the mission described in the codex.But I did not go to that mission marker, it was a landed UFO that forced me into the mission, and I thought you spawned in the facility anyway.
It's different between the marines' side missions and the Imperial Guard. We use 'UFOs' to spawn missions that take the terrain from the geoscape.I see thank you for clarifying
The game crashes when I access the inventory of some but not all soldiers.
I'm using the latest everything on a fresh install on Linux (debian mint), and a lot of the text has STR in front of it(see examples in attached picture):
Any idea how to fix this?
Yes, I thought I installed this one: https://lxnt.wtf/oxem/builds//Extended/Extended-5.2-0c6c261bd-2019-01-30-stretch-x86_64.7z maybe I didn't use it right
[05-06-2019_20-04-29] [INFO] OpenXcom Version: Extended 5.5 (v2019-05-19)
[05-06-2019_20-04-29] [INFO] Platform: Windows 64 bit
[05-06-2019_20-04-29] [INFO] Data folder is:
[05-06-2019_20-04-29] [INFO] Data search is:
[05-06-2019_20-04-29] [INFO] - C:/Users/German/Documents/OpenXcom/
[05-06-2019_20-04-29] [INFO] - C:/GOG Games/OXCE5.5/
[05-06-2019_20-04-29] [INFO] User folder is: C:/Users/German/Documents/OpenXcom/
[05-06-2019_20-04-29] [INFO] Config folder is: C:/Users/German/Documents/OpenXcom/
[05-06-2019_20-04-29] [INFO] Options loaded successfully.
[05-06-2019_20-04-29] [INFO] SDL initialized successfully.
[05-06-2019_20-04-29] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-04-29] [INFO] Attempted locale:
[05-06-2019_20-04-29] [INFO] Detected locale: C
[05-06-2019_20-04-29] [INFO] Attempting to set display to 1024x768x32...
[05-06-2019_20-04-29] [INFO] Display set to 1024x768x32.
[05-06-2019_20-04-29] [INFO] Loading data...
[05-06-2019_20-04-29] [INFO] Scanning standard mods in ''...
[05-06-2019_20-04-29] [INFO] Scanning user mods in 'C:/Users/German/Documents/OpenXcom/'...
[05-06-2019_20-04-29] [ERROR] FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[05-06-2019_20-04-29] [INFO] reservedSpace for: xcom1 updated to: 2
[05-06-2019_20-04-29] [INFO] reservedSpace for: 40k is: 2
[05-06-2019_20-04-29] [INFO] Loading rulesets...
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_DEEPSPACE. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_FOREST_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_SNOW_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_URBAN_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_DESERT_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_COLONY_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-31] [INFO] Loading fonts... Font.dat
[05-06-2019_20-04-31] [INFO] Lazy loading: 1
[05-06-2019_20-04-31] [INFO] Loading custom palettes from ruleset...
[05-06-2019_20-04-31] [INFO] Making palette backups...
[05-06-2019_20-04-31] [INFO] Data loaded successfully.
[05-06-2019_20-04-31] [INFO] Loading language...
[05-06-2019_20-04-31] [INFO] Language loaded successfully.
[05-06-2019_20-04-31] [INFO] OpenXcom started successfully!
[05-06-2019_20-04-31] [INFO] Playing flx, 320x200, 1878 frames
[05-06-2019_20-04-33] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-04-33] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-05-39] [INFO] Playing flx, 320x200, 1623 frames
[05-06-2019_20-06-06] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-06-06] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-07-39] [WARN] STR_GRETCHIN not found in en-US
[05-06-2019_20-12-11] [WARN] No free channels available
[05-06-2019_20-12-11] [WARN] No free channels available
[05-06-2019_20-12-14] [WARN] No free channels available
[05-06-2019_20-12-14] [WARN] No free channels available
[05-06-2019_20-15-00] [WARN] No free channels available
[05-06-2019_20-19-06] [WARN] No free channels available
[05-06-2019_20-22-08] [FATAL] A fatal error has occurred: Map failed to fully generate.
[05-06-2019_20-22-08] [FATAL] 0x5818f0 OpenXcom::CrossPlatform::stackTrace(void*)
[05-06-2019_20-22-08] [FATAL] 0x582c70 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[05-06-2019_20-22-08] [FATAL] 0x41c780 exceptionLogger()
[05-06-2019_20-22-08] [FATAL] 0xaf4de0 MPEGaction::MPEGaction()
[05-06-2019_20-22-08] [FATAL] 0xcacda0 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[05-06-2019_20-22-08] [FATAL] 0xcb1ca0 OpenXcom::ScriptGlobal::addTagType<OpenXcom::ScriptTag<OpenXcom::RuleItem, unsigned char> >()::{lambda(unsigned long long)#1}::_FUN(unsigned long long)
[05-06-2019_20-22-08] [FATAL] 0x4eaa00 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)
[05-06-2019_20-22-08] [FATAL] 0x4ef600 OpenXcom::BattlescapeGenerator::run()
[05-06-2019_20-22-08] [FATAL] 0x672270 OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)
[05-06-2019_20-22-08] [FATAL] 0x59d120 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[05-06-2019_20-22-08] [FATAL] 0x654750 OpenXcom::State::handle(OpenXcom::Action*)
[05-06-2019_20-22-08] [FATAL] 0x59a6f0 OpenXcom::Game::run()
[05-06-2019_20-22-08] [FATAL] 0x41c8c0 SDL_main
[05-06-2019_20-22-08] [FATAL] 0x910250 console_main
[05-06-2019_20-22-08] [FATAL] 0x910370 WinMain
[05-06-2019_20-22-08] [FATAL] ??
[05-06-2019_20-22-08] [FATAL] ??
[05-06-2019_20-22-08] [FATAL] 0x7ffd05ae81e0 BaseThreadInitThunk
[05-06-2019_20-22-08] [FATAL] 0x7ffd07e7a230 RtlUserThreadStart
[05-06-2019_20-22-13] [FATAL] OpenXcom has crashed: Map failed to fully generate.
More details here: C:/Users/German/Documents/OpenXcom/openxcom.log
If this error was unexpected, please report it to the developers.
That's intentional on all parts, OXCE allows fixing of certain options in the mod. Instant grenades breaks balance, particularly with smoke grenades. Psi skill can improve and is already really strong when you have a well-trained librarian, no need to make it even stronger. Retaining interrogated enemies is also a balance thing, as capturing one of a certain type of enemy would trivialize part of the tech tree.Thank You for your help!!
Generally speaking, this is the most protection an ordinary man will get to use unless they get extremely lucky/prove useful enough to wear some form of powered armor. Like Power Armor (https://1d4chan.org/wiki/Power_Armor) it has Ceramite or armaplas (perhaps plasteel, armaplas is never really explained) molded into armor plates. This also makes it much heavier and will fatigue the wearer much faster than flak armour or power armour given that it usually lacks any kind of assisted movement systems, though that isn't always the case as semi-powered examples do exist. Usually, soldiers issued carapace armor are elite units and given light genetic enhancement to bear the weight without problems.
On Android OXCE found issue that crashes game: Some of Codex (Ufopedia) topics that uses .gif background image format generates application error with text:
"[FATAL] A fatal error has occurred: Resources/ORK/UP120.GIF:Unsupported image format [FATAL] Unfortunately, no stack trace information is available [FATAL] OpenXcom has crashed: Resources/ORK/UP120.GIF:Unsupported image format More details here: /storage/emulated/0/openxcom/openxcom.log If this error was unexpected, please report it to the developers."
With topics that uses other background format, or that uses .gif for other purposes everything is going normally.
just killed all the chaos in the third part of the final mission there is no one left but its not letting the game finish
Similar to the above user I noticed that even scout bikes receive massive amounts of damage when using droppods, or even outright die. Is this WAD?
- name: STR_HEAVY_PLASMA
requires:
- STR_ALIENS_ONLY
requiredItems:
STR_ALIEN_ALLOYS: 40
Check the latest version on the mod.io page (http://openxcom.mod.io/40k), I'm pretty sure the bikes getting damaged on drop pod landing has been fixed. Scouts are supposed to take a little bit of damage; power armor is the only way to not be damaged when using drop pods. However, an apothecary or a support servitor is enough to keep your scouts in fine shape even when dropping them.
send save, screenshot. what inventory, what mission?
My game seems to crash whenever I load a save while doing an enemy base attack mission. I'm not sure whether it is an issue with the mod or with OXCE. The only save file that doesn't crash is the one in the geoscape prior to attacking the base.
Not sure if it helps but I am using the imperial guard faction for the playthrough.
Send Save
i see, this bug happen before, the one who resolved was oarthstein23, i will tell him to get help u when we gets here
snip
So i've recently installed this mod and randomly if i quit the game and relaunch it again. It breaks Openxcom Extended and i'm no longer able to play the 40k mod unless i delete Extended Xcom entirely and reinstall. So i can't even get to the main menu.
- id: STR_SENTINEL_KRAK_MISSILES
- id: STR_SENTINEL_KRAKK_MISSILES
Resources_IG/CCraft/ORK_CONVOY.png
Resources/CCraft/ORK_CONVOY.png
If you press second bottum mouse it will hide, to unhind you got to go to the hidden tab, also check for money and space
Hello, im new to Open Xcom, and im having problems with sudden crashes, sometimes sprites not found or crash vector.
Started today to play using the latest mod version, did the instalation according the mod's site video tutorial, but surely im too stupid to make it work properly.
So, ill upload the log and the savefile as i seen in other posts.
All works great on me, so you got to specify the time or when something happens, or revise installation
I have no heavy bolters, no lascannons, no missil launcher, no AP. The biggest problem is not that I don't have heavy weapon. The biggest problem is that the game freezes up.
yeah i had another crash error, im uploading the log and the save file.
this ocurred while trying to load a save game. So the savefile is now corrupted it seems...
automatic crash when loaded, but there is a issue with saving and loading during the traitor guard base that has to corrected with the new OCXE , so in other words u go to do a full run (no load/save)
It's turned on, I always have that kind of stuff turned on. Also I haven't messed with the setting since I started my first play through, which is why I think it's weird that all of a sudden I can't train my guys.
A wall spawned inside the third chimera with the missiles on top of it on my first terror mission as Imperial Guard.It´s a rare bug that causes some misplace turret´s both units are immobile and spawning in correct position
Just attacked my first ork base and got hammer by the truck in mid. Getting vision it looks like the turret have gone up a level to fire. Running on latest version.when we made the map there was no vehicle in that position, we will remove those tiles form the map
Not sure if this has been posted before, but i get a consistent CTD when intercepting and Ork Convoy. Any ideas how to fix?
Update to the latest version of the mod, 025.
Installed: Completely deleted the mod, and then set 25. Did you delete the mission? Say, an arena to see all the equipment available to the Imperium? Before the update, I had it turned on.
Hi, i just tried that and i just happened upon another CTD, this time with battlesisters (last time was imperial guard), though i don't know if that matters. This time was also regarding interception, but this time it was and Ork Traktor, but it only crashes when i was half-way to closing in, in the interception window. I tried reloading just before interception, but it didn't happen that time.
Attached error message and log again.
I think I've found a bug in the Eye of the Storm mission, part one. I've crushed the chaos scum and blown a few holes in the gate. If I completely destroy the gate the level ends, I get a prepare for part 2 message
The equipment load out screen appears and if I start the mission the screen immediately goes blank and the game crashes.
No error message appears on screen.
I've attached the log file and the save from just before the level ends.
Just tried to install the mod and I'm getting an error message as soon as I try to swap over to the mod from OXCE. I'll attach a ss.
I followed the video instructions, anything that pops out as me having done wrong?
The mod will need some small updates for the newest OXCE.
Try previous version of OXCE, e.g. v6.5.3
Here's the archive: https://openxcom.org/oxce/release/
[01-11-2020_18-43-23] [ERROR] FileRecord::at(Resources_IG/Floorobs/floorob_heavybolter_guard.png): requested file not found.
not sure what to do, I have no savegame, downloaded the most recent version with cutscenes and tried to open with openxcom extended version 6.7.2
I can't reproduce the error you're seeing on my end. The file certainly exists in the mod, and it launches and displays fine for me. Try re-installing both OXCE and the mod?Works perfectly now, thank you very much
I'm getting a Segmentation Fault for a base defense. I'm not sure how to fix it.
I attached the save. I'm also using the Exdoorminatus Chapter skin but I don't think that has anything to do with the fault.
I also attached my crash log. Thank you for the help!
[20-11-2020_16-17-47] [WARN] scanModZipRW(rwops, D:/Mods/Open Xcom Updated/OpenXcom/user/mods/Exdoorminatus Chapter.rar): Ignoring zip: failed finding central directory
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_cutscenes_024.zip, '40k Cutscenes/'): modId 40k_cutscenes already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_cutscenes_024.zip/40k Cutscenes/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip, '40k/'): modId 40k already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip/40k/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip, '40k StatStrings/'): modId 40k_statstrings already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip/40k StatStrings/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip, 'Blood Angels/'): modId Blood Angels already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip/Blood Angels/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip, 'Imperial Fists/'): modId Imperial Fists already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip/Imperial Fists/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip, '40k/'): modId 40k already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip/40k/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip, '40k StatStrings/'): modId 40k_statstrings already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip/40k StatStrings/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip, 'Blood Angels/'): modId Blood Angels already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip/Blood Angels/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip, 'Imperial Fists/'): modId Imperial Fists already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip/Imperial Fists/
You need to have devotion revealed (train in the chapel for about 1 month) to use the tome on librarian armor.Thought as much, thanks for thee tip :)
baseDefenseMapFromLocation: 1
put the .map on the map folder and the .rmp on the routes folder, was a miss on my part , will be patched new version
Hello! I've got crash on final mission (version 028) after using orbital beacon strike.
Tried again and it crashes again.
[06-02-2021_22-40-27] [FATAL] A fatal error has occurred: Image missing in 'FLOOROB.PCK' for item 'STR_CHAP_CORPSE'
Do you know what is that or how to fix? Thank you.
P.S. tried reload some more times, and after one of bombardment I finally hadn't that crush. Probably it hit some object on map and that's the case.
Hello again
Seems I've encountered a bug in version 29.
Fast forward the save untill the crash occurs.
_M_range_check: __n (which is <stupid large number> >= this->size() (which is 7)
Try dropping this in your ruleset folder. The bug was a missing line in the mission for enemy base creation, causing that vector range check error.
I decided to try the mod as it was translated into Russian. Error at the very beginning of the game after 2-3 missions
You installed it with OpenXcom, not OpenXcom Extended.I see. I am very blind. Thank you.
So I've started a new month as the arbiters and the game is sending me this error message before the first day is over. What should I do?
'BIKE_ARMOR_UC': First Battle corpse item need have corpse item type
'CIVF_ARMOR': First Battle corpse item need have corpse item type
'CIVILIAN_F0': First Battle corpse item need have corpse item type
'CIVILIAN_F1': First Battle corpse item need have corpse item type
'CIVILIAN_M0': First Battle corpse item need have corpse item type
'CIVILIAN_M1': First Battle corpse item need have corpse item type
'CIVM_ARMOR': First Battle corpse item need have corpse item type
'DAMOCLESPD_ARMOR': First Battle corpse item need have corpse item type
'DAMOCLES_ARMOR': First Battle corpse item need have corpse item type
'DREAD_ARMOR2_UC': First Battle corpse item need have corpse item type
'DREAD_ARMOR3_UC': First Battle corpse item need have corpse item type
'DREAD_ARMOR4_UC': First Battle corpse item need have corpse item type
'DREAD_ARMOR5_UC': First Battle corpse item need have corpse item type
'DREAD_ARMOR_UC': First Battle corpse item need have corpse item type
'EXORCIST_ARMOR': First Battle corpse item need have corpse item type
'GATEUP_ARMOR': First Battle corpse item need have corpse item type
'GUARD_ARMOR': First Battle corpse item need have corpse item type
'GUARD_ARMORF': First Battle corpse item need have corpse item type
'GUARD_ARMORM': First Battle corpse item need have corpse item type
'GUARD_ARMOROF': First Battle corpse item need have corpse item type
'HOVERTANK_ARMOR': First Battle corpse item need have corpse item type
'IMMOLATOR_ARMOR': First Battle corpse item need have corpse item type
'LEMONRUSS_ARMOR': First Battle corpse item need have corpse item type
'LEMONRUSS_ARMORB': First Battle corpse item need have corpse item type
'MONK_ARMOR_UC': First Battle corpse item need have corpse item type
'ORBITAL_ARMOR': First Battle corpse item need have corpse item type
'RAZORBACK_ARMOR': First Battle corpse item need have corpse item type
'SERVITOR_ARMOR_UC': First Battle corpse item need have corpse item type
'SKULL_ARMOR': First Battle corpse item need have corpse item type
'SNAKEMAN_TURRET': First Battle corpse item need have corpse item type
'STORMRAVEN_ADEPTAS_ARMOR': First Battle corpse item need have corpse item type
'STORMRAVEN_ARMOR': First Battle corpse item need have corpse item type
'STORMRAVEN_ARMORGK': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORA_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORB_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORCEL_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORC_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORD_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORH_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORI_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORR_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORSUP_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORS_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMOR_HONOR_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ZOMBIE_ARMOR': First Battle corpse item need have corpse item type
'STR_APOT_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ARBITOR_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ASS_ARMOR_HONOR_UC': First Battle corpse item need have corpse item type
'STR_ASS_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_BIOMANCER': First Battle corpse item need have corpse item type
'STR_BULLGRYN_BUCKLER': First Battle corpse item need have corpse item type
'STR_BULLGRYN_BUCKLER_RIOT': First Battle corpse item need have corpse item type
'STR_BULLGRYN_SLAB': First Battle corpse item need have corpse item type
'STR_BULLGRYN_SLAB_RIOT': First Battle corpse item need have corpse item type
'STR_CELESTIAN_ZOMBIE_ARMOR': First Battle corpse item need have corpse item type
'STR_CHIMERA_TURRET_ARMOR': First Battle corpse item need have corpse item type
'STR_COMMISSAR_CARAPACE_UC': First Battle corpse item need have corpse item type
'STR_COMMISSAR_UC': First Battle corpse item need have corpse item type
'STR_DEV_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_DIVINER': First Battle corpse item need have corpse item type
'STR_EMPLACEMENT_ARMOR': First Battle corpse item need have corpse item type
'STR_ENFORCER_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_HEAVY_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_MEDIC_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_SHIELD_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_SIGNALFALSE_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_SIGNAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_FLAMER_BACK_LEFT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_FLAMER_BACK_RIGHT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_FLAMER_FRONT_LEFT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_FLAMER_FRONT_RIGHT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_STUBBER_LEFT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_STUBBER_RIGHT_ARMOR': First Battle corpse item need have corpse item type
'STR_GUARDPDMEDIC_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_GUARDPD_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORH_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORP_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORSM': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORS_MEDIC_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORS_MOUNTED_AUTOCANNON_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORS_MOUNTED_LASCANNON_UC': First Battle corpse item need have corpse item type
'STR_HEAVY_GUARDSMAN_FEMALE': First Battle corpse item need have corpse item type
'STR_HEAVY_GUARDSMAN_MALE': First Battle corpse item need have corpse item type
'STR_HONOR_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_JARMORH_UC': First Battle corpse item need have corpse item type
'STR_JARMOR_UC': First Battle corpse item need have corpse item type
'STR_JARMOR_UCM': First Battle corpse item need have corpse item type
'STR_JUDGE_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_SCOUT_F_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_SCOUT_M_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_TACTICAL_F_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_TACTICAL_M_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_TER_F_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_TER_M_ARMOR': First Battle corpse item need have corpse item type
'STR_MARSHAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_MEDIC_CARAPACE_ARMOR': First Battle corpse item need have corpse item type
'STR_OFFICER_CARAPACE_ARMOR': First Battle corpse item need have corpse item type
'STR_OFFICER_CARAPACE_ARMOR_NOAIRSTRIKE': First Battle corpse item need have corpse item type
'STR_OFFICER_FLAK_ARMOR': First Battle corpse item need have corpse item type
'STR_OFFICER_FLAK_ARMOR_NOAIRSTRIKE': First Battle corpse item need have corpse item type
'STR_OGRYN_CARAPACE': First Battle corpse item need have corpse item type
'STR_OGRYN_UC': First Battle corpse item need have corpse item type
'STR_PDF_PILOT': First Battle corpse item need have corpse item type
'STR_PENAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_PENITENT_ARMOR': First Battle corpse item need have corpse item type
'STR_PERSONAL_ARMOR_CIVILIAN': First Battle corpse item need have corpse item type
'STR_PERSONAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_PSYKER_ARMOR': First Battle corpse item need have corpse item type
'STR_PYROMANCER': First Battle corpse item need have corpse item type
'STR_SCION_CARAPACE_ARMOR': First Battle corpse item need have corpse item type
'STR_SCION_CARAPACE_ARMOR_HELLGUN': First Battle corpse item need have corpse item type
'STR_SCION_CARAPACE_ARMOR_VOLLEYGUN': First Battle corpse item need have corpse item type
'STR_SCOUTHB_UC': First Battle corpse item need have corpse item type
'STR_SCOUTHG_UC': First Battle corpse item need have corpse item type
'STR_SCOUTHR_UC': First Battle corpse item need have corpse item type
'STR_SCOUTHW_UC': First Battle corpse item need have corpse item type
'STR_SCOUTHY_UC': First Battle corpse item need have corpse item type
'STR_SCOUTH_UC': First Battle corpse item need have corpse item type
'STR_SCOUT_UC': First Battle corpse item need have corpse item type
'STR_SIGNALFALSE_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_SIGNAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_STORMTALONENGINE_ARMOR': First Battle corpse item need have corpse item type
'STR_STORMTALON_ARMOR': First Battle corpse item need have corpse item type
'STR_STORMTROOPER_CARAPACE_ARMOR': First Battle corpse item need have corpse item type
'STR_STORMTROOPER_CARAPACE_ARMOR_HELLGUN': First Battle corpse item need have corpse item type
'STR_STORMTROOPER_CARAPACE_ARMOR_VOLLEYGUN': First Battle corpse item need have corpse item type
'STR_TANITH_CAMO_ARMOR': First Battle corpse item need have corpse item type
'STR_TANITH_MEDIC_ARMOR': First Battle corpse item need have corpse item type
'STR_TANITH_SCOUT_FEMALE': First Battle corpse item need have corpse item type
'STR_TANITH_SCOUT_MALE': First Battle corpse item need have corpse item type
'STR_TAUROS_SMALL_TURRET_ARMOR': First Battle corpse item need have corpse item type
'STR_TAUROS_TURRET_ARMOR': First Battle corpse item need have corpse item type
'STR_TAUROX_TURRET_ARMOR': First Battle corpse item need have corpse item type
'STR_TELEKINE': First Battle corpse item need have corpse item type
'STR_TELEPATH': First Battle corpse item need have corpse item type
'STR_TRAITOR_CHIMERA_TURRET_ARMOR': First Battle corpse item need have corpse item type
'TANK_ARMOR': First Battle corpse item need have corpse item type
'TARANTULA_ARBITES_BOLTER_ARMOR': First Battle corpse item need have corpse item type
'TARANTULA_ARMOR': First Battle corpse item need have corpse item type
'TARANTULA_BOLTER_ARMOR': First Battle corpse item need have corpse item type
'TARANTULA_BOLTER_ARMOR_I': First Battle corpse item need have corpse item type
'VINDICATOR_ARMOR': First Battle corpse item need have corpse item type
'VINDICATOR_ARMOR2': First Battle corpse item need have corpse item type
'WHIRLWIND_ARMOR': First Battle corpse item need have corpse item type
'FEMALE_CIVILIAN': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'MALE_CIVILIAN': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_ADEPTAS_ZOMBIE': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_BULLGRYN_RIOT_TEAM_BUCKLER': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_BULLGRYN_RIOT_TEAM_SLAB': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_CELESTIAN_ZOMBIE': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_CIVILIAN_SACRIFICE_F0': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CIVILIAN_SACRIFICE_F1': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CIVILIAN_SACRIFICE_M0': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CIVILIAN_SACRIFICE_M1': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CULTIST_RITUALIST_SUMMONING': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CYBERDISC_TERRORIST': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_FIELD_EQUIPMENT': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_GATEDOWN': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_GK_SOLDIER_BA': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_GK_SOLDIER_NS': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_GUARD_PILOT': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_SCOUT_F': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_SCOUT_M': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_TACTICAL_F': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_TACTICAL_M': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_TER_F': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_TER_M': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MONO_E': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_MONO_N': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_MONO_S': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_MONO_W': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_NECRON_DESTROYER': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_ORK_KILLA': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_ORK_TURRET': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_ORK_TURRET2': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_RADAR_EQUIPMENT': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_SECTOPOD_TERRORIST': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_SHIELD_EQUIPMENT': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_SNAKEMAN_SENTINEL': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_TRAITOR_CHIMERA_TURRET': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_XENOSECTOPOD_TERRORIST': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
could you confirm that on this list there is no false positive results
I'm having the same issue as the post above, and I've attached my saves and the openxcom log. The autosave for the geoscape has a few in-game hours before the crash while the manual saves have the error occur a few seconds later.
Try putting the alienMissions_40k.rul in mods/40k/Ruleset.
So, ive tried playing three diffrent campaigns now and the game keeps soft-locking with crashes during Mid-Tier tech and im not sure whats causing it.
Heres is my newest save where the game crashes a few ingame hours every time without fault.
Thanks for looking in to it
PS. Love the mod and your work so far
no crash in my game, you need to post a screen shot, but for now try putting the alienMissions_40k.rul in mods/40k/Ruleset that is posted in the posts above
you are doing something wrong since the
[FATAL] A fatal error has occurred: vector::_M_range_check: __n (which is 18446744073709551615) >= this->size() (which is 7)
is the alien deployment fix, you need to replace the alienMissions_40k.rul in mods/40k/Ruleset ,
update the OCXE also
Less of a bug, but I wanted to change the storage amount of general stores in the ruleset but couldn't find a facilities.rul for 40k except facilities_IG.rul, which didn't include STR_GENERAL_STORES. I tried to change the xcom1 facilities ruleset but it had no effect either. I noticed in game the general store had different storage value than base xcom so that's why I looked in 40k Ruleset. However, I might just be blind :P. Only other mods are a change to Imperial Fists and ROSIGMA.
For the new Gravis Armor stats, it lists Boltstorm Guantlets in the built in item drop down list but doesnt show anything when you click. In the paper doll/inventory it shows Flamestorm Gauntlets instead
the weapon varies due to soldier rank, so 1 armor , 5 diferent weapons built in the armor , dunno how it´s shows in the drop down list
didn´t occur to me, can you please send save, the hologram number is random so can be less than last time
(https://i.imgur.com/4r3apBa.png)
Encountered a crash on both saves (same world) on Feb 8th. No clue what's happening, but I can't seem to avoid it.
It's an easy fix, the gif is indexed as a png, put this image in resources/stormtalon/imperialFThis helped, thanks.
You should also remove/sell the STR_TACTICAL_CARE_PACKAGE from your base stores, those were only for getting some initial gear in earlier versions and are now deprecated.I don't know why, but even with no save files in the 40k folder and a fresh install of the mod, it was still crashing because I didn't have the care packages.
- type: BIGOBS.PCK
files:
...
800: Resources/Support/800.png # this line was missing
...
terrains:
- name: MARINEOUT # 40k 030 bug fix
mapBlocks:
- name: SM03
width: 60
length: 60
revealedFloors: [0, 1]
items:
STR_CHAOSPREDATOR_SPAWNER:
- [12, 35, 0]
STR_CHAOSPREDATORSIDE_SPAWNER:
- [13, 37, 0]
- [13, 34, 0]
fuseTimers:
STR_CHAOSPREDATOR_SPAWNER: [0, 0]
STR_CHAOSPREDATORSIDE_SPAWNER: [0, 0]
# Corpses are not allowed as items here
# randomizedItems:
# - position: [48, 18, 2]
# amount: 1
# mixed: true
# itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_MK7_CORPSE]
# - position: [30, 45, 3]
# amount: 1
# mixed: true
# itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_MK7_CORPSE]
# - position: [31, 42, 2]
# amount: 1
# mixed: true
# itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_MK7_CORPSE]
# - position: [49, 47, 2]
# amount: 1
# mixed: true
# itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_MK7_CORPSE]
# - position: [30, 28, 2]
# amount: 1
# mixed: true
# itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_SARGENT_CORPSE]
# - position: [33, 23, 1]
# amount: 1
# mixed: true
# itemList: [STR_HONOR_CORPSE, STR_TECH_CORPSE, STR_APOT_CORPSE]
Thanks Buscher, it fixed the issue.ho sorry, i forgot to add primaris , only newborn marines thunderhawk etc, i will change it
Now I have a problem with side mission 7, I cant start the mission because it says the craft I use is not allowed although it has space flying, Im usin Primaris Stormeagle, I have also tried with Repulsors, Primari Detachment and Valkiria and no one works.
That's a bug in the deployment.Awesome it worked, thanks!
You can run this bugfix submod which also includes a bunch of other fixes.- Put it in the mods folder
- Go into the main menu of the game, mods, activate the submod
oxceModValidationLevel: 2
and set the 2 to 0Hi, I'm currently getting an error every time I try and load into combat. Only faction I had it work with so far is Imperial guard. I included what should be the error long below.
Please update to OXCE 7.5.3
OXCE 7.4.9, 7.5, 7.5.1 and 7.5.2 were broken.
Hi.
40k mod version: "032".
OpenXcom Extended 7.5.3.
I couldn't find the option to dismantle the entrance elevator of the new empty base in the game. I remember exactly that this should work in openxcom.
My bad.
It will be fixed in the next release.
[01-11-2022_16-12-16] [INFO] Options loaded successfully.
[01-11-2022_16-12-16] [INFO] SDL initialized successfully.
[01-11-2022_16-12-16] [INFO] SDL_mixer initialized successfully.
[01-11-2022_16-12-16] [INFO] Attempted locale:
[01-11-2022_16-12-16] [INFO] Detected locale: C
[01-11-2022_16-12-16] [INFO] Attempting to set display to 1280x720x8...
[01-11-2022_16-12-16] [INFO] Display set to 1280x720x8.
[01-11-2022_16-12-16] [INFO] Loading data...
[01-11-2022_16-12-16] [INFO] Scanning standard mods in ''...
[01-11-2022_16-12-16] [INFO] Scanning user mods in 'E:/Program Files (x86)/OpenXcom/user/'...
[01-11-2022_16-12-16] [INFO] Active mods:
[01-11-2022_16-12-16] [INFO] - 40k v033
[01-11-2022_16-12-17] [INFO] Loading begins...
[01-11-2022_16-12-17] [INFO] Pre-loading rulesets...
[01-11-2022_16-12-17] [INFO] Loading vanilla resources...
[01-11-2022_16-12-17] [INFO] Loading rulesets...
[01-11-2022_16-12-19] [INFO] Loading rulesets done.
[01-11-2022_16-12-19] [INFO] Loading fonts... Font.dat
[01-11-2022_16-12-19] [INFO] Lazy loading: 1
[01-11-2022_16-12-22] [INFO] Loading custom palettes from ruleset...
[01-11-2022_16-12-22] [INFO] Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[01-11-2022_16-12-22] [INFO] Making palette backups...
[01-11-2022_16-12-22] [INFO] Creating transparency LUTs for PAL_BATTLESCAPE...
[01-11-2022_16-12-22] [INFO] After load.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'FEMALE_CIVILIAN': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'MALE_CIVILIAN': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_BULLGRYN_RIOT_TEAM_BUCKLER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_BULLGRYN_RIOT_TEAM_SLAB': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_CHAOSDEFILER_L': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_CHAOSDEFILER_R': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_GENE': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_GUARD_PILOT': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Loading ended.
[01-11-2022_16-12-22] [WARN] Image Resources/PD/633.png (from lodepng) has incorrect transparent color index 240 (instead of 0).
[01-11-2022_16-12-22] [WARN] Image Resources/PD/645.png (from lodepng) has incorrect transparent color index 240 (instead of 0).
[01-11-2022_16-12-22] [INFO] Data loaded successfully.
[01-11-2022_16-12-22] [INFO] Loading language...
[01-11-2022_16-12-22] [INFO] Language loaded successfully.
[01-11-2022_16-12-22] [INFO] OpenXcom started successfully!
[01-11-2022_16-12-22] [INFO] Playing flx, 320x200, 702 frames
[01-11-2022_16-12-22] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[01-11-2022_16-12-23] [INFO] SDL_mixer initialized successfully.
[01-11-2022_16-12-26] [INFO] MCD WEBWAY object 23 has 0 armor
[01-11-2022_16-12-34] [FATAL] A fatal error has occurred: Sprite Set ELDARWG.PCK not found
[01-11-2022_16-12-34] [FATAL] 0x5cf3c0 OpenXcom::CrossPlatform::stackTrace(void*)
[01-11-2022_16-12-34] [FATAL] 0x5d0230 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[01-11-2022_16-12-34] [FATAL] 0x41c880 exceptionLogger()
[01-11-2022_16-12-34] [FATAL] 0xbeae80 MPEGaction::MPEGaction()
[01-11-2022_16-12-34] [FATAL] 0xe07800 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[01-11-2022_16-12-34] [FATAL] 0xe0d470 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[01-11-2022_16-12-34] [FATAL] 0xccdf20 OpenXcom::SurfaceSet* OpenXcom::Mod::getRule<OpenXcom::SurfaceSet>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, OpenXcom::SurfaceSet*, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, OpenXcom::SurfaceSet*> > > const&, bool) const
[01-11-2022_16-12-34] [FATAL] 0x7da230 OpenXcom::Mod::getSurfaceSet(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[01-11-2022_16-12-34] [FATAL] 0x5bb720 OpenXcom::UnitSprite::draw(OpenXcom::BattleUnit const*, int, int, int, int, OpenXcom::AreaSubset<void, int>, bool)
[01-11-2022_16-12-34] [FATAL] 0x574ac0 OpenXcom::Map::drawUnit(OpenXcom::UnitSprite&, OpenXcom::Tile*, OpenXcom::Tile*, OpenXcom::Position, bool, OpenXcom::BattleUnit*)
[01-11-2022_16-12-34] [FATAL] 0x576a80 OpenXcom::Map::drawTerrain(OpenXcom::Surface*)
[01-11-2022_16-12-34] [FATAL] 0x6abf50 OpenXcom::Surface::blit(SDL_Surface*)
[01-11-2022_16-12-34] [FATAL] 0x6aa450 OpenXcom::State::blit()
[01-11-2022_16-12-34] [FATAL] 0x5e7d40 OpenXcom::Game::run()
[01-11-2022_16-12-34] [FATAL] 0x41c950 SDL_main
[01-11-2022_16-12-34] [FATAL] 0xa061c0 console_main
[01-11-2022_16-12-34] [FATAL] 0xa062e0 WinMain
[01-11-2022_16-12-34] [FATAL] ??
[01-11-2022_16-12-34] [FATAL] ??
[01-11-2022_16-12-34] [FATAL] 0x7ffaaeea7020 BaseThreadInitThunk
[01-11-2022_16-12-34] [FATAL] 0x7ffab09a2680 RtlUserThreadStart
[01-11-2022_16-12-54] [FATAL] OpenXcom has crashed: Sprite Set ELDARWG.PCK not found
Log file: E:/Program Files (x86)/OpenXcom/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
Get the following crash when trying to raid an Eldar Webway; no submods; seems like there's a missing .pck file for the Wraith Knight?:
Error Message: https://cdn.discordapp.com/attachments/919723611948974170/1037097059548921896/unknown.png
Attached my save.
Log:Code: [Select][01-11-2022_16-12-16] [INFO] Options loaded successfully.
[01-11-2022_16-12-16] [INFO] SDL initialized successfully.
[01-11-2022_16-12-16] [INFO] SDL_mixer initialized successfully.
[01-11-2022_16-12-16] [INFO] Attempted locale:
[01-11-2022_16-12-16] [INFO] Detected locale: C
[01-11-2022_16-12-16] [INFO] Attempting to set display to 1280x720x8...
[01-11-2022_16-12-16] [INFO] Display set to 1280x720x8.
[01-11-2022_16-12-16] [INFO] Loading data...
[01-11-2022_16-12-16] [INFO] Scanning standard mods in ''...
[01-11-2022_16-12-16] [INFO] Scanning user mods in 'E:/Program Files (x86)/OpenXcom/user/'...
[01-11-2022_16-12-16] [INFO] Active mods:
[01-11-2022_16-12-16] [INFO] - 40k v033
[01-11-2022_16-12-17] [INFO] Loading begins...
[01-11-2022_16-12-17] [INFO] Pre-loading rulesets...
[01-11-2022_16-12-17] [INFO] Loading vanilla resources...
[01-11-2022_16-12-17] [INFO] Loading rulesets...
[01-11-2022_16-12-19] [INFO] Loading rulesets done.
[01-11-2022_16-12-19] [INFO] Loading fonts... Font.dat
[01-11-2022_16-12-19] [INFO] Lazy loading: 1
[01-11-2022_16-12-22] [INFO] Loading custom palettes from ruleset...
[01-11-2022_16-12-22] [INFO] Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[01-11-2022_16-12-22] [INFO] Making palette backups...
[01-11-2022_16-12-22] [INFO] Creating transparency LUTs for PAL_BATTLESCAPE...
[01-11-2022_16-12-22] [INFO] After load.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'FEMALE_CIVILIAN': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'MALE_CIVILIAN': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_BULLGRYN_RIOT_TEAM_BUCKLER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_BULLGRYN_RIOT_TEAM_SLAB': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_CHAOSDEFILER_L': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_CHAOSDEFILER_R': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_GENE': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_GUARD_PILOT': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Loading ended.
[01-11-2022_16-12-22] [WARN] Image Resources/PD/633.png (from lodepng) has incorrect transparent color index 240 (instead of 0).
[01-11-2022_16-12-22] [WARN] Image Resources/PD/645.png (from lodepng) has incorrect transparent color index 240 (instead of 0).
[01-11-2022_16-12-22] [INFO] Data loaded successfully.
[01-11-2022_16-12-22] [INFO] Loading language...
[01-11-2022_16-12-22] [INFO] Language loaded successfully.
[01-11-2022_16-12-22] [INFO] OpenXcom started successfully!
[01-11-2022_16-12-22] [INFO] Playing flx, 320x200, 702 frames
[01-11-2022_16-12-22] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[01-11-2022_16-12-23] [INFO] SDL_mixer initialized successfully.
[01-11-2022_16-12-26] [INFO] MCD WEBWAY object 23 has 0 armor
[01-11-2022_16-12-34] [FATAL] A fatal error has occurred: Sprite Set ELDARWG.PCK not found
[01-11-2022_16-12-34] [FATAL] 0x5cf3c0 OpenXcom::CrossPlatform::stackTrace(void*)
[01-11-2022_16-12-34] [FATAL] 0x5d0230 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[01-11-2022_16-12-34] [FATAL] 0x41c880 exceptionLogger()
[01-11-2022_16-12-34] [FATAL] 0xbeae80 MPEGaction::MPEGaction()
[01-11-2022_16-12-34] [FATAL] 0xe07800 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[01-11-2022_16-12-34] [FATAL] 0xe0d470 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[01-11-2022_16-12-34] [FATAL] 0xccdf20 OpenXcom::SurfaceSet* OpenXcom::Mod::getRule<OpenXcom::SurfaceSet>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, OpenXcom::SurfaceSet*, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, OpenXcom::SurfaceSet*> > > const&, bool) const
[01-11-2022_16-12-34] [FATAL] 0x7da230 OpenXcom::Mod::getSurfaceSet(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[01-11-2022_16-12-34] [FATAL] 0x5bb720 OpenXcom::UnitSprite::draw(OpenXcom::BattleUnit const*, int, int, int, int, OpenXcom::AreaSubset<void, int>, bool)
[01-11-2022_16-12-34] [FATAL] 0x574ac0 OpenXcom::Map::drawUnit(OpenXcom::UnitSprite&, OpenXcom::Tile*, OpenXcom::Tile*, OpenXcom::Position, bool, OpenXcom::BattleUnit*)
[01-11-2022_16-12-34] [FATAL] 0x576a80 OpenXcom::Map::drawTerrain(OpenXcom::Surface*)
[01-11-2022_16-12-34] [FATAL] 0x6abf50 OpenXcom::Surface::blit(SDL_Surface*)
[01-11-2022_16-12-34] [FATAL] 0x6aa450 OpenXcom::State::blit()
[01-11-2022_16-12-34] [FATAL] 0x5e7d40 OpenXcom::Game::run()
[01-11-2022_16-12-34] [FATAL] 0x41c950 SDL_main
[01-11-2022_16-12-34] [FATAL] 0xa061c0 console_main
[01-11-2022_16-12-34] [FATAL] 0xa062e0 WinMain
[01-11-2022_16-12-34] [FATAL] ??
[01-11-2022_16-12-34] [FATAL] ??
[01-11-2022_16-12-34] [FATAL] 0x7ffaaeea7020 BaseThreadInitThunk
[01-11-2022_16-12-34] [FATAL] 0x7ffab09a2680 RtlUserThreadStart
[01-11-2022_16-12-54] [FATAL] OpenXcom has crashed: Sprite Set ELDARWG.PCK not found
Log file: E:/Program Files (x86)/OpenXcom/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
The Sergeant Signum armor lacks a built in gauntlet weapon. Is this due to the airstrike feature?
It's super minor, but I've noticed that if Imperial Guards build a new barracks, it's called Living Quarters. The only "barracks" is the one you place during the initial base creation. I'm assuming this wasn't intended.
What's the difference between the living quarters and the barracks?
Keep getting this error when trying to enter battlescape any help would be appreciated.
You can download the 40k submods for factions and stat strings from this repository (https://github.com/BeatAroundTheBuscher/OXCE_40k_submods/archive/refs/heads/main.zip).
Very often errors pop up when I attack downed ships. It seems that I have crooked hands and I installed the mod very clumsily. But I downloaded the ready-made assembly and still...
Edit: I've attached a save just in case.
A downed ship in southern Africa does not allow itself to be attacked ...
I can't reproduce your error but you can always try to unzip the mods (move the zips out of the mods folder).Thank you very much. Unziping worked. I don't understand why, but it worked. Unfortunately, it turned out to be Nurgle's ship...
name: "40k"
version: "033"
author: "bulletdesigner, Ryskeliini, ohartenstein23 with help from all OXC forum, special thks to all who help"
description: "40k mod"
id: 40k
master: xcom1
isMaster: true
resourceConfig: Ruleset/vars40k.rul
loadResources:
- UFO
reservedSpace: 2
requiredExtendedVersion: "7.7.3"
Good evening. May I please ask for some assistance with this issue I am currently experiencing? Note that I have the latest versions of both ROSIGMA (2.2) and 40k (035.1). I have already asked in the ROSIGMA thread, but I do not have a definitive solution from their end yet. Thank you.I advise you go to discord ROSIGMA: https://discord.com/invite/qY5V2vYqPM , but by the looks of it , is probably bad installation on your end, try to reinstall the latest OXCE
Playing as Primaris, whenever i try to assault a Necron base, the game crashes and i get this message.
My Brother has the same Problem. He's playing as Battle Sisters.
The "flight" sound of Raptors is quite long. So if you are fighting them one hardly can hear shooting/moving sounds of other units, because the Jetpack sound is still playing.
I tried to send a squad to the downed Interceptor, but apparently the required Nurgle Interceptor model is missing.
Hello, Thank you for this great mod first of all.
I've an issue with the Chimera craft, whenever i go to a mission or try to preview the deployment, the game crashes with thats displays the attached png file.
I'Ve started a fresh game of imperial guards and i was able to preview the deployment then.
Using oxce v7.13, 40k v038 and rosigma v2.7a
Hello!
I just discovered that though primaris chapters can fall to chaos, they are locked out of researching all the chaos armors because the chaos research requires the firstborn armor research. Is this intended or a bug?
Thanks for the help.
EDIT: Falling to chaos does prevent you from manufacturing loyalist armors as normal, so you end up not being able to produce any armor except MKX Techmarine, which doesn't have the uncontaminated by chaos tag.
TY! I also discovered that MKX Captain Armor is dependent on the MK7 Captain Armor which is not researchable as primaris marines becuase of its Deathwatch and Firstborn armor dependencies, locking the primaris strategy out of using primaris captain's armor.