OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Arthanor on November 02, 2015, 05:10:03 pm

Title: Bugs & Crash Reports
Post by: Arthanor on November 02, 2015, 05:10:03 pm
Well, instead of all posting crash reports in the main topic, I thought it might be better to make a new one, where we can all share our evidence, so as to make it easier if ever someone wants to look at it.

The BASIC, MINIMUM requirement for a report is a save, with a description of what to do to get a crash. Ideally something as simple as "press end turn, shooting happens then the game crashes". Try to make a save as close to the crash as possible (ie just before pressing end turn) so that testers don't have much to do.

Extra info that is useful:
1 - Screenshot of the offending unit
2 - Info about the offending unit and how to circumvent the bug.

To get the extra info, it is sometimes useful to activate debug mode. You do that by going in your config folder (check here (https://github.com/SupSuper/OpenXcom#directory-locations) for where that could be on your computer), open the file called options.cfg, find the place where it says debug: false and replace it by debug: true. Then, in the game, before pressing the end turn button, press control-d, to activate the debug mode. This will allow you to see the whole map and watch as the enemy takes their turn.

Find which unit is active just before the game crashes and take a screenshot. Note the position of the offending unit, and then you can use that to find it in your save. For example, if the unit was shown as being at location (35,42,1) when you clicked on it (as shown in my screenshot below), you can then search your save for "- 35" and should soon find a place that looks like:

Code: [Select]
      position:
        - 35
        - 42
        - 1

which should refer to an enemy unit (something like STR_SPARTAN_RIFLEMAN or STR_SECTIOD_ENGINEER) Then note the id of that unit (typically something like 1000012), as it will allow to see all its items by searching for owner: 1000012. You can remove these items from the save, and see if the crash still happens.

Below is my first report:
1 - Save at deployment. Game will crash after Spartan Rifleman at 35/42/1 opens the door to the civilian.
2 - Screenshot of offending rifleman
3 - Removing equipment from the save did not help. Probably terrain issue?
Title: Re: Pogrom Crash reports
Post by: Dioxine on November 02, 2015, 06:49:27 pm
All I could divine is that it is him who causes the crash - if you force him to change route or disable him, it doesn't. Sprite definitions and equips seem to be fine. Swapping the unit for a different, non-spartan unit also didn't change anything... Sorry but I have no idea. There is another spartan in a similiar situation and he just opens the door and fires. It's like this one seems to want to go, finds out a civilian blocks the only way, ragequits :)
Title: Re: Pogrom Crash reports
Post by: Arthanor on November 02, 2015, 10:07:29 pm
Yeah it's very odd. I tried to remove equipment too and it did not do anything. I thought it was a good report to make. Maybe it's something with the routes? or some spartans are just hard wired with black hole generators... In the meantime, I will try to spawn a different terror.

Hopefully we can accumulate a bunch of reports and someone can look into it!
Title: Re: Pogrom Crash reports
Post by: Axebeard on November 04, 2015, 11:27:30 pm
So I'm not sure of the issue, or even how to recreate it, but on this save (Mutant Pogrom vs DOOM enemies) the game keeps crashing during the enemy turn. There are some enemies to the South West of my units, it seems that there are semi-invisible Hell Barons/ Hell Knights, that you can only really see when you kill them. What I've noticed is that after the Hell Knight moves, the game does a CTD. It's happened three times so far, and I'm not 100% sure, but it looks like it only happens IF YOU CAN SEE the Hell Knight moving.
Title: Re: Pogrom Crash reports
Post by: Arthanor on November 05, 2015, 12:48:28 am
Are you sure you have the latest version of the mod? I haven't tried your save but it sounds a lot like what Dioxine fixed recently:

Found that damn bug. Wrong spritesheet size. Replace the following entry in the Piratez.rul:

Code: [Select]
  - type: DEM_8.PCK
    subX: 32
    subY: 40
    width: 512
    height: 440
    files:
      0: Resources/Sprites/DEM_8.png

(the original has height: 200)
Title: Re: Pogrom Crash reports
Post by: Axebeard on November 05, 2015, 01:22:36 am
I'm not sure, but I'll check.

*Edit:
Where is the official latest version being hosted? Because I'm sure I've seen different downloads in different places. I believe the one I'm using is from the OXC Mods page.
Title: Re: Pogrom Crash reports
Post by: Roxis231 on November 05, 2015, 01:40:04 am
Latest Version is on the Mod Site (https://www.openxcom.com/mod/x-piratez).

But keep an eye on this thread (https://openxcom.org/forum/index.php/topic,3626.0.html).

Dioxine very often posts Important Patches & Critical Fixes in the thread as he (and others) find them.
Title: Re: Pogrom Crash reports
Post by: Axebeard on November 05, 2015, 01:52:17 am
I checked and I am indeed using the latest version.
Title: Re: Pogrom Crash reports
Post by: Roxis231 on November 05, 2015, 02:18:04 am
You might want to check the thread then - some patches have been added since the last update.
Title: Re: Pogrom Crash reports
Post by: Axebeard on November 05, 2015, 02:25:33 am
Oy vey.
Title: abs
Post by: Cristao on November 11, 2015, 06:47:47 pm
CTD at end of turn. First time it is happening with Mutons/Mercenaries.
Title: Re: abs
Post by: Dioxine on November 11, 2015, 07:58:46 pm
Hmm... the same suspect building as in many crashes before. I'll have to upgrade this to Hobbes' latest terrain version (once 0.8 redux comes out). Alternatively, the crash was caused by your cheats, but that's less likely. Also I don't have your cheat-mods so replicating some bugs will be impossible (this seems not to be the case here, though).
Title: Re: abs
Post by: Cristao on November 11, 2015, 09:07:08 pm
Hmm... the same suspect building as in many crashes before. I'll have to upgrade this to Hobbes' latest terrain version (once 0.8 redux comes out). Alternatively, the crash was caused by your cheats, but that's less likely. Also I don't have your cheat-mods so replicating some bugs will be impossible (this seems not to be the case here, though).

Doubt it is any of my additions...
Title: Re: Bugs & Crash Reports
Post by: Yankes on November 19, 2015, 01:29:33 am
I'm interested in any save with reproducible bug (preferably from vainilla xpiratez).
Right now I'm working on bug fix version of OXCE and would be good to have bugs to fix (or at least blame someone else for them :D ).
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on November 23, 2015, 03:23:06 am
Not much of a bug, just a possible Typo in the Lang file:

STR_ETHEREAL_SOLDIER_UFOPEDIA: "This crature,..

Should it be "creature" ?? 
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on November 23, 2015, 09:21:12 am
Dear Yankes, I wonder if may be relased a "quickfix" to change openxcom code, as for this (https://openxcom.org/forum/index.php/topic,4104.msg54747.html#msg54747), to make life easiers for players and modders. Any chances?  :-[
Title: Re: Bugs & Crash Reports
Post by: Arthanor on November 23, 2015, 03:53:43 pm
@niculinux: I doubt playing with missions and save writting/reading is much of a quickfix ;P But I'll be happy if Yankes proves me wrong.

Otherwise:
New bug! Had another Star God Pogrom, managed to bag a star god novice (yay technology! Goes much better with Tesla on your side :D), but the game crashes before I can bring him home :( Also got a waspite, but it doesn't crash for that one. I've attached a save "just before mission end", load it, "end turn" and CTD.

Also, the ethereal novice has a corpse/bigob like the big boys. They're all orange. I've attached new pics to make him silver like his sprite.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on November 23, 2015, 05:32:45 pm
Found the bug: There was no definition of what a Star God Novice was for the geoscape in the ruleset.

Quick Fix: in the items section of Piratez_Factions.rul, add
Code: [Select]
  - type: STR_ETHEREAL_NOVICE
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 60000
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 23, 2015, 06:15:23 pm
Dang it, I did it again :) Thanks for the fix. As for the corpses, I kinda like that they change color when they die :) Although I will add red corpse for the Guard.
Correct Sell Price would be 120000, and for STR_ETHEREAL_SOLDIER, 80000
Title: Re: Bugs & Crash Reports
Post by: Arthanor on November 23, 2015, 06:19:20 pm
No worries :) It's fun to dig in rulesets again!

If the corpse thing is as designed (could make sense, they are all wearing the same robes and it's the living Star God that makes the robes colorful, with the color depending on the individual's power), maybe something in the star god's booty entry about it? It's a pretty minimal article for now.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 23, 2015, 06:20:24 pm
Yeah good idea.
Title: Re: Bugs & Crash Reports
Post by: DracoGriffin on November 23, 2015, 08:06:37 pm
Inventory TU costs (https://www.ufopaedia.org/index.php?title=Hands_%28Piratez%29#Inventory_TU_Table) are bugged for Shoulder/Legs. TU Cost is identical for Left Shoulder -> Left Leg (14)/Right Leg(12) as Right Shoulder -> Left Leg(14)/Right Leg(12).
Title: Re: Bugs & Crash Reports
Post by: Arthanor on November 23, 2015, 08:18:33 pm
Yeah good idea.
Which might prompt consideration for a change in color for some of them? Novices would make sense at the same color as the corpses (they are not powerful enough to "shine through"), but no powerful ones should be?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 23, 2015, 09:01:16 pm
I'm actually waiting with this till Yankes introduces animated sprite colors he said he's making :)
As for the robes, these are all 'very ethereal ethereals', or 'tricksters', even the novices, thus they 'shine'. Guards are red, since they have no MC, only levitation. Orange ethereals are 'battle mages' (MC, but no other trickery or 'shine') and they're no longer found on Earth.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on November 23, 2015, 11:07:45 pm
@niculinux: I doubt playing with missions and save writting/reading is much of a quickfix ;P But I'll be happy if Yankes proves me wrong.

uh..i'm really kinda incompetent in information tecnology, but i think that may hava a high priority in the bug fixing/development..O,:
Title: Re: Bugs & Crash Reports
Post by: Yankes on November 23, 2015, 11:17:57 pm
I will not change how mission are spawn because it will break compatibility with basic version. This request should go to SupSuper and Warboy, they can break everything to fix this :)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on November 23, 2015, 11:32:53 pm
I will not change how mission are spawn because it will break compatibility with basic version. This request should go to SupSuper and Warboy, they can break everything to fix this :)

Done! (https://openxcom.org/forum/index.php?board=4.0)
Title: Re: Bugs & Crash Reports
Post by: Arthanor on November 24, 2015, 02:24:42 am
More playing, more odds stuff. Pogrom again, with really awesome slums-like terrain. But the buildings are really weird:

154 - Looks like the pilot completely obliterated a building in order to make a landing zone?

156 - The steps for this building are weird. There's a floor tile sticking out over the steps, so you go up the steps through the floor, but you have to jump down the hanging floor.

157 - The steps for this building are not under the hole in the 2nd floor, but just next to it. Another case of "go up through the floor, jump down to hole to get out"

158 - Secret room? missing door? In the next espisode: Find out if there's a deep one hiding on the other side!
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 25, 2015, 12:21:25 am
Yeah this map is very chaotic, and my craft placement just added to the chaos. They're all no bugs per se (well except the 'secret room', and broken stairs, so very Hobbes, but with the amount of work he's doing, it's a wonder that there are so few bugs in his terrains) but terrains ' oddities.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on November 25, 2015, 12:37:00 am
Yeah, just wanted to highlight the issues. It's a good thing we can walk through floors when going up, and jump through the holes of where the stairs should have been. It's a really cool map otherwise and there's not really any issue that's unresolvable, so it's worth keeping for sure.

The secret room is actually connected by a staircase on the other side which I had missed. The only issue is that both staircases have floors on top, so you need to blow up a wall/floor to get out (which is easy enough to do.. maybe the rooms were condemned..!).
Title: Re: Bugs & Crash Reports
Post by: Arthanor on November 28, 2015, 08:36:54 pm
New bug:

I had read that in vanilla XCom, if you MC a zombie that was created from your soldier, you get that soldier back. Basically you subdue the zombie, remove the chryssalid larvae and can heal the soldier back. So after one of my gals got zombified, I decided to try. Result is: CTD :(

I've attached a save with the zombie as the last surviving unit and my witch making her way to it (using another gal as bait/spotter, just remember to empty her TUs so she doesn't reaction kill the zombie). If you are one tile away from the zombie, you can MC it. No cheating stat-boosting required, just a very strong witch (I do have psi-Str training enabled, but that doesn't bring you above the cap any ways).
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on November 29, 2015, 12:43:09 am
Small typo stuff from Bootypedia:

STR_FLOATER_LEADER_UFOPEDIA: <snip> Trader Reps like are few and ...
should be:
Trader Reps like these are few and ...

RATMAN:  "The Ratmen are a sub-race of mutant midgets, universally dispised <sic> by
should be:  despised

Sorry its not a huge list, I just wanted to get these in before I forget about them.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 29, 2015, 01:49:44 am
Sure, thanks a lot! Fixed those.
Title: Re: Bugs & Crash Reports
Post by: DracoGriffin on November 29, 2015, 02:51:41 am
Reported that awhile ago. :P
Title: Re: Bugs & Crash Reports
Post by: Roxis231 on November 29, 2015, 11:22:33 pm
Got a big bug here - Though its not from me.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4058.0;attach=18911;image)

When starting a Progrom, the Bonny was merged into the building. Sorry I've only got a picture and not a save file. As for why, here's the story

When the last update came out, I downloaded 2 copies, one for me and one for my brother.

Yesterday after I got home from town, I got a call from my brother saying, and I quote "That copy of Piratez you got me is broken, here's a picture of what happend - can you fix it tonight?"

After spending half an hour explaning why I couldent fix it right then, I said if he could send me a copy of the save file I'd post it here.

His responce - "I sent you the picture, that's all they need to fix anything."

YES he is that tech dumb.  I finnaly got through to him that if he finds a bug we need a save file.

As to the problem - I'm keeping an eye out for it myself if it happens again and I thought if I posted the picture here others could keep an eye out too.

Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 30, 2015, 01:00:40 am
Lol, no need to tell me since I posted this very bug as advertisement pic for the previous release :P It's already fixed.

https://openxcom.org/forum/index.php/topic,3626.msg54660.html#msg54660
Title: Re: Bugs & Crash Reports
Post by: Roxis231 on November 30, 2015, 11:10:42 pm
Found another one - error with the map sizes, causes a CTD.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4058.0;attach=18922;image)

Just change the settings in the ruleset to fix right?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 30, 2015, 11:40:04 pm
Yeah I think. Ubase is such a mess now, I need to really test it out for further trouble (I could use Hellrazor's Expanded Ubase, but the whole Ubase is just a placeholder anyway - there will be brand new enemy hideout terrains).
Title: Re: Bugs & Crash Reports
Post by: DracoGriffin on December 01, 2015, 10:11:20 am
Version v0.95C

CTD: all you have to do is wait for the next day to tick over. I didn't see anything in the log files, so I'm not sure what the issue is.

So my live stream campaign is effectively at a standstill for now.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 01, 2015, 02:25:58 pm
Version v0.95C

CTD: all you have to do is wait for the next day to tick over. I didn't see anything in the log files, so I'm not sure what the issue is.

So my live stream campaign is effectively at a standstill for now.

It's the bug with Bomb Launcher research. I strongly advise upgrading to 0.96 since it repairs this and several other bugs (the Dark Ones crash, extra psi defence from armor works). Also terrains are upgraded, so less map problems, and there are tons of new maps added from Hobbes' pack, and enemy ships got reskinned.
Title: Re: Bugs & Crash Reports
Post by: DracoGriffin on December 01, 2015, 03:42:35 pm
It's the bug with Bomb Launcher research. I strongly advise upgrading to 0.96 since it repairs this and several other bugs (the Dark Ones crash, extra psi defence from armor works). Also terrains are upgraded, so less map problems, and there are tons of new maps added from Hobbes' pack, and enemy ships got reskinned.

I was really hoping to not have to update yet; I feel like I cheat myself out of early game changes by constantly updating or even skipping research. I'll go for it though and hope for the best!

Thanks Dio!
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 01, 2015, 03:55:52 pm
I was really hoping to not have to update yet; I feel like I cheat myself out of early game changes by constantly updating or even skipping research. I'll go for it though and hope for the best!

Thanks Dio!

No worries, research changes are very slight between these 2 versions, and no starting base changes I think. Plus you'd be missing new content (no old content gets deleted, so no worries about that :) )
Title: Re: Bugs & Crash Reports
Post by: RareOne on December 06, 2015, 03:50:58 pm
Hi, thank you for your work!
Just installed the 0.97 version and found a lot of new researches, which really makes me happier!

But I cannot not to point some problems I encountered right after the start.

I hope you can make some quick hotfixes for that, or post a corrected part of the ruleset, because I cannot figure out the solution myself.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 06, 2015, 04:15:47 pm
The first problem is quite normal, your previous version is probably really old. Put 1 researcher on each and the next day these problems will be gone.

As for the second one, read the 0.96->0.97 save upgrade instructions (here in a sticky topic).
Title: Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
Post by: Cristao on December 06, 2015, 06:34:17 pm
(Post moved to the proper topic - Dioxine)

Ermm confirmed. I too got a Floater Corpse bug.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 06, 2015, 06:46:24 pm
Floater corpse bug: When i killed some personal guy armor it showed in the inventory as floater. See Cristao report (https://openxcom.org/forum/index.php/topic,3626.msg55643.html#msg55643) and screenshot attached :)

Title: Re: Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
Post by: Dioxine on December 06, 2015, 06:52:13 pm
Hmm, so the bug seems to persist. I think I have a solution. I need to make a fixed release real soon...
Title: Re: Bugs & Crash Reports
Post by: RareOne on December 06, 2015, 07:27:06 pm
Ehm, I'm sorry, but it seems that after the update quicksave and quickload functions don't work. WAIDW?
Title: Re: Bugs & Crash Reports
Post by: Arthanor on December 06, 2015, 07:34:07 pm
Do you have debug mode turned on? That disables quick save/load but I don't think a mod can do it.
Title: Re: Bugs & Crash Reports
Post by: RareOne on December 06, 2015, 07:36:39 pm
I honestly don't know if it is on or off. Just unpacked the 0.97 and put my saves to proper folder.
How to disable it?
Title: Re: Bugs & Crash Reports
Post by: Arthanor on December 06, 2015, 07:43:35 pm
v0.97 came with an "options.cfg" file in the user folder, which has debug: true, presumably because Dioxine was debugging something. You need to set it to false.
Title: Re: Bugs & Crash Reports
Post by: RareOne on December 06, 2015, 07:54:31 pm
Yup, that helped. Thanks.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 07, 2015, 04:49:27 pm
Hey another strange thing, started a whole new game with 0.97, on mi 3d mutant progrom in the late march 2601 i get some mixed type terrain. It smells of a bug :,(

See screenshots

Edit: also saved game attacched added

Edit 2: in the related savedgame, ground assaultin a govt shop, one of my gas right after having stepped from the bonaventura was hit and went unconscious, but then the body disappeared :,(
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 07, 2015, 05:08:25 pm
Thats no bug. Thats the tropical village terrain. Its great!
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 07, 2015, 05:29:46 pm
The game shows the heaviest floor sprite. And a HMG has a higher weight than a body, so the game showed HMG instead of the body. No bug :)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 07, 2015, 05:42:51 pm
The game shows the heaviest floor sprite. And a HMG has a higher weight than a body, so the game showed HMG instead of the body. No bug :)

So i guess we'll have to live with that...nggueeee  :'(  ;D
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 08, 2015, 07:54:58 pm
More weirdness...first ground assault in the very early february 2601, large blue ship (n the very lates game i've seen pretty some, never saw in more of a real life year playing/testin?!) and a homefront clip rifle decided to go0et big....maybe looks like a mice...or some kind of dildo..well peraphs also gals wanna have differen type of fun sometimes?  :o

See the screenshot attached...

edit:the usual typos..

edit 2: sorry i forgot to tell, i actually drop a clip during the mkssion, and then the mafic happened :, ( hope ig does not has to do with the new 2.5 oxe executable update  :-[
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 09, 2015, 12:23:37 am
It's your Battle Standard what lies on the floor, but you can call it whatever you want, dildo is fine too :)
Title: Re: Bugs & Crash Reports
Post by: xaphias on December 09, 2015, 08:36:07 pm
game just close down at the end of the month, I managed to see the month report once and get past it, not sure why. but trying again 3 times and just closes down.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 09, 2015, 09:08:40 pm
Enemy mission generation problem. Is that an upgraded save, or new game? If an upgraded one, try updating to 0.97A, and hopefully the bug disappears. There were changes to enemy mission generation routines, which can lead to problems like these.
Title: Re: Bugs & Crash Reports
Post by: xaphias on December 09, 2015, 09:37:55 pm
it was 0.97, but 0.97A didn't help. it was upgraded save from 0.96 tho, but I followed all the instructions.
ok, so it might just be an incompatable savefile? since I read that all missions are like generated at start and saved in the savefile? something like that?
Title: Re: Bugs & Crash Reports
Post by: Arthanor on December 09, 2015, 09:48:53 pm
If you want to upgrade, you need to read the information in this topic (https://openxcom.org/forum/index.php/topic,4133.0.html). You can't just slap a new mod version on and load an old save.

In this case, upgrading from 0.96 to 0.97 required you to remove all government patrol missions from your save. You have two of them which are ongoing, and you have them listed in every other regions.

So you did not upgrade your save to be compatible with the new mod version, that's why the missions are causing a crash at the end of the month. Nothing wrong with the mod :P

To make your save compatible, you need to:
- remove both instances of "STR_MISSION_GOVT_PATROL" along with their parameters, in the "alienMissions" section
- remove the "STR_MISSION_GOVT_PATROL:" (followed by a number), in the possibleMissions section

Upgrading the mod while continuing a campaign requires some work (always outlined in the topic I linked above). Otherwise, it is much safer to stick to one version for one campaign.
Title: Re: Bugs & Crash Reports
Post by: xaphias on December 09, 2015, 10:16:39 pm
ok thank you, I must have missed the govt patrol thing, removed now.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 10, 2015, 02:18:37 am
0.97 was a major upgrade, 0.97A doesn't have any save incompatibility with 0.97, and this is usually the norm.
Title: Re: Bugs & Crash Reports
Post by: Imeryak on December 11, 2015, 06:22:50 pm
Piratez 0.97A. Xeno Armor require STR_CHURCH_MEDIC, which is missing in factions ruleset.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 11, 2015, 06:40:24 pm
Should be replaced with STR_BEASTMASTER_TERRORIST
Title: Re: Bugs & Crash Reports
Post by: Cristao on December 11, 2015, 06:44:41 pm
I didnt find any reference to CHURCH_MEDIC in the rulesets! What ruleset did you find it in and line number (if you are using Notepad++)?
Title: Re: Bugs & Crash Reports
Post by: Arthanor on December 11, 2015, 06:49:32 pm
It's in Piratez.rul, lines 21537, for the armor pre-requisite. There is also a research project for the church medic, at line 23039, which I'm not sure what to do with, since there is already a research project for the beastmaster (so you don't really want to change the STR_CHURCH_MEDIC research project to a second STR_BEASTMASTER_TERRORIST project).
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 11, 2015, 06:53:33 pm
I think the STR_CHURCH_MEDIC research project can be safely deleted. Or you can keep it to see if it doesn't pop up out of sudden somewhere (there's no language string to it, so easy to spot). Only add STR_MISSION_CONVERSION to the STR_BEASTMASTER_TERRORIST "getOneFree" list.
Title: Re: Bugs & Crash Reports
Post by: Cristao on December 11, 2015, 09:06:58 pm
I must have a different Piratez.rul

I find my first dependency on line 21610 in the Crystalisk armor and on line 23112, the research project. If I change needItem to false in the research code, would that be fine?

I think there is 73 lines of code missing from your .rul file, Arthanor (if it is 0.97A). I commented the dependency out using #.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on December 11, 2015, 09:20:29 pm
ah! Sorry, I haven't upgraded to 0.97A yet as I am in the middle of a battle (and it is better not to upgrade mid-battle).

I just downloaded 0.97A and I find the STR_CHURCH_MEDIC on the exact same line as before though.. so I don't know what's up with your version.

needItem is a rather different thing from dependencies, so I wouldn't try to fix things this way. Just make sure that the dependencies for STR_CRYSTALISK_ARMOR (whichever line that is for you) are:

      - STR_SKINNING
      - STR_CHRYSSALID_CORPSE
      - STR_CELATID_CORPSE
      - STR_CHRYSSALID
      - STR_CELATID
      - STR_BEASTMASTER_TERRORIST


then in the STR_BEASTMASTER_TERRORIST getOneFree list, add - STR_MISSION_CONVERSION
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 11, 2015, 11:00:21 pm
There's no needItem in the STR_CRYSTALISK_ARMOR entry... ???
Title: Re: Bugs & Crash Reports
Post by: DracoGriffin on December 11, 2015, 11:23:48 pm
And this is why I prefer new campaigns over upgrading save games.
Title: Re: Bugs & Crash Reports
Post by: Cristao on December 11, 2015, 11:26:07 pm
There's no needItem in the STR_CRYSTALISK_ARMOR entry... ???
Apologies - dependency

Code: [Select]
  - name: STR_CRYSTALISK_ARMOR
    cost: 25
    points: 50
    dependencies:
      - STR_SKINNING
      - STR_CHRYSSALID_CORPSE
      - STR_CELATID_CORPSE
      - STR_CHRYSSALID
      - STR_CELATID
      - STR_CHURCH_MEDIC
Title: Re: Bugs & Crash Reports
Post by: Arthanor on December 12, 2015, 02:19:06 am
And this is why I prefer new campaigns over upgrading save games.

But sometimes upgrading solves bugs that you have in your current version! (as would be the case with upgrading to 0.97B or 0.98 which will presumably solve the STR_CHURCH_MEDIC issue discussed here).

@Cristao:
So.. replace STR_CHURCH_MEDIC with STR_BEASTMASTER_TERRORIST in the dependency you just showed. Nothing else really needs to be changed. Did that not work?
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on December 12, 2015, 06:54:24 am
There is a bug with the golden/brownish 2-story ship (spartans were using this one) with search lights on the roof and with its entrance on the second story. When clicking to stand atop the stairs, just outside the entrance of the ship, the game will waypoint the gals to first step through the door and then step out onto the stair again

UPDATE: I noticed that the spot where i was directing the gals at was on the second story, but you could in fact stand on the stairs at the same exact spot below, causing the game to act in that way. Maybe if the stairs were longer?
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on December 14, 2015, 05:08:38 am
I can't seem to use church neophytes for slavery. Is this a bug?
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on December 14, 2015, 05:38:00 am
I'm playing 0.97A, where the bug with the infinitely-exploding wreckage map should be fixed, but i just had it happen again :S
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 14, 2015, 07:28:35 am
1. Peculiarity
2. Fully intended
3. Missed one tile which happens to be the most common. Will be fixed.
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on December 14, 2015, 10:18:31 am
Is it also a bug that i can't use church matrons and priests for slavery?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 14, 2015, 12:26:01 pm
No.
Title: Re: Bugs & Crash Reports
Post by: Cristao on December 14, 2015, 01:09:38 pm
was hoping that I hadnt gotten the research for the neophytes. Oh well sell them.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 14, 2015, 07:14:54 pm
Question on the new Ratman Mob Lieutenant unit:

When setting up the bootypedia page for it, I noticed that the size (lofttemps) of the leader unit is different than the standard ratman unit (1 vs 2). I would expect both of them to be loft-temps 1 (which we are calling small).

(Piratez_Armors.rul lines 386 & 294)

Also, since it wasn't already in rescources, I slapped together a quick inventory image. Idk if you want it or not, but I'll attach it here. Its probably not something you can use easilly, but what the heck.

edit: also spelling in Bootypedia entry: "rougues " should be "rogues"

Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 14, 2015, 07:38:29 pm
Thanks for that! Indeed the loftemps should be 1 for both.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 14, 2015, 11:13:40 pm
Doing more bootypedia work.  Looking at the Shark Jetbike.   The Bootypedia entry says it gets 80% dodge, but Piratez.rul has avoidBonus: 48  (line 14777) .  Is that a discrepancy, or am I misunderstanding how the bonuses work?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 14, 2015, 11:26:26 pm
80% is the real bonus, based on standard enemy vessels accuracy = 60%. 60*0.8 = 48. So it has a 80% chance of avoiding otherwise succesful hit. If it had avoidBonus >59, it'd be impossible to hit by the enemy :)
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 15, 2015, 12:07:49 am
80% is the real bonus, based on standard enemy vessels accuracy = 60%. 60*0.8 = 48. So it has a 80% chance of avoiding otherwise succesful hit. If it had avoidBonus >59, it'd be impossible to hit by the enemy :)
Perfect! Thanks for the explanation! 
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on December 15, 2015, 07:01:30 am
So i've just had a run-in with what i learned were cyclopses. This is my first encounter and i've heard about how tough they are, but are they supposed to not really do any damage? It seems that their projectiles only eat away at your armor, and sometimes they do a bit of damage to hp. Given that, i set my phasers to stun and let all my gals go BANZAIII with their stun rods. Holy shit these suckers can take a lot of stun, but all my other weapons were useless against them :P

I've included a save for documentation

UPDATE: Just after i continued playing from the save, my gals started dropping like flies. Maybe it was a bug that got resolved when i reloaded the game?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 15, 2015, 07:23:50 am
They don't do much HP damage, depending on your armor (heavier armor - more damage). They can't hurt you before your armor is totally gone. Their main function is to tank and strip armor, and destroy morale. Quite a fun combo when you have even a couple of Star Gods around. But don't worry, they'll get some hellish buddies eventually :)

UPDATE: Just after i continued playing from the save, my gals started dropping like flies. Maybe it was a bug that got resolved when i reloaded the game?

Yeah, most likely the 'bug' was in your head :)
Title: Re: Bugs & Crash Reports
Post by: Imeryak on December 15, 2015, 11:14:43 am
I did not know that such a message exists.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 15, 2015, 11:46:34 am
I did not know that such a message exists.

This is a TFTD message. What did you do to enable it? I'm curious :)
If this wasn't intentional, take note you should not upgrade your OXCom version; the mod is compatible only with the one supplied with it.
Title: Re: Bugs & Crash Reports
Post by: hellrazor on December 15, 2015, 12:14:00 pm
This is a TFTD message. What did you do to enable it? I'm curious :)
If this wasn't intentional, take note you should not upgrade your OXCom version; the mod is compatible only with the one supplied with it.

This bug is supposed to fixed by SupSuper GithubCommit (https://github.com/SupSuper/OpenXcom/commit/7eb860eaf3b1d2f06290e87308354581746600db)
Title: Re: Bugs & Crash Reports
Post by: Cristao on December 15, 2015, 03:09:21 pm
I had similar but I ignored it. In my case it occurs if I tell a pachyderm (with no weapons) to intercept an enemy vessel so that I could shadow it to its landing spot. That error is seen if it catches up with the enemy craft over water.
Title: Re: Bugs & Crash Reports
Post by: Bobwolf on December 15, 2015, 06:38:25 pm
Hey guys!

I'm really surprised to say that my game is lagging when the earth is rotating. In 0.96 I did not have that trouble.

Any way I could fix that please ?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 15, 2015, 07:24:02 pm
Hey guys!

I'm really surprised to say that my game is lagging when the earth is rotating. In 0.96 I did not have that trouble.

Any way I could fix that please ?

No idea, it doesn't lag for me. Or I'm unable to perceive it. But there is more stuff going on on the geoscape; maybe your machine is simply too slow for all this new activity.
Title: Re: Bugs & Crash Reports
Post by: Bobwolf on December 17, 2015, 07:10:53 pm
I'm pretty sure my cpu is fine.

It must be a setting somewhere that slow the cpu on purpose.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 17, 2015, 07:18:38 pm
And I'm pretty sure I haven't accidentally wrote a virus. Lag-free on: my machine. i5 quad, NVidia GTX 465, 12 GB RAM. Make sure nothing is running in the background, eating up the RAM or your first CPU core's power. OXCom is rather demanding and I've always experienced slight lags when, for example, my antivirus was scanning the disks.
Title: Re: Bugs & Crash Reports
Post by: RareOne on December 17, 2015, 08:24:45 pm
Found it during the Star God Cruiser mission.
I think it was a  Guardian. Don't remember now...

I also got that Floater Corpse research bug.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on December 17, 2015, 09:06:08 pm
And I'm pretty sure I haven't accidentally wrote a virus. Lag-free on: my machine. i5 quad, NVidia GTX 465, 12 GB RAM. Make sure nothing is running in the background, eating up the RAM or your first CPU core's power. OXCom is rather demanding and I've always experienced slight lags when, for example, my antivirus was scanning the disks.

OpenXCom runs fine on my computer and it is a tiny shitty acer notebook (The initial reason why I was looking for the original XCom, it's one of the few games I can actually play!).

Although I haven't tried 0.97A yet I don't think.. Piratez takes forever to load (so many assets to take in at startup) but otherwise it is fine. I'm curious to see if that changes with the latest version. Did you change anything major in the geoscape?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 17, 2015, 10:06:14 pm
Although I haven't tried 0.97A yet I don't think.. Piratez takes forever to load (so many assets to take in at startup) but otherwise it is fine. I'm curious to see if that changes with the latest version. Did you change anything major in the geoscape?

Answered that question already. No, except for a 50% increase in number of alien missions that run monthly.
Title: Re: Bugs & Crash Reports
Post by: Bobwolf on December 18, 2015, 08:28:11 am
I'm not saying you wrote a virus. But 0.96 was very smooth and 0.97 is lagging.

I will try to reinstall xcom - openxcom and pirate to see if it changes.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 18, 2015, 08:35:27 am
I'm not saying you wrote a virus. But 0.96 was very smooth and 0.97 is lagging.

And I'm saying I haven't noticed anything of sort, nor introduced any engine changes. The version change was between 0.95C and 0.96.
Title: Re: Bugs & Crash Reports
Post by: Cristao on December 18, 2015, 09:55:13 am
I dont think it has to do with your mod. I also got it while playing vanilla OpenXCOM when new commendations come up for my players.
Title: Re: Bugs & Crash Reports
Post by: vlad on December 18, 2015, 07:41:47 pm
shipping pops up with interresting speed, made screenshot, right after terror mission spawned and when checked the ship again its down to 900 units of speed
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 18, 2015, 07:52:52 pm
I don't see any 900 speed here...? And no crash?
Title: Re: Bugs & Crash Reports
Post by: vlad on December 18, 2015, 08:36:20 pm
There is no need for picture of 900 speed, but this one is bug, isnt it ?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 18, 2015, 09:37:16 pm
No. But catching it at 900 would be strange, as it should be gone within a single 5-sec cycle and even if not, never decrease speed, and even if not, disappear when spawning the Pogrom... curious... And the need for the second picture is obvious, to check if it is indeed the same contact (all are numbered, as you can see).
I'll adjust the timers to hopefully make this detectable only to the Hyperwave Decoder, as radar contact is useless in this case anyway.
Title: Re: Bugs & Crash Reports
Post by: vlad on December 18, 2015, 09:56:26 pm
Actually, you were right.
Just checked, it has lower number. See both pictures for times + added save.
Looks like that speed one 42 was pogrom, 41 wasnt reported at all - picture is from selecting it from save.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 18, 2015, 11:48:21 pm
Hey, watching a playthrough, can't remembrper if meridion od dracogriffin's one, once solar courier was researched the reposrt was "royal canadian family exterminated", and in the article there is a small typo: familiy instead of family, in the first lines :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 19, 2015, 07:23:50 am
I actually missed that one. Thanks.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 19, 2015, 07:58:23 am
I'm wondering if there is a palette issue with the Possessed Soldier sprites: Dem_1.png

This is what I get,
(https://www.ufopaedia.org/images/a/a2/ID_PossessedSoldier_Piratez.png)

It doesn't really match the inventory image so I was wondering if this is intended.

(https://www.ufopaedia.org/images/8/89/PossessedSoldier_Piratez.png)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 19, 2015, 09:12:27 am
Palette is fine. More like, laziness issue. I kinda like their ugly zombie sprites, too.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 19, 2015, 04:25:47 pm
I tried working up a "green" zombie version of the Inventory Image.... not exactly happy with the results, but thought I'd leave it here in case you decide you might want to use it.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on December 19, 2015, 11:11:28 pm
I like it. I like both. Can we keep both?
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 20, 2015, 12:23:56 am
I'd for igor's one, pleeese  :'(
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on December 20, 2015, 01:51:37 pm
I tried working up a "green" zombie version of the Inventory Image.... not exactly happy with the results, but thought I'd leave it here in case you decide you might want to use it.

Why not just recolor the battlescape sprites beige to match the ufopedia sprite? Or does that make it too similar to the labourers?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 20, 2015, 02:26:59 pm
Why not just recolor the battlescape sprites beige to match the ufopedia sprite? Or does that make it too similar to the labourers?

Good idea, don't let me stop you...
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 21, 2015, 07:00:40 pm
From the main thread: (https://openxcom.org/forum/index.php/topic,3626.msg56474.html#msg56474)

When the cattle prod is unlocked by researching contacts: smugglers, the ufopedia entry names it as stun rod

actually in the black market and in the ufopedia reads cattle prod, while in the research topic "contract:smugglers" (the one that unlocks it) tell "stun rod so it's a typo in the "contract: smugglers" research topic results :)

Hey i started a new game with 0.98b and twice in a row in a dogfight my craft was nearly shot down with 95 damages O_o but once i fleed to the base it was quickly repaired, may be ma that i'm wrong but better if omeone checks also, seems a weird behavior. I fear that the dogfight bug is again aming with us, i get a nearly all red bonaventura, but when at the base it displays few damage percentage (16%) :(
 

Edit screenshots attached, logfile and save!
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 21, 2015, 07:26:49 pm
Loaded that save.

1. After taking off from the Pogrom site, the Bonaventura was not damaged at all.
2. Next day there was a Gunboat flying by, I intercepted it, got to similar damage level (on-screen), then had to disengage. But the damage was 78%, and the repair time nearly 10 days, all correct.

Myth: busted. Make sure the bug you detected isn't caused by your version/extra mods you might be using.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 21, 2015, 07:30:37 pm
Sry, my bad, a simple overshit then :) I'm usin only mods bundled with 0.97b, screenshot attached :)

Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 21, 2015, 07:33:00 pm
Okay, then if the bug persists, you might have a problem with game version.
Title: Re: Bugs & Crash Reports
Post by: Yankes on December 21, 2015, 07:37:14 pm
I guess that niculinux use older than 2.5b version without fixed craft durability bonus from weapons.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 21, 2015, 07:44:09 pm
I guess that niculinux use older than 2.5b version without fixed craft durability bonus from weapons.

maybe, i just installed the brand new openxocm-extended package provided by knapsu in the PPA, perapsh the package itself is not updated? For futher details, here (https://openxcom.org/forum/index.php/topic,2258.msg56509.html#msg56509).

Actually there is a way also via terminal - to see what version i have for those who install via ubuntu PPA? Screenshot attached :)

Edit: omething about the handle in the 0.97b: the description contains the string: target receives Morale on hit. Actually i think there's the "los" word missing, so that targets receives moreale loss on hit?
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on December 21, 2015, 08:22:51 pm
actually in the black market and in the ufopedia reads cattle prod, while in the research topic "contract:smugglers" (the one that unlocks it) tell "stun rod so it's a typo in the "contract: smugglers" research topic results :)

Argh, yeah that's what i meant. :) A similar minor 'bug' is that durathread mesh still uses the 'trader stuff' ufopedia entry
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 21, 2015, 08:37:25 pm
Edit: omething about the handle in the 0.97b: the description contains the string: target receives Morale on hit. Actually i think there's the "los" word missing, so that targets receives moreale loss on hit?

From what I understand, this entry for the handle is correct.  You can actually use it on your own troops that might be panicking to "slap them around a bit" and snap them out of it.  Much like sergeants and petty officers used sticks or ropes to beat their own troops and keep them doing what they were supposed to do.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 21, 2015, 08:46:26 pm
^exactly true.

About the 'trader's stuff' etc. I kept it for clarity's sake (wtf did I just research?) but I can change these names too, if you think it'd be more proper.
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on December 22, 2015, 11:07:38 am
About the 'trader's stuff' etc. I kept it for clarity's sake (wtf did I just research?) but I can change these names too, if you think it'd be more proper.

Probably 'better' to change the names for consistency, even though it's a minor thing.
Title: Re: Bugs & Crash Reports: Huge Rocky?
Post by: ivandogovich on December 22, 2015, 06:29:19 pm
Not sure if this is a bug or not:

In Piratez_Armors.rul (line 2216), "Rocky" the Silacoid has a  loftempsSet: [ 5 ]

In my imperfect understanding of loftemps, I believe that 5 is Huge...

I would have assumed the unit to have a Medium (2) or Small (1) valued to reflect their size as a sprite. 

If my understanding of these settings is wrong, I'd love to understand it better if someone can point me to the right place. :)
Title: Re: Bugs & Crash Reports
Post by: DracoGriffin on December 22, 2015, 07:22:27 pm
This is totally dumb to report since I am using 0.96 (upgraded from 0.95C):

CTD occurs when clicking the left (or "previous entry") arrow button on the research report Bootypedia entry (in the stream it was the male Labourer that popped up). However, clicking the right arrow (or "next entry") or Aye buttons does not result in a CTD.


I'm sure this is probably fixed but there ya go.

edit: Not sure if the .sav actually attached? Attached a new one to see if that works.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 22, 2015, 07:39:43 pm
This is totally dumb to report since I am using 0.96 (upgraded from 0.95C):

CTD occurs when clicking the left (or "previous entry") arrow button on the research report Bootypedia entry (in the stream it was the male Labourer that popped up). However, clicking the right arrow (or "next entry") or Aye buttons does not result in a CTD.

  • Advance time to the next day
  • Click View Reports
  • Click Left Arrow ("Previous Entry")
  • Game should CTD

I'm sure this is probably fixed but there ya go.

Nah, I had no idea. Probably some leftovers/empty techs/conflict with vanilla? No idea. I will investigate.

Not sure if this is a bug or not:

In Piratez_Armors.rul (line 2216), "Rocky" the Silacoid has a  loftempsSet: [ 5 ]

Copied from the original game. I guess it's flat but wide.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 22, 2015, 07:50:37 pm
kk. :)  Thanks. 

I got quite a kick out of investigating Rocky.  Question about his powers:

Love his built in flame thrower.  Range unlimited is intended?
Title: Re: Bugs & Crash Reports
Post by: DracoGriffin on December 22, 2015, 07:55:02 pm
Nah, I had no idea. Probably some leftovers/empty techs/conflict with vanilla? No idea. I will investigate.

Re-attached the save... not sure why it didn't properly the first time.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 22, 2015, 11:15:27 pm
Re-attached the save... not sure why it didn't properly the first time.

It does crash no matter what you research. Well. Can't do much about that, since all the Pedia entries are good. Just don't use that left arrow until it gets unf***ed by someone in charge.

@Silacoid: yeah, intended. Doesn't really matter, I think, since it is an AI unit.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 22, 2015, 11:25:57 pm
Hey "breaking news! after i recovered the solar courier from a 3d progom mission game all of a sudden it diplsyed research completed for the solar courier without i researched it (wa doind the "rifle bullet manufacture" instead) and told me about the rat men :) maybe a bug, but i attach the savefile for eventual examination :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 22, 2015, 11:35:18 pm
Not a bug, you have a 33.3% chance of Solar Courier being researched for free, due to its research cost = 1. I think it is fine, maybe someone just read it in their spare time :)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 23, 2015, 04:02:08 pm
Thanks! Tbe cradh exprriencec by DracoGrffin hsppens on episone n. 33 of his playthrough, at 1:48:33 as soon as he hit ok after haveng finished reading the "laborer" description (just watching it right now). May be some bug with the faction involved, i hope is has no to to with the 2.5b exscutable :, (

edit: after having researched the topic "govt personal code"  the laborer was unlocked. I hope this might be a bug related to that topic
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 23, 2015, 05:59:30 pm
This has been answered already.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 24, 2015, 01:08:33 pm
This has been answered already.

OK :) Hey, another weird thing, in the battlescape a shape of an enemy is being dispayed,  but it's noon on the space view of my men even in the past turns, i caught this accidentally), plus i did not even move the pirate in the lower left corner of the screen, so what might be? Saved attached
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 24, 2015, 05:56:52 pm
Have you never played XCom before? Geez.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 24, 2015, 06:43:16 pm
Yes enough. Maybe i'm kinda paranoic, but i never might kno. Sry may be a silly report, imreally should stop easy posting..ok done :)
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 24, 2015, 08:54:11 pm
Just noticed a small Ufopedia Entry Text Tweak (While watching Draco's ep 10.)

In Mutant Pogroms: (Piratez_lang.rul line  2613)

"... Whenever we care about the hapless fools .."

Should be

"... Whether we care about the hapless fools .."
Title: Re: Bugs & Crash Reports
Post by: Arthanor on December 24, 2015, 10:47:08 pm
Have you never played XCom before? Geez.

To expand on this a bit, it is normal xcom behavior to show it like this.

A soldier spotted the enemy so it is drawn, but the floor has not been seen yet so it is black. Since the enemy is shaded like the tile it stands on, the enemy is also shaded black, yet it is visible because of the other floor tiles which are revealed. But yeah.. this shouldn't be new to you :P
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 24, 2015, 10:52:45 pm
To expand on this a bit, it is normal xcom behavior to show it like this.

A soldier spotted the enemy so it is drawn, but the floor has not been seen yet so it is black. Since the enemy is shaded like the tile it stands on, the enemy is also shaded black, yet it is visible because of the other floor tiles which are revealed. But yeah.. this shouldn't be new to you :P

Actually i never knew this :) seems a "technical" thing, thank you ivan for your kind explanation :)
Title: Re: Bugs & Crash Reports
Post by: Frownton on December 30, 2015, 02:17:04 pm
For some reason, the game crashes when the month ends.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 30, 2015, 02:27:45 pm
Is this a save carried over from previous versions, or a new campaign started with 0.97B? Since the mission structure has been changed. Might be that.
Title: Re: Bugs & Crash Reports
Post by: Frownton on December 30, 2015, 02:31:04 pm
It's a new campaign in 0.97B
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 30, 2015, 02:51:33 pm
There's no obvious reason... probably something with mission generation, and this will require more investigation into the matter... Bad thing is, the crash seems to persist even with save-scumming on, which should generate a working mission eventually... Can't help you right now. This whole mission scripting is difficult, maybe there is some error in this, a missing zone on the globe, or what...
Title: Re: Bugs & Crash Reports
Post by: Frownton on December 30, 2015, 03:01:27 pm
Okay, thanks for looking into it.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on December 30, 2015, 05:41:20 pm
I' ve been playing piratez since the non-extended version, and never got a crash with autosave on, i used it a very few times, peraphs it might have to do with something conflicting such feature, or a bug in openxcom extended executable?

Just watched (quickly) some more of DracoGriffin playthrough, i noticed that the research topic "school graduation" is unlocked after research on "advanced chemistry", but the school thing seems already been unlocked previously, please Dioxine may you double check? Also there is a typo on the acid grenade bootipedia description (loose instead of lose)

Edit: episode is 35, mod version is 0.96
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 30, 2015, 06:13:50 pm
Does "back to school" sound like "school graduation"? Maybe for you, but I assure you, there's a difference :P
Title: Re: Bugs & Crash Reports
Post by: vlad on January 03, 2016, 01:18:04 am
upgraded recently to 097B and dont know why there is exploding part of forest (using 097B and Meridian's exe 2015-12-29)
saves attached are named alphabetically in time order - D before any explosion is noticed, E is next round after D i think and H is few rounds later another random explosions in same spot in next round
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 03, 2016, 05:14:10 am
Do you think that scary forest is just supposed to look scary? Think again. Wrong mod.
Title: Re: Bugs & Crash Reports
Post by: vlad on January 03, 2016, 09:29:15 am
Do you think that scary forest is just supposed to look scary? Think again. Wrong mod.
Ah, i kinda love the greyish feel actually. It wasnt scaring me, just didnt know its intended. Thanks for info :)
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on January 06, 2016, 02:31:19 am
Dropping off a few more typos and corrections for the Pirate_lang.rul file.  :)

Piratez_lang.rul
Line 2628:
      STR_MISSION_GOVT_PATROL_UFOPEDIA: "The truth is, Govt ships can be recognized simply by red-and-blue lights they bear (normally Fighters and Ordinators). The provincial govts mind their business, and they pay us our racket money, so it's kinda faux pass to attack them, but their bigger craft carry valuable booty, so it's your choice, Cap'n!"

Should be
…kinda faux pas

 Line 911:     STR_SPARTANS_UFOPEDIA: "Status: LESSER POWER{NEWLINE}These mercenaries /scavengers /bandits live out in the wild, in hidden fortresses, forming a highly hierarchical and xenophobic society of 'survivors', or 'preppers', as they call themselves. They're taught to follow their holy book, 'The Rules of Engagement'. They pride themselves for things like personal liberty and the right to bear arms, but bear no disobedience towards superiors, namely old (oftentimes geriatric), accomplished warriors. Add to that an ideology of human racial purity and the subservient role of women in their ranks is not suprising. Facing a negative population growth, they replenish their ranks with insecure, young city dwellers. Most of these die rather quickly."

Should be
… in their ranks is not surprising.

 Line 2537:      STR_SLAVE_UFOPEDIA: "Workshop Code: S{NEWLINE}Work Efficiency: 1.5{NEWLINE}Captured enemy males who lack any valuable skills are put to simple menial work at our hideout, which translates into extra 1.5 points of storage space. Not everyone is fit to be a slave; some captives are too headstrong and dangerous to risk it, while also being uninterested in any special accomodations we can realistically provide. Some are simply too weak. Some, like civilians or high goverment officials, have to be spared this fate on politi... on the moral grounds."

Should be
… special accommodations….
And
…. High government officials…


 Line 2619:         STR_MISSION_MILITARY_SUPPLY_UFOPEDIA: "These missions are flown by Spartans, Raiders, Govt. After watching several Light Gunboats circling around, watch out for the main dish - a Military Transport, laden with low-tech but plentiful military gear. It can be blown off the sky, but definitely has to eventually stop somewhere, and for a fair duration."

Should be
…It can be blown out of the sky

Cheers! :)
Title: Re: Bugs & Crash Reports
Post by: Gunner-chan on January 12, 2016, 10:05:57 pm
So I think I might of found something unintended, but it very well might be a "Don't do that!" sorta bug.

Last night I ended up on a farm mission, and when I was gonna check a guild engineer I knocked out for lethal wounds I noticed an apple item too, so I picked it up. And I could either aimed shot or throw it like the molotovs and black powder bombs?

And attempting to do so resulted in a weird noise as it flew and a crash. I'm using latest update on a fresh save + Meridians tweaked exe
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 12, 2016, 10:15:00 pm
Yes, it was a version problem, a line of code was depreciated and deleted but not replaced by a new one. The fix was done a couple weeks ago, but waits for the 0.97c to be finished for release. For now, please just refrain from throwing apples. Interesting, I was actually wondering today if someone notices that before it gets fixed...
Title: Re: Bugs & Crash Reports
Post by: doctor medic on January 12, 2016, 10:16:04 pm
Everytime i complete a research for the special ammo for smartpistols the game crashes to desktop
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 12, 2016, 10:22:40 pm
Yes, there was some sort of a bug (pasting a corrected entry here). Thanks for info. However, what bugs me is the fact you were researching smartpistol ammo and there's no such research.

Code: [Select]
ufopaedia:
  - id: STR_PISTOL_ADV_CLIP
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_PISTOL_ADV
      - STR_ALIEN_ALLOYS
Title: Re: Bugs & Crash Reports
Post by: doctor medic on January 12, 2016, 10:35:51 pm
Well the alloy version and it was probably properly writen

Apperently the real issue seems that after 23:01:00 thursday 4th of january year 2603 the game crashes and at random times,the time will not be the same after each reload.
There is also a sektrak in the air on a trading mission.

Also i made the ammo, not researched it but that is not the point as it seems.
Title: Re: Bugs & Crash Reports
Post by: AbuDhabi on January 16, 2016, 07:53:46 pm
(Potential) bugs:
1. For successfully fending off this smuggler crackdown, I get negative score - which is strange, because I get positive score for smacking smugglers around elsewhere. Simply press end turn or shoot the dog and then do so.
2. Public Enemy MC'd a dog before being shot in reaction fire. Turn advances to mine, but doesn't end combat, because dog is now hostile for a turn. This (all remaining enemies are MC'd friendlies) should possibly auto-end. Not sure if this is Piratez or OpenXcom related.
3. Dioxine - you can see my tech advances here, and that I can't advance any further, which we spoke about in the release thread. I still haven't caught that Stormtrooper, though.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 16, 2016, 08:14:26 pm
1. You get negative score for some (catgirl, captain, PE) and positive for some others (goons). Simply outweighted.
2. Can't do anything, that's a code thing. Not even a real bug, either, if you ask me.
3. Re-checked most prequs, it should be unlocked once you interrogate him. I will add more ways to get the MPG and/or Stormtrooper in the future release, since finishing the game shouldn't really hand on a minor faction.
Title: Re: Bugs & Crash Reports
Post by: Galwail on January 17, 2016, 10:20:58 pm
Starting the mission in the attached save sometimes crashes the game with:

Code: [Select]
[17-01-2016 21:15:18] [FATAL] invalid vector<T> subscript
Using the 0.97C version.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 18, 2016, 02:41:35 am
I suspect something with the enemy deployment, or engine explosion, but I've never seen this error before. Anyone knows what it means?

EDIT: it's not deployment, I ran it like dozen of times in QB mode. Invalid terrain seems unlikely as well, it happens too often and the terrains are well-tested...
Title: Re: Bugs & Crash Reports
Post by: Galwail on January 18, 2016, 08:04:07 am
Could it be caused by one of the random weapons the enemies are assigned? There are two new enemy types in the mission, that I have never seen before. Maybe one of them is bugged?

Off-topic: Those flamethrower guys are crazy  ;D
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 18, 2016, 11:04:24 am
That's what I'm referring to as "deployment".... it was my first thought but repeated testing in quick battle shown no sign of errors.
Title: Re: Bugs & Crash Reports
Post by: Cristao on January 18, 2016, 12:41:23 pm
I suspect something with the enemy deployment, or engine explosion, but I've never seen this error before. Anyone knows what it means?

EDIT: it's not deployment, I ran it like dozen of times in QB mode. Invalid terrain seems unlikely as well, it happens too often and the terrains are well-tested...

It happened once to me in Battlescape when I was fighting the Doom enemies. A bomb/grenade went off and I got the error.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 18, 2016, 12:52:32 pm
Good to know. So all the evidence seems to be pointing at engine explosion... any code experts? Maybe it has something to do with explosion chaining in OXCE? Too bad we can't test damaged UFOs in QB...
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 18, 2016, 01:47:57 pm
Good to know. So all the evidence seems to be pointing at engine explosion... any code experts? Maybe it has something to do with explosion chaining in OXCE? Too bad we can't test damaged UFOs in QB...

I will have a look in the evening.
Should I have save scumming on or off? I.e. does the error come always or only sometimes?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 18, 2016, 02:11:40 pm
Only sometimes, 50% of cases I think. And thank you very much.
Title: Re: Bugs & Crash Reports
Post by: Quanti on January 19, 2016, 07:26:14 am
There seems to be a problem with the new healer armour, whenever I hit the button to manufacture it the game crashes. Using the old exe (OpenXcomEx.exe) lets me start manufacturing but as soon as one is completed the game crashes. Doesn't show up on the list of options in new battle on the main menu either.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 19, 2016, 11:57:45 am
Somehow a portion of the code got lost between battle tests and release. WTF. Anyway, to fix this, add this to Piratez.rul, under 'items:' section

Code: [Select]
  - type: STR_NURSE_OUTFIT_ADV
    size: 0.3
    costSell: 80000
    listOrder: 1684
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 19, 2016, 05:02:03 pm
Only sometimes, 50% of cases I think. And thank you very much.

So far:
 - I can confirm it happens because of engine explosion
 - I am still trying to find a more specific place... but it happens "randomly", so I am now removing randomness, because once it crashes, I need to start debugging again and just starting PirateZ takes about 20 minutes (yes minutes, not seconds) on my computer... so I can do 3 attempts per hour
 - I now made engine always explode and always explode with maximum damage (250)... btw. with minimum damage (180), it doesn't crash!!
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 19, 2016, 05:21:38 pm
- I now made engine always explode and always explode with maximum damage (250)... btw. with minimum damage (180), it doesn't crash!!

And that was the last missing piece of chaos :) Turned out a few tiles pointed to non-existing tiles on being destroyed. You might try it, just to be sure, but several tests ended in no crashes (files go into /TERRAIN). Thanks a lot! I'd probably never figured it out by myself, or at least, not that quickly...
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 19, 2016, 05:56:50 pm
You might try it, just to be sure, but several tests ended in no crashes (files go into /TERRAIN).

Doesn't crash anymore.
Title: Re: Bugs & Crash Reports
Post by: Galwail on January 19, 2016, 06:44:52 pm
Wow, thanks for the quick fix  :)
Title: Re: Bugs & Crash Reports
Post by: Zharkov on January 20, 2016, 12:41:38 am
Not a bug, more like a minor inconvenience: Guardian/Heavy Carapace Armor and Harbinger/Advanced Power Armor have different designations in the Bootypedia/Manufacture Interface.
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on January 21, 2016, 12:22:13 pm
I have observed some strange pathfinding in this patch. Sometimes when ordering a gal to go somewhere, rather than making the closest thing to a bee line, they deliberately avoid taking a direct path, even though it is on flat terrain and there are no obstacles. According to the estimates of remaining TUs, the AI is just choosing the shortest path, but the calculations doesn't make sense. Again, this does not always happen, but it occurs frequently

EDIT: see attached
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 21, 2016, 12:53:58 pm
There are obstacles, just hidden - the grass is blocking movement for some reason. I could repair that but I don't want to change Hobbes' terrains too much.
Title: Re: Bugs & Crash Reports
Post by: Cristao on January 21, 2016, 12:57:03 pm
@Foxhound. I noticed the same and I think Meridian did as well in his video #33. It is not a game stopper/changer for me.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 21, 2016, 02:42:25 pm
The difference is, Meridian landed on Savanna and the high grass there is supposed to be slowing you down. This terrain (Taiga) is *not* supposed to act like this.
Title: Re: Bugs & Crash Reports
Post by: Hobbes on January 21, 2016, 02:57:30 pm
The difference is, Meridian landed on Savanna and the high grass there is supposed to be slowing you down. This terrain (Taiga) is *not* supposed to act like this.

It's not Taiga actually but Steppe. I'm not sure if this has been fixed already and I can't check since I'm in the middle of a major ruleset implementation. Please check if the attached terrain files are newer than the ones you have, and if they solve this issue. Thanks.

PS - The Terrain Pack thread (https://openxcom.org/forum/index.php/topic,2358.0.html) is still active on Redux's subforum. You can still use it to report these bugs, although any fixes will be posted either as individual files or included in Redux.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 21, 2016, 04:06:32 pm
Copy on that Hobbes, and thanks :)

Uhh actually the files I have from your terrain pack are all 10-20 minutes newer than the ones you've sent, strange as it might sound :)
Title: Re: Bugs & Crash Reports
Post by: Hobbes on January 21, 2016, 04:28:46 pm
Copy on that Hobbes, and thanks :)

Uhh actually the files I have from your terrain pack are all 10-20 minutes newer than the ones you've sent, strange as it might sound :)

It must the FORESTLZ and FORESTMOUNTLZ map files then. Could you check the date of their last modification please?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 21, 2016, 04:59:35 pm
Version incompatibility... I'm using 0.8 Terrain Pack, I think, and there were no such Terrains as FORESTLZ and FORESTMOUNTLZ there. So, I guess the only option is to fix these myself, as I've decided I'm not updating terrain rulesets to match yours ever again, did this 3 times and it's just too much :)
Title: Re: Bugs & Crash Reports
Post by: Hobbes on January 21, 2016, 07:13:58 pm
Version incompatibility... I'm using 0.8 Terrain Pack, I think, and there were no such Terrains as FORESTLZ and FORESTMOUNTLZ there. So, I guess the only option is to fix these myself, as I've decided I'm not updating terrain rulesets to match yours ever again, did this 3 times and it's just too much :)

FORESTLZ and FORESTMOUNTLZ (and DESERTLZ and DESERTMOUNTLZ) are map blocks that replace the ones used to place craft and UFOs, which are the ones causing the double TU cost, and those LZ map blocks are used in the Steppe/Taiga/Tundra/Savanna/Grassland subterrains to fix the issue. You're welcome to fix them by yourself but I think you'll have more work than just copying the relevant map files and ruleset from the latest version of Redux.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 21, 2016, 07:43:59 pm
Not that easy, my ruleset is heavily customized, that's why it's such a pain to upgrade... Thanks anyway!
Title: Re: Bugs & Crash Reports
Post by: Hobbes on January 21, 2016, 07:48:55 pm
Not that easy, my ruleset is heavily customized, that's why it's such a pain to upgrade... Thanks anyway!

I just checked and you already have the DESERTLZ, etc., map blocks added to your ruleset, so you really should only need to upgrade the .MAP and .RMP files.
Title: Re: Bugs & Crash Reports
Post by: Galwail on January 21, 2016, 11:17:44 pm
A lot of times, there is a high difficulty terrain (8 TU cost) around the Bonny and the enemy shipping and the rest of the map is 4 TU. A thought it is a feature. Like somehow damaged terrain from the landing.
Title: Re: Bugs & Crash Reports
Post by: Hobbes on January 22, 2016, 01:40:41 am
A lot of times, there is a high difficulty terrain (8 TU cost) around the Bonny and the enemy shipping and the rest of the map is 4 TU. A thought it is a feature. Like somehow damaged terrain from the landing.

A man's bug is another one's feature ;)
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on January 22, 2016, 01:57:20 am
Dropping off a collection of Bootypedia text typos, and grammar tweaks.  Verified against .97C  Piratez_lang.rul.

Line: 2330          STR_COLT45_UFOPEDIA:    "High-powered and sought-after pistol. A very robust design; an ellegant weapon for less barbaric times. Wt: 5/7.{NEWLINE}Aimed Shot Accurate Range Cap (20)"
Should be:
"elegant"

Line 147:      STR_HARVESTER_UFOPEDIA: "Amply named, the Shrine Ship is the primary vessel of the Church, always commanded by a Reverend. It can hold a crew of up to around 16, armed with laser weapons and flamethrowers.{NEWLINE}Max DPM: 172"
Should be:
 "Aptly named…

Line 2772 : "      STR_TURAN_UFOPEDIA: "The endless, scarcely populated expanses of Central Asia turned out to be not enough cost-effective even for the Star Gods to control. As the consequence, …..."
Should be:
…turned out to be cost prohibitive for even the Star Gods to control.  Consequently, the areas..…

Line 2885 :       STR_PINUP_086_UFOPEDIA: "Only Mun Tzu could a Tank and 4 Gals at the same time."?? "Only Mun Tzu could a Tank and 4 Gals at the same time."
Doesn't make sense.  Is this just supposed to be cryptic for humor flavor?  Because otherwise it needs some verb.

Line 2788:       STR_HISTORY_002_UFOPEDIA: "Eventually, more than a half of human leaders submitted to Star Gods rule. The others kept defiant. This situation lasted for more than a decade, tensions rising, finally culminating with a global nuclear war. The Star Gods stepped in to stop the hostilities, but millions have perished. As the nuclear winter descended, most of the military opposition to the invaders either yielded or was unable to continue organised resistance."
Should be:
"The others remained defiant."
and
"…millions had perished…"

Line 956:       STR_MERCENARY_SUIT_UFOPEDIA: "The rank-and file mercenaries …"
Should be:
"rank-and-file"
Title: Re: Bugs & Crash Reports
Post by: Quanti on January 22, 2016, 04:36:30 pm
Alright, so it looks like I've got one last bug for the play through. Same kind of crash I had with the healer suit, trying to build the conquerer crashes my game.
Title: Re: Bugs & Crash Reports
Post by: Quanti on January 23, 2016, 12:12:33 pm
Well, I've got an update on that crash. Using the old exe "OpenXcomEx" let me start manufacturing the ship and then I was able to complete it and see it sitting in the hanger using the current exe, could be something related? Either way I've managed to get around the issue.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 23, 2016, 12:55:14 pm
Meridian did something with craft manufacturing, I think he needs to have a look at his code :) Conqueror is unique in the sense it is produced by: producedItems: command.
Title: Re: Bugs & Crash Reports
Post by: Zharkov on January 23, 2016, 03:13:01 pm
This might not be specific to piratez, but I think I just got points for all the stuff the gals leave lying around the base!
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 23, 2016, 05:21:23 pm
Meridian did something with craft manufacturing, I think he needs to have a look at his code :) Conqueror is unique in the sense it is produced by: producedItems: command.

Technically not my code... the problem is in the manufacturing profitability calculation.
It cannot handle a situation when a craft (STR_AVENGER) and an item (STR_FUEL_CAPSULE) are produced at the same time... which I can fully understand, because it makes totally no sense.

I fixed this particular situation (when producing a craft produces also items by accident)...
...it will still fail in situation when producing an item produces also a craft by accident :-) I hope you don't have such things in the ruleset.

I still recommend splitting the manufacturing into two, one for avenger, one for fuel capsules.

PS: wtf are the pre-requisites?? 2500 alloys, 2500 elerium (that's 100 landed missions!!!!), and a lot of other stuff... when the time comes, I will just cheat it in... no way I am playing milk-runs for 6+ real-life months just to get that stuff and bore my viewers to death.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 23, 2016, 05:48:31 pm
Why milk runs? Both materials are buyable.
Title: Re: Bugs & Crash Reports
Post by: Cristao on January 23, 2016, 06:03:26 pm
Technically not my code... the problem is in the manufacturing profitability calculation.
It cannot handle a situation when a craft (STR_AVENGER) and an item (STR_FUEL_CAPSULE) are produced at the same time... which I can fully understand, because it makes totally no sense.

I fixed this particular situation (when producing a craft produces also items by accident)...
...it will still fail in situation when producing an item produces also a craft by accident :-) I hope you don't have such things in the ruleset.

I still recommend splitting the manufacturing into two, one for avenger, one for fuel capsules.

PS: wtf are the pre-requisites?? 2500 alloys, 2500 elerium (that's 100 landed missions!!!!), and a lot of other stuff... when the time comes, I will just cheat it in... no way I am playing milk-runs for 6+ real-life months just to get that stuff and bore my viewers to death.

The problem is the storage space for that material. You will need to make a base with a lot of storage to manufacture the conqueror.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 23, 2016, 06:12:42 pm
To be precise, the main problem is having enough cash. Most materials you need can be manufactured at that point (except Elerium, mostly), or are in abundance. $100 Million or so required to do it should be easily within your capabilities by the end game. The second problem: you need a custom-build base for that project, but that's intended. After all, you have 8 base slots :)
The fuel capsule trick is there so you can't cheat and force-launch Mars mission with 1 Elerium in your fuel tank.
Title: Re: Bugs & Crash Reports
Post by: Quanti on January 24, 2016, 05:06:35 pm
When I got to that point my funds were pretty much inexhaustable. I needed to scrap the industrial printer in my manufacturing base to make way for another large stores, but it's pretty much the end of the game anyway so remodeling a base around building this ship won't really harm you. Plus only a few ship assaults to get some of the unbuyable stuff I didn't have in advance. Doesn't take long to do really and I like the goal it sets as preparation for your final assault after months of relatively aimless fluffing around trying to get the last parts of the research tree.
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on January 24, 2016, 05:54:31 pm
I think there's a word missing after 'could' in entry #86
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 24, 2016, 06:29:51 pm
A man once said Mun Tzu wrong, so Mun Tzu axed him a question.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on January 24, 2016, 06:31:54 pm
A man once said Mun Tzu wrong, so Mun Tzu axed him a question.

The hours that I spent on Google trying to make any sense or connection from that entry....  >.<
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 24, 2016, 06:40:25 pm
No use in searching the world for wisdom which is right in the front of you :)
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on January 26, 2016, 05:43:10 pm
Some more 'pedia text observations/recommendations:

Line 2798:     STR_NEWSPAPER_001_UFOPEDIA: "There is an ancient saying: beware the Greeks when they're bearing gifts. No Greeks have been observed, but, in fact, there's a strange new cult on the planet, ones that are called 'Giftmasters'. They are extremely secretive, and they randomly present citizens with gifts of very high technology, never to be seen again. These 'Giftmasters' are considered highly dangerous and are being pursuited by elite detectives of the Guild, as well as the Church of Sirius, but will they be able to answer the most nagging questions - who are these 'masters' and of what? And are their gifts really gifts or something else, much more ominous? The world has to know. For now, all citizens are to refuse any technologically advanced gift from a stranger and to immediately report such incidents to the authorities."

Should be:
"… and are being pursued…." (sp)
"… and must immediately.."  (sounds better)

Line 2511:       STR_PSI_ILLUSION_UFOPEDIA: "The Academy mages - and the Star Gods themselves - wield magical force that manipulates information. It can be used to play tricks, alter minds, become invisible etc. - let your imagination run wild! To actually master their most fabled power, the power to control one's mind, we need to better know our physiology, and interrogate an Academy Provost."
Should be:
"invisible, etc., " (punctuation)

Line 2631:        STR_RUSSIAN_FILES_UFOPEDIA: "Pursuing the directions given by a Trader leader we've embarked upon an adventure in Russia. In an underground bunker built centuries ago, audio logs revealed a forgotten story. It seems that when the Earth was invaded by the Stellar Empire, most of the planet surrendered after a few years of struggle, but one country - Russia - fought on for a couple of decades (curiously, nowadays the area is a cornerstone of the Mutant Alliance) and became the last refuge of the so-called X-COM project, a clandestine organisation created back then to pit the best and the brightest against the outworldly invasion. We've found some technical expertise developed by X-COM, chiefly that of nuclear-powered laser weapons that had practically unlimited energy supply. However, to make heads and tails of these data we need to expand our knowledge base in the areas of nuclear weaponry and power sources. We must also examine contemporary Laser and Gauss weapons before attempting to develop laser guns based on X-COM expertise."
Should be:
"this data, " (word usage)
Also, I would change "outworldy invasion" to "extra-terrestrial invasion" (awkward word usage)
Further suggestion: "…to pit Earth's best and brightest…" (word usage)

Line 2888:       STR_PINUP_107_UFOPEDIA: "Our mutant bodies are able to quickly regenerate any form of non-lethal injury, so we can be smooth and ready for more adventure again, but it won't happen overnight. The healing might take anywhere from 0.5 to 1.5 times as many days as the amount of HPs an injured warrior was missing. So be a good sis and don't forget to heal as much as you can before ending a mission, since an early help can greatly reduce the duration of the painful recovery process."
Should be:
"early treatment" (word usage)

Line 2451:       STR_BIKINI_UFOPEDIA: "You need a great body not to be scared to take this outfit to the battlefield (effective Wt = 17), but its skimpy nature might prove distracting to the enemies. Melee Dodge %: REACTIONS*0.6. VooDoo Pwr Defence + BRAVERY*0.1. Energy Recovery +40%."
Should be:
"..body to be brave enough to take …." (better wording)
Title: Re: Bugs & Crash Reports
Post by: vlad on January 31, 2016, 07:17:09 pm
inventory part of the armor description is missing on runt armor type, looks more like its overlook rather than runt having 25/25 (which is only implied). booty missing any info of what INVENTORY stat actually means.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on February 01, 2016, 01:29:18 am
If it's 25/25 (like with Runt), it's omitted, like any other stat that is equal to default. I have neither time nor space in the armor description to list everything. To see what "inventory" means, enter the equip screen, wonder a little, and do the magic in your head.
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on February 01, 2016, 07:07:02 pm
I upgraded from 0.97C to D, and continued playing the game i had started in C. Now my gals are 'equipped' with black boxes instead of the previous gear they used. I tried the reset loadout button, but this repeats after loading the game again. I don't know if some specific gear has been replaced with black boxes, or that the previous gear has just been moved to the bottom of the loadout screen. See attached for save

EDIT: I've attached some screenshots. Notice that the black boxes only occur for some of my gals, and how the boxes act like equipment after being 'ejected' via the clear-loadout button (bottom right on the last screenshot)   
Title: Re: Bugs & Crash Reports
Post by: Dioxine on February 02, 2016, 02:49:18 pm
You're not using the proper .exe version. Please follow the install instructions. You must use Meridian's executable, either the one supplied with the mod, or a more recent one.
Title: Re: Bugs & Crash Reports
Post by: Foxhound634 on February 03, 2016, 04:31:13 am
Ahh ok yeah, it's working now :)

I did notice that when choosing new research or manufacture projects, the text is green. After having selected the given entry it becomes white again. Is this a bug or feature?
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on February 03, 2016, 05:20:43 am
Ahh ok yeah, it's working now :)

I did notice that when choosing new research or manufacture projects, the text is green. After having selected the given entry it becomes white again. Is this a bug or feature?

Its a feature that Meridian incorporated into the .exe file.  Green shows unseen items.  Research, Bootypedia, and manufacturing, so you can see when new items unlock. :)
Title: Re: Bugs & Crash Reports
Post by: Arthanor on February 16, 2016, 07:50:59 pm
Got a Pogrom ( >:( ) in South Africa and came up on a weird terrain with snow on the ground but green trees? It doesn't look like an intended combination.

See screenshot below and battle-start autosave.
Title: Re: Bugs & Crash Reports
Post by: yrizoud on February 16, 2016, 07:56:10 pm
I don't know this one, but the treetops are white (snow-covered), so it looks intended.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on February 16, 2016, 08:18:31 pm
hum.. good catch! The hedges look weird and I did not notice the white on white of the snowed in tops on the snowy ground. But I guess South Africa could have gotten quite a climate change in 600 years.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on February 16, 2016, 08:44:19 pm
hum.. good catch! The hedges look weird and I did not notice the white on white of the snowed in tops on the snowy ground. But I guess South Africa could have gotten quite a climate change in 600 years.

And I'll keep to that since making multiple types of coordinate-sensitive terror sites takes tons of coding :) So it's either snow city everywhere sometimes, or no snow city at all.
Title: Re: Bugs & Crash Reports
Post by: yrizoud on February 16, 2016, 09:51:21 pm
Let it snow!
I knew Southern Africa hosts a penguin colony, and wikipedia confirms the temperatures in some places can go below freezing in the right season. The site "https://snowreport.co.za" reports snow falls in SA, now they just need a "uforeport.co.za"  ;D
Title: Re: Bugs & Crash Reports
Post by: Arthanor on February 16, 2016, 10:38:46 pm
And I'll keep to that since making multiple types of coordinate-sensitive terror sites takes tons of coding :) So it's either snow city everywhere sometimes, or no snow city at all.

Fair enough, I still think it looks a bit rough (those hedges!) but otherwise it's fine. Especially in Piratez, there's no reason you couldn't have palm trees in the arctic, or snow (or volcanic/nuclear fallout ashes..) in other areas.

That coding thing though.. looks interesting.. Maybe one day I'll get back to modding OpenXCom instead of playing Piratez. Pff.. who am I kidding?
Title: Re: Bugs & Crash Reports
Post by: Cristao on February 17, 2016, 05:47:31 pm
I have a crash when researching Govt/Reticulan files.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on February 17, 2016, 06:57:38 pm
Does adding this help? (green = add this, white = leave this alone)

- name: STR_VESSEL_FIGHTER
    cost: 0
    points: 50
    needItem: true
    unlocks:
      - STR_FIGHTER_CONSTRUCTION
  - name: STR_VESSEL_GOVT_CRUISER
    cost: 0
    points: 50
    needItem: true
manufacture:
  - delete: STR_ALIEN_ALLOYS
Title: Re: Bugs & Crash Reports
Post by: Cristao on February 18, 2016, 12:27:19 am
Updated in Piratez.rul. YUP IT HELPED!! Solved it!! Thank you.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on February 19, 2016, 02:46:01 pm
Another little typo dump. :)

STR_LFS_001_UFOPEDIA: "Is it a mere coincidence that a band of fleeing, determined outcasts found an underground military base that was hidden for centuries?{NEWLINE}{NEWLINE}Is it a mere coincidence the base contained a functional laboratory, of a kind that would be envied even by the Guild?{NEWLINE}{NEWLINE}Did it simply happen that a tribe of so well-supplied nomads was living nearby?{NEWLINE}{NEWLINE}Is it a mere coincidence that it was not much after these mysterious Cloaking Devices appeared first? Why nobody knows where these devices are coming from? Is Clemborg even an Earth name? Is there a spring of change coming? Who flies on its wings?{NEWLINE}{NEWLINE}Love is in the air.{NEWLINE}{NEWLINE}                                                           - Well-Wisher"


Should be:
later that


Line:  1037:
      STR_DEMONIC_ESSENCE_PREQ_UFOPEDIA: "After examining a live Dark One in every way we could devise, we failed to establish any sort of contact, exorcise the demon, or find any useful info at all. Being such a diligent person, I've ordered to butcher its fresh corpse, and finally we got something. Beside normal human-like organs, the insides of Dark Ones are filled with strange  gelatinous substance we dubbed 'demonic essence'. After death, this stuff quickly breaks down, creating that foul stench that forces us to use so much space to store Dark One corpses. The corpses are useless, but I think that with proper sorcery, the 'essence' could be harvested from freshly slain Dark Ones - it HAS to hold some dark power... Thus I recommend we keep any caught Dark Ones in my dungeon for now, hmmm..."

Should be:
directed that its corpse be butchered,

97D:
Line 2812:       STR_ROMANICA_UFOPEDIA: "The most iconic feature of the landscape are numerous stone castles, from small keeps to sprawling fortresses, fortified with every known weapon, up to intercontinental missiles. These castles are ancestral homes to numerous aristocratic families, jointly ruling the land, often clashing, sometimes even warring with each other. The country is mostly deforested and dusty, but still contains huge swathes of agriculture, farmed by local peasants who are often reasonably well off (that is, until some clashing faction sets their houses on fire), but are forbidden to possess any advanced technology. The capital, Ground Zero is mostly neutral zone where the landlords meet to discuss general politics; the families might often hate each other, but they hate the neighboring countries even more. Capital's name comes from the old tale, that during the nuclear war, an ancient city that stood there was hit by the first and biggest warhead of mass destruction. Hardly any ruins remain, and today's city is a place of numerous luxury entertainment establishments."

Should be:
…features…

Line 2854:
      STR_NEWSPAPER_007_UFOPEDIA: "Last evening, a thunderous explosion tore through the Canadian Royal Palace, just as the whole royal family was celebrating the 96th birthday of the retired King, Vaclav the Foreigner. The whole Western wing of the palace was levelled, killing many serfs and nobles alike, amongst them almost the whole royal family, including the old King. Queen Aurora the 2nd, who miraculously survived only with minor injuries, immediately ordered martial law, and our sources tell that Canadian military forces are preparing to close the southern border. The Royal Canadian Mounted Police informed that the likely cause of the explosion was a plasma bomb, but flatly refused the Trader's Guild generous offer of assistance in catching the yet-unknown perpetuators."

Should be:
…and our sources tell us that Canadian military forces are preparing to close the southern border. The Royal Canadian Mounted Police reported that the likely cause of the explosion was a plasma bomb, but flatly refused the Trader's Guild's generous offer of assistance in catching the yet-unknown perpetrators."



Title: Re: Bugs & Crash Reports
Post by: Meridian on February 20, 2016, 10:26:00 pm
I have a crash to desktop during a mission.
Save attached.
Version 0.97d, OXCE+ 2.5b (2016-02-13)

Steps:
1. load attached save
2. select One-eyed Victoria (the only girl out of the craft)
3. move one step forward (in the direction of the Ghoul)
4. BOOM

I can help debug, but I thought I will first post here, maybe you'll know immediately what it is...
Title: Re: Bugs & Crash Reports
Post by: Dioxine on February 21, 2016, 01:46:21 pm
Yeah I know this, just forgot to report - it happened only once when I used debug mode and moved enemy unit into the Bonny, causing it to see >10 pirates (enemies). Seems that your .exe crashes if there are more than 10 enemy units visible - there are 10 already, Victoria spots another unit, BOOM. But better check it out more thoroughly.
Title: Re: Bugs & Crash Reports
Post by: Eddie on February 21, 2016, 02:54:31 pm
Found some buggy tiles in a terror mission. They cost no Tu to move across.
Title: Re: Bugs & Crash Reports
Post by: Bloax on February 21, 2016, 03:04:34 pm
I like that buggy terrain much more than I like that buggy terrain occasionally near the friendly craft that eats like 12 TU per step.
Title: Re: Bugs & Crash Reports
Post by: Meridian on February 21, 2016, 08:25:39 pm
Yeah I know this, just forgot to report - it happened only once when I used debug mode and moved enemy unit into the Bonny, causing it to see >10 pirates (enemies). Seems that your .exe crashes if there are more than 10 enemy units visible - there are 10 already, Victoria spots another unit, BOOM. But better check it out more thoroughly.

Thanks, that saved me hours of debugging.
Fixed.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on February 22, 2016, 05:42:53 am
I like that buggy terrain much more than I like that buggy terrain occasionally near the friendly craft that eats like 12 TU per step.
Yeah, I've had a streak of missions in that tundra or something terrain that costs 8 or so TUs. Those are a pain, and then it's the same trying to get on the enemy craft.
Title: Re: Bugs & Crash Reports
Post by: x60mmx on March 11, 2016, 08:14:35 pm
On a terro mission with the latest version, and this map seems to have a lot of bugs.  Haven't been able to make it past the second turn due to certain squares on the map instantly CTD if I step on them. 

(https://i.imgur.com/vJvdj54.png)
That square on top of the craft is the first one I ran into.

Game save attached.  Of course I am in ironman mode so I have no option but trudge the the mission.  This is gonna take forever.  :(
Title: Re: Bugs & Crash Reports
Post by: Meridian on March 11, 2016, 08:40:57 pm
If you see a lot (more than 10) of enemies (both green and red indicators count) it will crash.
Either kill them before you see too many or upgrade my mod.
Title: Re: Bugs & Crash Reports
Post by: x60mmx on March 11, 2016, 09:12:53 pm
I used whatever came packaged with the latest Piratez, what needs upgrading?  Also, I did not have 10+ enemies in sight.  Max I got to was 8.  There are specific squares in the map, like the one shown, that if stepped on form any angle CTD.  Also had things like this happening;

(https://i.imgur.com/2P7G0dd.png)
I had a unit with a Cannon standing where the movement box is.  On the alien turn she went unconscious for no reason (was full health, no stun, no aliens shot at her) and her body ended up 2 squares away on the stairs while her cannon ended up inside the stairs and was not retrievable. 

Seems like a very buggy map.
Title: Re: Bugs & Crash Reports
Post by: Meridian on March 11, 2016, 09:53:50 pm
I have loaded your save and I can confirm that your crash is caused by seeing more than 10 enemies, it's not a map problem.
Please try to avoid scouting too much and kill enemies asap.

If you know how, you can try updating my mod, it's fixed already.
If you don't know how, just wait for next version of PirateZ.

PS: the unit with cannon went unconscious because of the smoke inhalation.
Title: Re: Bugs & Crash Reports
Post by: clownagent on March 15, 2016, 10:00:26 pm
Two small bugs encountered in newest version:

1. The small ship engine in the swastika shaped humanist ship is not a solid object, units can walk through it.

2. Crash to desktop when using the superslave (superman) ranged attack. Probably missing hitsprite.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on March 15, 2016, 11:12:39 pm
1. The small ship engine in the swastika shaped humanist ship is not a solid object, units can walk through it.

Weird, I always assumed it was a feature. :P
Title: Re: Bugs & Crash Reports
Post by: Dioxine on March 15, 2016, 11:53:53 pm
1) Can't really do it differently without too much extra work
2) There's double "damageAlter" declaration in AUX_ROCK. Delete the one withouth FixRadius: 0 command.
Title: Re: Bugs & Crash Reports
Post by: doctor medic on March 19, 2016, 06:33:38 pm
I have a problem with msvcp100.I do have it in the piratez folder but it says that there is a error coming up that the file wasnt made compatible with windows or something.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on March 19, 2016, 09:52:19 pm
It's a problem with Meridian's executable, or rather, with how shitty a system Windows are. Hints how to fix this here: https://openxcom.org/forum/index.php/topic,4187.345.html
Title: Re: Bugs & Crash Reports
Post by: Bloax on March 19, 2016, 10:32:37 pm
Microsoft introduced a very nice feature to MSVC2012 (and subsequent versions) that silently breaks compatibility with Windows XP to "accidentally" make people want to upgrade.
Title: Re: Bugs & Crash Reports
Post by: greattuna on March 20, 2016, 07:18:59 pm
I sometimes get this when I try to lead the target with weaponless pachyderm. Colors get slightly funky, and I think STR_UNABLE_TO_ENGAGE_AIRBORNE should be replaced with actual text.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on March 20, 2016, 09:47:28 pm
Wut. That's a TFTD message. How did you manage to bring it up? Save or it didn't happen. And why is your palette all jumbled up?
Title: Re: Bugs & Crash Reports
Post by: greattuna on March 21, 2016, 12:01:34 am
I told you, I sent weaponless Pachyderm to lead the shipping.

I played over it (ironman mode, now in battlescape), but I'll send a save if I get it again.
Title: Re: Bugs & Crash Reports
Post by: Cristao on March 21, 2016, 08:13:45 am
I sometimes get this when I try to lead the target with weaponless pachyderm. Colors get slightly funky, and I think STR_UNABLE_TO_ENGAGE_AIRBORNE should be replaced with actual text.

I thought that was part of the game. I always get that as well.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on March 21, 2016, 02:20:26 pm
That is a some sort of OXCom bug then, you shouldn't be seeing this message. It means that your flying sub cannot engage an USO if not submerged (flying overland).
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on March 22, 2016, 01:06:20 am
Small issue with a CTD with Superslave's rock.   Tosses fine, but CTD on impact.

Possible problem with the impact animation on AUX_ROCK?      hitAnimation: 26


Edit:  (Per Dioxine's response below).  Oops... sorry I didn't search the thread. I should have.  Thanks for the fix.

Quote
2) There's double "damageAlter" declaration in AUX_ROCK. Delete the one withouth FixRadius: 0 command.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on March 22, 2016, 01:14:09 am
hitAnimation: 26 is standard for bullets, vanilla as hell... But I can see the damageType: 3 entry under AUX_ROCK, which is explosive. So my guess is that  the game is trying to draw an explosion but it's being overridden by hitanim 26 and therefore it loses its shit, technically speaking.

If I'm right, the solution would be either setting blastRadius to 0 or changing the hitAnimation number. Or changing damageType, of course.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on March 22, 2016, 04:13:00 pm
It's been brought up a few posts ago and fixed already.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on March 23, 2016, 02:16:23 am
Quick Typo find:

      STR_HYDRA_LASER_CLIP_XXX: "Hydra Laser Cip (24x5)"
should be:
Clip
Title: Re: Bugs & Crash Reports
Post by: lancev on March 26, 2016, 06:03:02 pm
Not sure, that this is the right thread, since the problem is likely my system setup...

The game immediately crashes at startup.
The screen goes black (no error messages etc) and I have to hardcore reset my computer (even ctrl alt delete doenst work).
I tried to reinstall visual c++, but that changes nothing.
Normal openXcom (latest nightly) works fine.
Im using Windows 7 professional.

Any ideas?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on March 26, 2016, 06:08:10 pm
Not only yours, this exec is compiled on Windows, which apparently isn't compatible with Windows since 2012. Blame Microsoft and seek answers there: https://openxcom.org/forum/index.php/topic,4187.0.html
Title: Re: Bugs & Crash Reports
Post by: clownagent on March 26, 2016, 08:25:23 pm
I have a reproducible crash to desktop after losing a base defense mission.

In the attached save, the attack will start soon. After losing the game is crashing.
Title: Re: Bugs & Crash Reports
Post by: ycom on March 31, 2016, 10:21:11 am
I'm trying to install Piratez but it's asking for "msvcp140.dll" which I don't have in my original Xcom game folders. Where do I get it?
Title: Re: Bugs & Crash Reports
Post by: Cristao on March 31, 2016, 10:48:33 am
Solution is in this thread. Read a few pages before this and when it comes to selecting make sure it is the 32 bit version EVEN if you are using 64 bit Windows.
Title: Re: Bugs & Crash Reports
Post by: ycom on March 31, 2016, 03:06:42 pm
Solution is in this thread. Read a few pages before this and when it comes to selecting make sure it is the 32 bit version EVEN if you are using 64 bit Windows.
I went to Microsoft's website and tried to download "Visual C++ Redistributable for Visual Studio 2015" x86 version but the download link just takes me to a page not found error. Hopefully Microsoft hasn't removed the file download because I can't get much farther without it.
Could someone please host a copy of the files on dropbox or something?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on March 31, 2016, 03:09:45 pm
The next version is compiled on Linux and should cause no such problems. Upload soon.
Title: Re: Bugs & Crash Reports
Post by: ycom on April 01, 2016, 03:10:51 pm
The new version works perfectly thanks.
Title: Re: Bugs & Crash Reports
Post by: Dr_Amazing on April 04, 2016, 04:38:04 am
I'm having problems with the new weapons. Almost all the melee weapons (chainsaw and hammer are ok) have no action for swinging them at an enemy. Even when standing right next to an enemy I can only throw them away. Also some weapons have a 0 TU cost (blackpowder bombs and the crossbow for sure)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 04, 2016, 10:03:34 am
Probably fugged up install. Purge all assets, re-install the game.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 04, 2016, 07:43:46 pm
DR_Amazing: Try this page for instructions...
https://www.ufopaedia.org/index.php/Info_(Piratez)#WINDOWS (https://www.ufopaedia.org/index.php/Info_(Piratez)#WINDOWS)
Title: Re: Bugs & Crash Reports
Post by: kingdingeling on April 04, 2016, 10:43:57 pm
Hi, I am new to this. I have bought TFTD on GOG.com
After installing the game (unzipping the openxcom_x-piratez folder, copying the full game directory from the GOG-files) the game gives me an error saying "sample2.cat" not found. Did I do something wrong on installation or does this mod not work with TFTD from GOG.com? (the install instructions are not very clear on this).

Thank you
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 04, 2016, 10:50:48 pm
Nope, this is a Mod for UFO, not TftD.   :-\
Title: Re: Bugs & Crash Reports
Post by: kingdingeling on April 04, 2016, 10:56:51 pm
Ok, thanks. I bought the game after reading about it on rockpaperscissors and they said that it worked with TFTD. But thanks for the fast reply, at least i wont waste my time trying to get it to run...  :'(
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 04, 2016, 11:52:04 pm
OpenXcom works with UFO and TftD now, but XPirateZ is a mod for UFO.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on April 05, 2016, 12:03:36 am
Ok, thanks. I bought the game after reading about it on rockpaperscissors and they said that it worked with TFTD. But thanks for the fast reply, at least i wont waste my time trying to get it to run...  :'(

The mod is not for the classic TFTD, but for Openxcom, a remake clone. You can download it for free on the main page, but you'll still need the resources from the first X-Com game (UFO: Enemy Unknown or X-Com: UFO Defense, depending on which side of the pond you live).
Title: Re: Bugs & Crash Reports
Post by: Warzameg on April 05, 2016, 12:11:20 am
I'm getting crashes to desktop in two situations with the attached save.

A) Hellerium Stilling

1) Open the manufacturing screen.
2) Click on New Production.
3) Select Hellerium Distilling.
4) Click on Start Production.

B) Mutant Pogrom

Send the Bonaventura to Mutant Pogrom 11.  The game crashes on arrival.
Title: Re: Bugs & Crash Reports
Post by: Dr_Amazing on April 05, 2016, 02:10:58 am
Yup that did it.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 05, 2016, 10:12:28 am
I'm getting crashes to desktop in two situations with the attached save.
A) Hellerium Stilling
B) Mutant Pogrom

@Dioxine:
A/ fails on getting the sellCost of STR_ELERIUM_115_XXX
B/ fails on map generation
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 05, 2016, 12:52:55 pm
Thanks Meridian, but there was no need for that, old standard bugs in both cases :) I missed a code line, Hobbes had a map definition bug. Same old, same old...

Actually haven't been able to recreate the map crash, since it spawns Industrial not Area 51 for me :/

And for Christ sake, don't play Ironman mode, you're just asking for AYYY LMAO A BUG SIX MONTHS OF PROGRESS LOST.
Title: Re: Bugs & Crash Reports
Post by: Intikhab on April 08, 2016, 03:07:39 am
I'm getting crashes to desktop in two situations with the attached save.

A) Hellerium Stilling

1) Open the manufacturing screen.
2) Click on New Production.
3) Select Hellerium Distilling.
4) Click on Start Production.

B) Mutant Pogrom

Send the Bonaventura to Mutant Pogrom 11.  The game crashes on arrival.

Founded distilling hellerium bug a week ago but just made account today, i am just busy with my studies and also getting the know how of the game. Started first time playing week ago and playing on easiest difficulty lost 2 games due to poor choices and not understanding the limits for extracting the junk full vaults to do anything right etc mistakes. Third time trying to play by save scumming to understand what is what! . Is save scumming considered easy way out as a cheat? Because i usually play without save scumming but this mod i don't know what my brain is thinking not playing it right and losing!
Title: Re: Bugs & Crash Reports
Post by: DoktorV on April 08, 2016, 07:41:10 am
I'm new to PirateZ (and OpenXcom generally) so perhaps I've missed something, but I haven't found any reference to the bug I'm encountering anywhere on the forum.

On the inventory screens, both before and during a sortie, the hand slots are often blanked out and items can't be equipped to them. Using 'clear inventory' on someone in this state causes further oddities with blank spaces in the equipment store at the bottom. I've attached a save which should reproduce the problem.

If it matters, I'm on Kubuntu, and I compiled OpenXcom-extended myself from the git page.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on April 08, 2016, 09:15:17 am
Founded distilling hellerium bug a week ago but just made account today, i am just busy with my studies and also getting the know how of the game. Started first time playing week ago and playing on easiest difficulty lost 2 games due to poor choices and not understanding the limits for extracting the junk full vaults to do anything right etc mistakes. Third time trying to play by save scumming to understand what is what! . Is save scumming considered easy way out as a cheat? Because i usually play without save scumming but this mod i don't know what my brain is thinking not playing it right and losing!

Can you provide a save? Because that's unusual.

I'm new to PirateZ (and OpenXcom generally) so perhaps I've missed something, but I haven't found any reference to the bug I'm encountering anywhere on the forum.

On the inventory screens, both before and during a sortie, the hand slots are often blanked out and items can't be equipped to them. Using 'clear inventory' on someone in this state causes further oddities with blank spaces in the equipment store at the bottom. I've attached a save which should reproduce the problem.

If it matters, I'm on Kubuntu, and I compiled OpenXcom-extended myself from the git page.

Just to be sure, are you using basic OXCE by Yankes or the further modified version by Meridian? Because it should be Meridian's version.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 08, 2016, 10:18:17 am
On the inventory screens, both before and during a sortie, the hand slots are often blanked out and items can't be equipped to them. Using 'clear inventory' on someone in this state causes further oddities with blank spaces in the equipment store at the bottom. I've attached a save which should reproduce the problem.

You need OXCE+ instead of OXCE for this to work properly.
(source code here: https://github.com/MeridianOXC/OpenXcom/tree/oxce2.9-plus-proto)
Title: Re: Bugs & Crash Reports
Post by: DoktorV on April 09, 2016, 03:36:52 am
I cloned the OXCE+ from https://github.com/MeridianOXC/OpenXcom/tree/oxce2.9-plus-proto , then compiled according to https://www.ufopaedia.org/index.php?title=Compiling_%28OpenXcom%29 , then copied over UFO and TFTD assets and Piratez data into their respective folders. Oddly, the compilation didn't put the  openxcom executable into the bin folder, I had to do that manually.

When I try to run it,  I get a "signal 11" crash and the attached error log.

The highlight appears to to be
[FATAL]   /lib/x86_64-linux-gnu/libc.so.6(+0x36d40) [0x7fd9eca2fd40]

So I looked into what causes errors relating to libc.so.6, and followed the directions here https://askubuntu.com/questions/40416/why-is-lib-libc-so-6-missing
But that didn't help, so then I tried sudo apt-get install libc6* to install both 64 and 32-bit versions of everything that it might be missing. Still the same error.

I apologize if I'm missing something simple. I'm trying to wean completely off Windows but I'm not that sophisticated with any form of Linux yet either.
Title: Re: Bugs & Crash Reports
Post by: Bloax on April 09, 2016, 09:52:28 am
I cloned the OXCE+ from https://github.com/MeridianOXC/OpenXcom/tree/oxce2.9-plus-proto , then compiled according to https://www.ufopaedia.org/index.php?title=Compiling_%28OpenXcom%29 , then copied over UFO and TFTD assets and Piratez data into their respective folders. Oddly, the compilation didn't put the  openxcom executable into the bin folder, I had to do that manually.

When I try to run it,  I get a "signal 11" crash and the attached error log.

The highlight appears to to be
[FATAL]   /lib/x86_64-linux-gnu/libc.so.6(+0x36d40) [0x7fd9eca2fd40]

So I looked into what causes errors relating to libc.so.6, and followed the directions here https://askubuntu.com/questions/40416/why-is-lib-libc-so-6-missing
But that didn't help, so then I tried sudo apt-get install libc6* to install both 64 and 32-bit versions of everything that it might be missing. Still the same error.

I apologize if I'm missing something simple. I'm trying to wean completely off Windows but I'm not that sophisticated with any form of Linux yet either.

I'm just wondering whether it's a cardinal sin in OSS to redistribute the motherfucking libraries you use for compiling the motherfucking software?
Because I always seem to see people not having those specific versions of something something that you need to compile the fucking thing.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 09, 2016, 09:54:43 am
I am no Linux guru, can't help you with the error.

But I have compiled my own version on Kubuntu just now and it works for me.
Please try this: https://drive.google.com/open?id=0B8itkFQbhj-YbFBiZ19kSG9KN1E
Title: Re: Bugs & Crash Reports
Post by: Yankes on April 09, 2016, 02:05:52 pm
When I try to run it,  I get a "signal 11" crash and the attached error log.

Could you compile with `-g` and then run it in gdb? This will show exactly place where program tried access invalid memory.
Title: Re: Bugs & Crash Reports
Post by: Yglorba on April 10, 2016, 08:08:29 am
When I try to start a Hellerium Distilling job (after having an Extractor), the game crashes.

Additionally, the job lists its units produced as "Hellerium Distilling", which I assume is part of the issue.

Attached is a save; just go to the hideout and try to start a Hellerium Distilling manufacturing job to reproduce the crash.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 10, 2016, 08:53:36 am
Already reported and fixed, wait for update.
Title: Re: Bugs & Crash Reports
Post by: DoktorV on April 11, 2016, 06:49:52 am
I figured out my problem, it turned out I didn't have the 32 bit versions of some dependencies, I thought I did but I must've made a mistake trying to install them. Once I had all of those it started working, and now I appear to have full function.
Title: Re: Bugs & Crash Reports
Post by: MeteorBear on April 12, 2016, 10:04:28 am
Into July of first year and all country and city names have disappeared along with the borders. Its been like this the last few loads.
Ver 2.9a
Windows 7

Great game btw!
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 12, 2016, 05:58:21 pm
Into July of first year and all country and city names have disappeared along with the borders. Its been like this the last few loads.
Ver 2.9a
Windows 7

Great game btw!

You must have hit the HotKey for Countries.
"Tab – Toggle Country Detail (show the outlines on the map"
from the Ufopaedia OpenXcom Controls page: https://www.ufopaedia.org/index.php/Controls_(OpenXcom)
Title: Re: Bugs & Crash Reports
Post by: MeteorBear on April 13, 2016, 02:09:20 am
Ah, I see, thanks!
Title: Re: Bugs & Crash Reports
Post by: sabrecat on April 13, 2016, 04:57:14 am
Maybe an XCom Extended bug, but:

Gal empty on Energy but with quite a few Time Units remaining attempts to open a door. Gets the "not enough time units" blare instead of "not enough Energy".
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 13, 2016, 06:39:18 am
That particular issue is another long occurring flaw since no one has bothered to craft a separate error message for energy. I'm frankly impressed we have separate messages for the various types of LOS failures. All 3 are the same type of failure as far as the game cares. And energy shows up so rarely as an issue in unmoded play. piratez has it all the damn time on the other hand because we have negative energy recovery on almost every power armor.   
Title: Re: Bugs & Crash Reports
Post by: sabrecat on April 13, 2016, 08:02:03 pm
Oh, interesting. Though we do have a "not enough energy" error, it just doesn't always display when you'd expect it to.

What I reported may be a subtly different problem, though. It seems that you get a "not enough time units" error when failing an "open door" click, regardless of why it didn't work. Last night I was on a TFTD or TFTD-inspired terror map whose doors apparently don't close once opened. (You can walk straight through them once open, and they don't budge.) I didn't realize that at first, though, and got the "not enough time units" error when trying to click one shut, with both TU and Energy to spare.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 13, 2016, 11:40:07 pm
Oh hehe i remember those one time doors.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 14, 2016, 05:42:07 am
Minor Bug: Plasma subrifle clips appear as "STR_PIR_SUBRIFLE_CLIP" in manufacturing menu popup after plasma weapons research is completed.
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 14, 2016, 04:42:07 pm
After a while of thinking, researching people and viewing I come to conclusion:
There have to be a research bug in game somewhere or the Techtree page is wrong.

That tech tree, which you can look up at the internet shows if you need hostages for researches.
For Diplomacy you don't need one, but I got trough asking friendly a guild hostess.
but I still can't research Interrogation Techniques.
Then I ask myself: What if there's two Diplomacy-research-items? For some reason you can see two Diplomacy-Items in the research tree-page, but both gives you the same page.
So one Diplomacy-Mission for Ufos and something that do other stuff and you need to come further.

Most of the hostages I capture I can't research anymore.
That mean I have to capture more of other people.
I upload my savegame and well then.

I get annoyed of myself for being so present at this forum and posting one "issue" to another.
That means I tried to make sure that I didn't do something wrong. I'm half sure my savegame missing a Key-research-item.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 14, 2016, 08:21:02 pm
The tech tree viewer must be faulty there. Indeed there is STR_DIPLOMACY (Dioplomacy) and STR_MISSION_DIPLOMACY (enemy mission called the same). For Diplomacy, you need:
- Social Hierarchy
- Contact: Smugglers
- Plotting
- plus, you need to research a single Pillow Book.
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 14, 2016, 08:48:21 pm
But I did research Pillow book.. Or not? In my pedia I found Pillow book...

Edit: Woah guys. I can research pillow book, then built one and research it again? Seriously?
That is counter-intuitive and imho should be changed. Whole research got to stop because I didn't want to built a pillow book, because I
didn't really saw a good use of it (some people will, but I'm a bad x-com player. so let met believe stupid things!.. Well no.. don't do that)


Well then.. Sorry for whining about bugs and spamming or something like that
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 15, 2016, 12:17:11 am
Basically any items like that - books, data discs etc. offer random free tech when researched. Everyone will learn this rather quickly, no worries.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 15, 2016, 11:30:11 am
Basically any items like that - books, data discs etc. offer random free tech when researched. Everyone will learn this rather quickly, no worries.

I think the complaint here is different, although poorly written.
Similar to complaints about dynamite research several months ago.

The issue is that (from player's perspective) you have already researched Pillow Book when you finished the Plotting research. You can manufacture it, so hey, you know everything about it, right?
And since it is not a very appealing manufacturing project, 99% of the people will never manufacture it, because they see no point in it.
And thus they will also never start researching it "again".

It makes (some) sense when you know the tech tree and once you get explanation from the author... but for new players, this is beyond confusing.

PS: speaking from my own experience... if I had not looked at the research tree in the techtreeviewer on the web... I would also never manufacture a pillow book... and would be cut off from critical research path until year 2608 when I would run out of things to research and research pillow book as last.... if I even bothered to build it in the first place, which I think I wouldn't... so effectively I would be stuck forever.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 15, 2016, 11:48:37 am
Perhaps it's good to read the Pedia articles carefully. Citation: "{NEWLINE}The Pillow Books, as we call the best of 'em, require a Library to make but can be further researched for even more ideas" (bold added). I can allow to circumvent this step but this would lack substance (you haven't actually made any pillow book, so how come you're suddenly brighter?). It always amazes me how otherwise very intelligent people often don't see what's right in front of them... I guess I need to ask a third party because for me it seems dumb simple, yet for others - extremely complicated. But I have a feeling this would level off through the law of averages.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 15, 2016, 11:58:51 am
Perhaps it's good to read the Pedia articles carefully. Citation: "{NEWLINE}The Pillow Books, as we call the best of 'em, require a Library to make but can be further researched for even more ideas" (bold added). I can allow to circumvent this step but this would lack substance (you haven't actually made any pillow book, so how come you're suddenly brighter?).

Yes, I fully agree, we are all lazy bastards and should definitely read more :-)
I even read that (on camera) and immediately built a Library as a result... but then other things (e.g. a mission) popped up and I just forgot about it...
... and once you forget it and then return back, both manufacturing and research topic called "Pillow Book" are just not attractive enough to care...

I have no suggestions how to improve this, unfortunately, just raising a concern.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 15, 2016, 12:11:18 pm
Different things are attractive to different people. But I guess I need to remove this extra dependency after all, I just thought that it is by any account un-fun if the player is forced to do something that was supposed to be a bonus prize.
Title: Re: Bugs & Crash Reports
Post by: Aldaron on April 15, 2016, 05:05:08 pm
Hello, reporting a bug here. My game crashes if I try to manufacture Hellerium Distilling.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 15, 2016, 05:16:43 pm
Hello, reporting a bug here. My game crashes if I try to manufacture Hellerium Distilling.

Bug fix is here:
https://openxcom.org/forum/index.php/topic,3626.msg61855.html#msg61855

It will be fixed in the next release.
Title: Re: Bugs & Crash Reports
Post by: Aldaron on April 15, 2016, 05:42:33 pm
Bug fix is here:
https://openxcom.org/forum/index.php/topic,3626.msg61855.html#msg61855

It will be fixed in the next release.

Thanks!
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 15, 2016, 05:44:38 pm
I read that describtion too and totally forget about it..
Sorry for my bad english..

Don't know if its a bug a or a feature:
you can research newspaper without assigning Brainers to it.
Choose it, leave it by 0 and you get the result.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 15, 2016, 06:11:28 pm
Sometimes I've gotten that to generally only super tiny research cost item. Mostly the newspapers. I thought it was just overflow since research professor checks daily.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on April 15, 2016, 06:14:20 pm
you can research newspaper without assigning Brainers to it.
Choose it, leave it by 0 and you get the result.

You don't even have to even select it, it has something like 33% chance of being researched within a day. That's by design.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 15, 2016, 06:43:53 pm
Oo neat
Title: Re: Bugs & Crash Reports
Post by: Arthanor on April 15, 2016, 06:56:52 pm
I just noticed that pretty much all corpses in the Piratez_Factions.rul are recover: false. I'm quite confused as a lot of research projects still require them.

I've been struggling along fighting security guards for most of my missions (somehow all I get is Academy targets, with no academician in sight, only a few explorers and a LOT of guards & drones) and was thinking "at least I get lots of armor parts", until I noticed I didn't have any, the debriefing page didn't say I looted anything and then looked in the ruleset.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 15, 2016, 07:04:07 pm
I just noticed that pretty much all corpses in the Piratez_Factions.rul are recover: false. I'm quite confused as a lot of research projects still require them.

I've been struggling along fighting security guards for most of my missions (somehow all I get is Academy targets, with no academician in sight, only a few explorers and a LOT of guards & drones) and was thinking "at least I get lots of armor parts", until I noticed I didn't have any, the debriefing page didn't say I looted anything and then looked in the ruleset.

You have the newest EXE, don't you?
Until very recently, the "recover" flag didn't do anything for corpses... I changed it, so that the flag is now considered (Solarius' request).
Dioxine will have to revisit all those flags I guess...
Title: Re: Bugs & Crash Reports
Post by: Arthanor on April 15, 2016, 07:19:58 pm
Yeah, I pulled it from your git and compiled a few days ago. The last commit I have is from April 12th, with an interesting "Aargh" commit message ;) I guess that'll teach me to run the game with the proper exe instead of going for the newest one..

So.. that's interesting. Looking at the rulesets, most enemy units have a "corpseGeo" defined along with their corpseBattle. So one is there purely for battle graphics and one is the item you recover.

It looks like things worked for the bandits I faced in a pogrom, at least, as I did get the medallion and chemicals I would expect. Probably scrap metals too. All of these items have "recover: true" so they worked. But if I understand your code properly, you look at the "corpseGeo" and determine if it is recoverable, then only recover it if true? So all my security/academy corpses, since they are set to "recover: false" are not recovered? hum..

The recovery flag check makes sense for corpseBattle (for the multiple corpse tiles of 2x2 units, and for units who also have a corpseGeo defined), but for corpseGeo it's a bit odd. It seems like if something is defined as a corpseGeo, it should be recovered.. What's the point of "corpseGeo" if not recovery? I'll have a look for Solarius' request I guess.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 15, 2016, 08:01:14 pm
Old:
- corpseGeo always recovered
- corpseBattle never recovered

New:
- corpseGeo recovered if recover flag = true
- corpseBattle still never recovered
Title: Re: Bugs & Crash Reports
Post by: Arthanor on April 15, 2016, 08:26:41 pm
Oh, I thought you could recover corpseBattle items too. Still confusing me as to the point of it:

If you don't want to recover anything, isn't it easier to not define a corpseGeo than to define one with "recover: false"?

If you want something, then defining a corpseGeo will give it (provided the item has "recover: true" in your new version, or always in the old but if you define a corpseGeo, presumably you want it).

Anyhow.. I'll swap the corpses to "recover: true" and add a few things to my vaults so that should be fixed. Thanks!
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 15, 2016, 08:56:21 pm
Are you asking how it works or making suggestion how it could work?

Because corpseGeo cannot be empty afaik, even if modder leaves it empty, it is populated by the first corpseBattle from the list.
And it's used on more places than just after-mission recovery... the game would just crash without it.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on April 15, 2016, 10:41:34 pm
I was asking how it works. The bit I was missing was that there is a default value (first corpse of corpseBattle) since the UFOPaedia ruleset page didn't say there was a default (it lists default as "-").

It all makes sense now. Thank you!
Title: Re: Bugs & Crash Reports
Post by: Bartojan on April 16, 2016, 12:27:55 pm
The game immediately crashes when I click 'Start Production' button on  Hellerium Distilling. There is no error in openxcom.log.

In Piratez_lang.rul file:
2 occurence of: STR_RIFLE_CLIP_PS: Assault Rifle Clip/PS
STR_NAZI_KKK_UFOPEDIA - typpo "symphatize"

I am not sure about:
STR_BLUNDERBUSS_UFOPEDIA - there is a word "grapnel". Shouldn't it be "shrapnel"?
STR_CYBERDISC_AUTOPSY: "Cyberdisc Wreckage Examination", but there is "Cyberdisc Corpse" ingame. Shouldn't it be "Cyberdisc Wreckage"?
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 16, 2016, 12:51:54 pm
The game immediately crashes when I click 'Start Production' button on  Hellerium Distilling. There is no error in openxcom.log.

Bug fix is here:
https://openxcom.org/forum/index.php/topic,3626.msg61855.html#msg61855

It will be fixed in the next release.


EDIT:  @Dioxine: Academy Provost (STR_SECTOID_COMMANDER) is missing a proper lookup in the ruleset (currently STR_SECTOID, should be STR_SECTOID_COMMANDER)... same is probably true for a few more units, which you share with vanilla, e.g. Esper, etc.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 17, 2016, 01:45:41 am
Fixed. Thank you!
Title: Re: Bugs & Crash Reports
Post by: sabrecat on April 17, 2016, 09:05:38 am
In the latest version, I keep finding things like STR_CORPSE_RUNT in my loot. What's that supposed to be? (There was at least one other similar STR_CORPSE_something, but I forgot to note it down.)

This is on a save from the version immediately previous; do I need to do some save editing, maybe?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 17, 2016, 09:16:11 am
Oops. More victims of Meridian's behaviour change on corpses. :) It seems while I fixed enemy corpses, I forgot to do the same for the gals. There will be a fix posted, for now just ignore this, it's harmless.
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 17, 2016, 03:24:42 pm
I don't know if it's intended but if you're using a staff of airless, it's gone after you use every charge.
But if you use it once, it's still exists for example. Don't know if other staves have the same "issue".

Don't know if it's already fixed or if you want to leave it:
You changed nuclear fuel to hellerium and in the describtion of boneventure is still written "nuclear fuel".
I was confused and search for "nuclear fuel" until I realized it was hellerium.
It is written: You loose if you don't have any nuclear fuel. So you look after that in the game and can't find it until you realize it's
hellerium.
Minor thing.

At the options: see picture. Fresh install.
Title: Re: Bugs & Crash Reports
Post by: bluberd on April 17, 2016, 04:10:15 pm
Gents,

First of thank you very much for creating that mod and supporting it, last time I had so much fun playing xcom was probably about 20 years ago :)

Anyways, I researched "Laser weapons manufacture" and I can manufacture clips for hunting and hydra laser (and only manufacture hunting laser). Bootypedia says about Lasgun that I can replicate the weaker clips, but I cannot manufacture them. Is it supposed to be like that? I could really use those Lasguns...
I was using 0.98b now swithed to 0.98c and the issue remains.
I attach save, thank you for your help.
Regards,

Piotr
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 17, 2016, 04:25:30 pm
No, you can't manufacture them. Little point with how many there are to be looted.
Title: Re: Bugs & Crash Reports
Post by: bluberd on April 17, 2016, 04:30:54 pm
No, you can't manufacture them. Little point with how many there are to be looted.

Oh, ok, thank you for the replay.
Thing is I run out of them now and I meet no one to loot it from :/
So, works for some, but not me...
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 17, 2016, 04:41:03 pm
Just use some other of hundreds of weapons.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on April 18, 2016, 11:26:04 am
Missing strings:
STR_CORPSE_UNARMORED (probably dead body of civilian)
STR_CORPSE_PIR_CLOTHING
(https://i66.tinypic.com/217fc8.png)
+ STR_CORPSE_SWIMSUIT
Title: Re: Bugs & Crash Reports
Post by: Yglorba on April 18, 2016, 12:54:32 pm
Unsure if typos should be reported in this thread, but "Activities:  Political" is listed on the research screen as "Activities:  Politiical", with an extra 'i'.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 18, 2016, 01:17:53 pm
A small bug: In my loot lists STR_CORPSE_PIRATE_CLOTHING appears sometimes, even if I do not lose any of my gals. And i fought guys in personal/power armor, which makes the whole thing even more mysterious. I think you forgot to set RECOVER: FALSE in those corpses?

And there are some STR_'s missing , mostly for the new exe stuff like the 2 new options and other ingame text.


Dioxine, FWIW: Not many know (or better remember) it, but there's a debug option for developers in OXC, enable it in the option.cfg and press CTRL+D when in game, you can then access all manufactures, researches, ufopedia entries etc and check them all for missing strings and other things. That way you can get rid of all those STR bugs at once. Interestingly most of the newer OXC exe developers do not seem to remember that trick either, there were MANY missing strings when they decided to add TFTD support....  :D

You can also use it in the battle generator (or in game battles) to take control of civilians, aliens etc, and watch them do their job)...

see here: https://www.ufopaedia.org/index.php/Hidden_Features_%28OpenXcom%29
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 18, 2016, 02:50:05 pm
random generation terror map had a building floor without an entrance:

Nevermind. There was an elevator, that was hard to spot
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 18, 2016, 03:32:24 pm
Hobbes' maps are tricky and mysterious :)

And yeah, this version has a bug with pirate corpses being recovered somehow. Just ignore it, or add recover: false flag to all of them, if you're savvy (piratez. rul. all the way from STR_CORPSE to STR_CORPSE_ARRANCAR_ARMOR).

Unsure if typos should be reported in this thread, but "Activities:  Political" is listed on the research screen as "Activities:  Politiical", with an extra 'i'.

Fixed, thanks
Title: Re: Bugs & Crash Reports
Post by: Cristao on April 18, 2016, 03:37:32 pm
In my save, I discovered Mysterious Siberia Base. Launched the Bonny for it only to discover that the game CTD once the Bonny got there.

Version used is 0.98C with the latest Meridian .exe.

Is this base one of the mansion thingy's? Could the problem be I was using my customised Shogun armor and the game CTD'd because it wasnt allowed?
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 18, 2016, 03:52:08 pm
Either there are insane local govt or the research against sway govt doesn't work. I'm not sure
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 18, 2016, 04:07:24 pm
In my save, I discovered Mysterious Siberia Base. Launched the Bonny for it only to discover that the game CTD once the

I probably fukked sth up. It's still an experimental feature. I will investigate, thx for the save!

Either there are insane local govt or the research against sway govt doesn't work. I'm not sure

Once Sway Govt mission has started, it has to finish its course; it's hardcoded that way. By finishing its course the game means converting a whole continent. But, since you have that research done, after this is finished, no more Sway Govt missions will be generated.
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 18, 2016, 04:33:57 pm
So there are insane govts. good to know : |
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 18, 2016, 05:17:33 pm
In my save, I discovered Mysterious Siberia Base. Launched the Bonny for it only to discover that the game CTD once the Bonny got there.

Looks like it's actually normal when upgrading a save - mission scripts go haywire. In all probability you've fallen victim to that.
Title: Re: Bugs & Crash Reports
Post by: sabrecat on April 18, 2016, 07:33:37 pm
Issue with the new Fatal Wounds indicator: mouseover still says "Center on Enemy". This legit confused me for a bit! I thought maybe it was saying something like "you spotted an enemy during their turn; they're not visible now, but they were somewhere around here."

I admit I was skeptical at first, like Dioxine, about having yet another warning light about wounds. But having played with it a bit, I particularly appreciate that it lets me center in on an unconscious bleeding gal--on some maps, that eliminates some substantial (and potentially lethal) hassle.
Title: Re: Bugs & Crash Reports
Post by: Cristao on April 18, 2016, 07:57:58 pm
how do i fix it?
Title: Re: Bugs & Crash Reports
Post by: Warzameg on April 18, 2016, 08:15:12 pm
A couple of typos on the BootyPedia menu:

- Vessels and there armament (should be 'their')
- Combat units and armors (should just be 'armor')
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 18, 2016, 10:41:51 pm
Magischen-Motors. If this is german (maybe it's correct. Don't every word), do you want to correct it?
right grammer is: Magische-Motors. but mixed up language are somewhat difficult. hard task to write the right german article to a english word <.<
Magische Motoren. Die magischen Motoren.
Wow. Now I'm confused. with article I would write it with "N" .
I would write without n for  the bootypedia and don't think about grammar anymore because propor name.
Better ask a german-speaking guy of your trust.
Still, just a minor thing.
..
..
..Maybe it isn't german at all. Some piratish future speak: magical. aayee kaptn here's that magischen-motors, ou wanted!
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 19, 2016, 12:12:04 am
Question what is the default state of recover if it has not been specified? I was manually correcting recover flags and saw some bodies with out recover defined. 
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 19, 2016, 02:41:53 am
Default flag is true. Should be false for all battlecorpses, true for geocorpses.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 19, 2016, 02:54:35 am
Okay then "IF" im understanding this correctly, the majority of armored or power armored outfits battle-corpses are recover true since they have no definition.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 19, 2016, 03:17:19 am
Code: [Select]
  - type: FLOATER_ARMOR_P3
    spriteSheet: XCOM_2.PCK
    spriteInv: TraderBodyguardInventoryImage
    corpseBattle:
      - STR_TRADER_2_CORPSE_BATTLE
    corpseGeo: STR_PBA_CORPSE

How it should be to be correct: corpseBattle item must have recover: false flag. corpseGeo: nothing (deafult is true). Indeed there still are many errors in the rulesets, it didn't matter before Meridian fixed corpse recovery.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 19, 2016, 03:33:24 am
New bugreport: Some of the medi-kits have Stimulants but no energyrecovery value set, making those stimulants useless as the default value is 0.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 19, 2016, 03:52:58 am
okay maybe ive fixed the corpse issues. Testing pending.....
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 19, 2016, 03:55:04 am
Which medi-kits? This is probably intended, as eg. some items use painkiller only as plot device (crack, smokes), instead giving a boost to the user only. Some use Stimulant as their effect is primarly stimulating (mutant meat, apple). But better safe than sorry.

@Legionof1: to be sure, check live capture and iterrogations, also what gets recovered from 2x2 units. These issues were always tricky and I'm afraid the new system might've broken them.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 19, 2016, 04:17:20 am
And resounding ultra nope. Some basis of the assumptions of how this works is flawed. or am an idiot. or both.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 19, 2016, 09:17:48 am
Which medi-kits? This is probably intended, as eg. some items use painkiller only as plot device (crack, smokes), instead giving a boost to the user only. Some use Stimulant as their effect is primarly stimulating (mutant meat, apple). But better safe than sorry.

@Legionof1: to be sure, check live capture and iterrogations, also what gets recovered from 2x2 units. These issues were always tricky and I'm afraid the new system might've broken them.

The small medi-pack is one of the first one, tried it during battle, nothing happened (the stimulant part that is, healing worked fine), then i checked the rul file and discovered the missing energyrecovery entries.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 19, 2016, 10:10:49 am
Bandages and first aid kits do not possess any stimulant. But the Small Medipack has:

Code: [Select]
    painKiller: 2
    heal: 5
    stimulant: 4
    woundRecovery: 1
    healthRecovery: 3
    stunRecovery: 25
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on April 19, 2016, 10:31:48 am
Magischen-Motors.

I'm pretty sure it's a reference to this: https://strikewitches.wikia.com/wiki/Talk:Striker_Unit
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 19, 2016, 10:42:14 am
I'm pretty sure it's a reference to this: https://strikewitches.wikia.com/wiki/Talk:Striker_Unit

Well, I don't see that exact name used in the article.
In any case, if it is supposed to be a German word, then it is not grammatically correct.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on April 19, 2016, 12:21:45 pm
Well, I don't see that exact name used in the article.

You are correct. I only said it's the reference.

In any case, if it is supposed to be a German word, then it is not grammatically correct.

Yeah, it isn't :)
Title: Re: Bugs & Crash Reports
Post by: Bartojan on April 19, 2016, 03:31:40 pm
Duplicate entry STR_PLOTTING_UFOPEDIA in Piratez_lang.rul.
Title: Re: Bugs & Crash Reports
Post by: sabrecat on April 19, 2016, 07:59:28 pm
A couple of typos on the BootyPedia menu:

- Vessels and there armament (should be 'their')
- Combat units and armors (should just be 'armor')
At least some "typos" and grammatical oddities are intentional, to reinforce the "uneducated pirates" theme. Note that the "Contracts" menu used to be labeled "Opshuns", which I doubt anyone would think was a modder's mistake! Only Dioxine can speak to what's intentional and what's not, granted, but I suspect "Vessels and There Armament" may be one.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 19, 2016, 10:25:28 pm
Osiron Yeoma:

Not sure if this is a bug, or intended.  I was working up the new Bootypedia page for these guys, and thought the Choking/Smoke resistance of "0" isn't really in keeping with their non-masked/non-helmeted appearance. 

https://www.ufopaedia.org/index.php/Osiron_Yeoman_%28Piratez%29
(https://www.ufopaedia.org/images/e/e5/OsironYeoman_Piratez.png)

Edit:  I also noticed that the Ufopedia text for the Tank/Autocannon may be incorrect for the aux gun.  The Piratez_lang.rul entry gives:  (line 2702)
{NEWLINE}Aux Gun: 55 Pwr, x4 Long-Range Autoshot, 60% Acc, 30% TUs"

which is equivalent to the AUX_TANK_HMG weapon from the Piratez.rul (line 2164)  (I think this only is on the Cyberdisk)

However, the builtin weapon in that tank's entry is the AUX_TANK_MG (Line 2141) 
so the Bootypedia should read as follows:
Aux Gun: 36 Pwr, x4 Long-Range Autoshot, 50% Acc, 25% TUs


Edit #2:
Tanks vary widely in Melee skill: ( many 70, some 7)
Lines :
23446
23469
23492
23515
23536
Hovertanks (70 &60)

Edit #3. Manufacturing the Gatling Laser Tank.  Shouldn't it require scrap metal too?  Line 32988
Title: Re: Bugs & Crash Reports
Post by: Bartojan on April 20, 2016, 01:46:52 am
Another duplicated string IDs in Piratez_lang.rul:
Code: [Select]
STR_NEWSPAPER_XXX
STR_NEWSPAPER_XXX_UFOPEDIA
STR_RIFLE_CLIP_PS
STR_SHADOWS
STR_SILACOID
STR_SILACOID_TERRORIST
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 20, 2016, 01:14:30 pm
Crash to desktop with No error on attempting manufacture of Ret/gov files.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 20, 2016, 01:55:41 pm
Crash to desktop with No error on attempting manufacture of Ret/gov files.

Item called STR_CODE_GOVT_RET is missing.
Add this to your items ruleset and it will work again.

Code: [Select]
  - type: STR_CODE_GOVT_RET
    size: 0.01
    costSell: 25000
    listOrder: 5651
Title: Re: Bugs & Crash Reports
Post by: KPJZKC on April 20, 2016, 11:16:50 pm
Looks like it's actually normal when upgrading a save - mission scripts go haywire. In all probability you've fallen victim to that.

Hi Dioxine, loving the mod - it's amazing what's been done with xcom (and Meridians changes too!). I've ended up with the same issue as the person who brought this up - crash on arrival at Siberian base. As it's my first play through I'm unsure about the importance of this mission - will there be negative effects from leaving it unactioned? Will it block completion of the game? (I assumed it was a faction base mission, and I've already completed one Academy Base mission).

Just trying to decide if I should continue as is or switch back to 0.98B. Thanks!
Title: Re: Bugs & Crash Reports
Post by: Arthanor on April 20, 2016, 11:21:59 pm
This puzzles me.. wouldn't it be possible to rewrite the alienMission entry for that mission so that the proper mission (for 0.98C) spawns?
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 20, 2016, 11:34:53 pm
You can conclude the game without the Siberia run but you miss out on fairly hefty portion of the mid game laser tech as well as several craft weapons. You also miss out on a few of the plasma heavy weapons. 
Title: Re: Bugs & Crash Reports
Post by: Cheshire on April 21, 2016, 02:42:43 am
Hi Dioxine, loving the mod - it's amazing what's been done with xcom (and Meridians changes too!). I've ended up with the same issue as the person who brought this up - crash on arrival at Siberian base. As it's my first play through I'm unsure about the importance of this mission - will there be negative effects from leaving it unactioned? Will it block completion of the game? (I assumed it was a faction base mission, and I've already completed one Academy Base mission).

Just trying to decide if I should continue as is or switch back to 0.98B. Thanks!

Same here, CTD on attempting the Siberia Base mission (2nd time it appears, didn't know it disappeared the first time...)

Save attached.

Title: Re: Bugs & Crash Reports
Post by: Baldri on April 21, 2016, 04:20:30 am
Same issue with Siberia. Maybe another save helps?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 21, 2016, 04:55:19 am
Bingo. Found the bug. I will post a fix soon. Thanks for the saves!
Title: Re: Bugs & Crash Reports
Post by: Cristao on April 21, 2016, 09:58:31 am
Just noting - does the fix apply to the Siberia base (Russian Files) or the Siberia Mansion? I am able to attempt the mansion in battle mode but not game mode.
Title: Re: Bugs & Crash Reports
Post by: Ashert on April 21, 2016, 01:33:51 pm
The german name of the "Magischen Motors" called correct "Magischer Motor" or you mean only multiple "Parts of the Magischen Motors" Also the name of Hanebu is correct "Haunebu"
Nazi UFOs have a great story potential but not only as flying swastika, the traditional form is a bell, only with runes! ::)
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 21, 2016, 01:40:34 pm
Motors is plural so its more or less magische Motors or Die magischen motors/The magischen motors.

--

Could it be that savior armor is called healer and ghost is called stealth in manufactory screen?
Title: Re: Bugs & Crash Reports
Post by: Ashert on April 21, 2016, 01:54:08 pm
Wenn you mean plural, many roll off the assembly line, you must say "Die Magischen Motoren" A single engine is "Der Magische Motor" and when it explodes, you have "Parts of the Magischen Motors" in german, not english. ;)
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 21, 2016, 02:09:49 pm
Ah now I get it.
You think he means one motor.
Yeah ok. Then I agree
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 21, 2016, 02:28:47 pm
Just noting - does the fix apply to the Siberia base (Russian Files) or the Siberia Mansion? I am able to attempt the mansion in battle mode but not game mode.

Both.

As for Magischen-Motor, I know German enough, thank you, but this is un-gramatical on purpose (same as they'd for example say, "Bonaventuras" while this is probably wrong - Spanish I don't know). Same I chose the popular English pronounciation of Hanabu for the butcher I am.

It is normal for armors to be called different on manufacture screen (more space for letters, for example).
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 21, 2016, 02:35:07 pm
Ok. Could you mention it in bootypedia or something?
Maybe I'm just reaaaaaaalllllllllyyyy dumb but it took me long time until I got it....
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 21, 2016, 02:43:16 pm
I have to agree on this one.

"WARRIOR" and "Basic armor" are just nothing alike... I found out that it is the same armor purely by accident. Renaming the manufacturing item to "Warrior armor" would make more sense to me.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 21, 2016, 03:08:39 pm
OK, I will update them. In part it's 'early version hell' - in many cases, the final name changed many times. However this cannot be done if multiple armors share the same item.
Title: Re: Bugs & Crash Reports
Post by: Ashert on April 21, 2016, 03:13:14 pm
The game plays 600 years in the future, in a world dominated by women and breaks with some science fiction traditions. All errors are forgiven! ::)

(https://c2.staticflickr.com/4/3589/3438693578_32d9e7b9bb.jpg)(https://cdn.pastemagazine.com/www/blogs/lists/75-100-Best-B-Movies-robot%20-monster.jpg)
XPiratez cosplayers 1940?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 21, 2016, 03:47:41 pm
Thank you! This gives me ideas! :)
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on April 21, 2016, 05:41:33 pm
Completing the manufacture of Conqueror go me just the Conqueror and no fuel capsules, when both the rule file and the production menu say I should also get 50 fuel capsules.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 21, 2016, 07:57:47 pm
Okay Siberia base run turned up again. Successfully completed it over a year ago now.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 21, 2016, 08:03:36 pm
Shouldn't happen again in the next version. Changed the mechanic responsible for this.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on April 21, 2016, 11:52:37 pm
98D - swapped text:
Code: [Select]
      STR_RIGHT_LEG: "L. LEG"
      STR_LEFT_LEG: "R. LEG"
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 22, 2016, 12:25:27 am
okay i appear to be not recovering captives now. Save is a base attack with 2 certain stunned foes. One Marsec BG and one guild Security. Last guy can be stunned for finish as well.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 22, 2016, 12:37:10 am
okay i appear to be not recovering captives now. Save is a base attack with 2 certain stunned foes. One Marsec BG and one guild Security. Last guy can be stunned for finish as well.

Soo.. silly question here:  You do have a prison at the base where the tactical team launched from, right?
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 22, 2016, 12:48:12 am
Yes. And in the no prison case there would be a notification popup. No popup.
Title: Re: Bugs & Crash Reports
Post by: The Think Tank on April 22, 2016, 12:51:54 am
Okay, so I just updated my files to X-Piratez 0.98D, and my machine still crashes on the Siberia Mission, even before it gets to the infantry inventory screen. I have been able to replicate this at least twice so I don't think it is coincidental. It may possibly be an issue that I am using a somewhat dated Nightly, but the game worked perfectly fine on 0.98C, so it may simply be an issue with the mission still.

I wish you luck in fixing this error, as from what I can gather it seems to be impacting many people.

Best of luck!
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 22, 2016, 12:56:18 am
I'm not getting any prisoners either with .98D. Should have received at least two researchers and an academy engineer, but they didn't show up in post-mission debrief or in the base. There were more than enough prison space left.
Title: Re: Bugs & Crash Reports
Post by: The Think Tank on April 22, 2016, 01:17:08 am
I think I have noticed something about that, it seems that their corpses don't show up, although that may be Ivan's mini-mod for dead/stunned units.

Edit: Removing Ivan's mod seems to fix the inventory glitch, I will see if I cap capture units now.

Edit Edit: Nope, still cannot capture units.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 22, 2016, 01:22:34 am
It may possibly be an issue that I am using a somewhat dated Nightly....<snip>

You can't use a nightly with this mod.  Please use the .exe that comes in the package.
Title: Re: Bugs & Crash Reports
Post by: Cheshire on April 22, 2016, 01:24:55 am
okay i appear to be not recovering captives now. Save is a base attack with 2 certain stunned foes. One Marsec BG and one guild Security. Last guy can be stunned for finish as well.

 Same problem here, captured enemies don't show up on the end screen and in my base.
Title: Re: Bugs & Crash Reports
Post by: The Think Tank on April 22, 2016, 01:26:35 am
I have been using the Extended version, albeit on a Nightly copy. But if that is the case then my version should have no impact, correct?
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 22, 2016, 01:29:34 am
Ehm, there's nothing in the nightly you'd need... required files are all in the Piratez download.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 22, 2016, 01:46:30 am
I tried to update corpses to Meridian's new rules, and looks like I f*cked up, changing good corpse definitions into bad ones. This is the reason for the lack of living captures. Damn it. Never-ending trouble with the whole corpses<>captures<>research intertwined web of obscure dependencies :/
Title: Re: Bugs & Crash Reports
Post by: Baldri on April 22, 2016, 02:00:02 am
Btw: I started a "New Battle" to see if a Siberian Mission works there. Well I got a CTD this way as well.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 22, 2016, 02:04:31 am
I have been using the Extended version, albeit on a Nightly copy. But if that is the case then my version should have no impact, correct?

XPirateZ has diverged from the OpenXcom Extended branch if I understand correctly.  Meridian has been developing OpenXcom Extended Plus (OXCE+) with features that Dioxine has been leveraging.  That is why he packages updated .exe files with his releases.   

The mansion is a clear example of this as it uses a new branch of code that can specify starting conditions (i.e. only infiltration gear, etc.)

So, if you aren't using one of Meridian's latest OXCE+ builds, you will inevitably run into problems.
Title: Re: Bugs & Crash Reports
Post by: Baldri on April 22, 2016, 02:17:59 am
And Siberia again:

I downgraded to 0.98C. Then I made my UFO-Folder look like here: https://openxcom.org/forum/index.php/topic,4465.0.html

I deleted the Folders and documents that aren't showed there.

Afterwards I tried to start a Siberian mission from the Menu again. It said it failed to load "S-STRING" after CTD. Or something like it. However this isn't reproduceable. Thats why I can not say for sure what it said. I just got another "normal" CTD when restarting the Siberian mission from the menu.
Title: Re: Bugs & Crash Reports
Post by: The Think Tank on April 22, 2016, 04:50:07 am
Strange, I cannot get the Siberian mission working no matter what. To me that may be a more important and impending issue to deal with, but live alien capture is also quite important.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 22, 2016, 10:07:21 am
Dioxine, not sure if it helps you, but WINMERGE is a free file comparison software, I am using it to quick-fix rul files and similar stuff, maybe it can help you fixing the buggy 0.98d Piratez_Faction.rul file faster and easier?  :-\
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 22, 2016, 10:45:24 am
Is it possible that capturing hostiles is somehow broken in new version?

I notice several times that some unites don't recorded as captured and you can't find them in the vaults.

I thought they got killed somehow, but after I made sure the enemy is still alive.. It seems there is an issue.

Sometimes works. Sometimes don't
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on April 22, 2016, 10:56:20 am
Is it possible that capturing hostiles is somehow broken in new version?

I notice several times that some unites don't recorded as captured and you can't find them in the vaults.

I thought they got killed somehow, but after I made sure the enemy is still alive.. It seems there is an issue.

Sometimes works. Sometimes don't

Yeah, it's been reported many times on this very page. :P But you're the first to report that some corpses do get recovered and some don't. Can you elaborate which ones?
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 22, 2016, 11:11:45 am
Hmm... I made some testings. and I'm clueless.

That retucilan engineer. I MCed him and knock out. No hostages. Maybe problem with MC? But no.
I knocked a retucilan hybrid out and it wasn't a hostage.
That engineer was a hostages after he was mc-ed and  the battle ended.

I caputered a war maiden and matron.

I try to remember what I did different. I think I throw stun bombs.

I really can't say. At least I'm sure I didn't MC them.


p.s I read the posts at this very page.. geez. I'm really forgetful at the moment. don't know why <.<
Title: Re: Bugs & Crash Reports
Post by: Ashert on April 22, 2016, 11:44:24 am
The Superslave is a Slave, however he can only spit 5 yards in the game. Compared to mercenaries he is very weak. He need more power and more range for his eye laser!

(https://static9.comicvine.com/uploads/scale_super/3/33599/1263569-supermanmaxima.jpg)
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 22, 2016, 12:34:38 pm
I tried to update corpses to Meridian's new rules, and looks like I f*cked up, changing good corpse definitions into bad ones. This is the reason for the lack of living captures. Damn it. Never-ending trouble with the whole corpses<>captures<>research intertwined web of obscure dependencies :/

OK, maybe I can describe the change as picture, not in words.
Hope it helps.

Really, the only thing you need to do is take 0.98b ruleset and review the "recover: false" flag on corpses.
That's it.

(https://i.imgur.com/whjaEQZ.png)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 22, 2016, 12:53:15 pm
Thanks. That finally makes sense. So how the hell did I break it? I'm just too tired to try to second-guess. What to add in place of the question marks?

Battlecorpse:
- Recover: false
- Battletype: 11
- Recovery points: ??? (needed or not...?)

Geocorpse:
- Recover: true
- Battletype: ???
- Recovery Points: ???
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 22, 2016, 02:14:00 pm
First of all, there is no reason to make different battleCorpse and geoCorpse.... unless you want to recover a Muton when killing a Sectoid.

Same item can be used for battleCorpse and geoCorpse in most, if not all cases. Separate geoCorpse was introduced for 2x2 units basically.

If you decide to have them separately anyway, then the following should apply:

Battlecorpse:
- Recover: false/true # doesn't matter, it's not used
- Battletype: 11 # must be set to 11
- Recovery points: 777 # must be bigger than zero

battletype=11 and recovery points>0 is a MUST... otherwise nothing is recovered; dead or alive

Geocorpse:
- Recover: false/true # is now considered for dead aliens (not for live aliens)
- Battletype: ??? # doesn't matter
- Recovery Points: ??? # doesn't matter

Once everything passed geocorpse is recovered for dead aliens.
Battlecorpse is never recovered (unless they are both the same item of course).


Example 1:

Code: [Select]
items:
  - type: STR_SECTOID_CORPSE
    recoveryPoints: 5
    battleType: 11
armors:
  - type: SECTOID_ARMOR0
    corpseBattle:
      - STR_SECTOID_CORPSE
    corpseGeo: STR_SECTOID_CORPSE # this is optional, if left empty, the first corpseBattle will be used... only use this for 2x2 units IMO
units:
  - type: STR_SECTOID_ENGINEER
    armor: SECTOID_ARMOR0

In this case, both dead alien will be recovered (STR_SECTOID_CORPSE) and live one (STR_SECTOID_ENGINEER)

Example 2:

Code: [Select]
items:
  - type: STR_SECTOID_CORPSE
    recoveryPoints: 5
    battleType: 11
    recover: false # onlt change compared to example 1
armors:
  - type: SECTOID_ARMOR0
    corpseBattle:
      - STR_SECTOID_CORPSE
    corpseGeo: STR_SECTOID_CORPSE # optional
units:
  - type: STR_SECTOID_ENGINEER
    armor: SECTOID_ARMOR0

In this case, dead alien will NOT be recovered and live alien will be recovered (STR_SECTOID_ENGINEER)

Example 3:

Code: [Select]
items:
  - type: STR_SECTOID_CORPSE
    recoveryPoints: 5
    battleType: 11
armors:
  - type: SECTOID_ARMOR0
    corpseBattle:
      - STR_SECTOID_CORPSE
    corpseGeo: STR_MUTON_CORPSE
units:
  - type: STR_SECTOID_ENGINEER
    armor: SECTOID_ARMOR0

In this case, dead alien (sectoid) will be recovered (as muton: STR_MUTON_CORPSE) and live alien will be recovered (as STR_SECTOID_ENGINEER)
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 22, 2016, 06:59:47 pm
A peculiarity has occurred. Dark one probe mission. Fairly certain i stunned more then just the imp. I also note that no corpses other then the 2nd imp where recovered.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on April 22, 2016, 08:35:55 pm
After I compiled the newer executable a few days ago, I had that issue of not getting proper loot. I went and changed many of the corpses (those that are associated with loot, not the 2x2 units) in Piratez_Factions.rul to remove the "recover: false". I did nothing else and my game worked well. I looted dead people and captured live ones.

As far as I know, all Meridian did is change it so the game checks if a corpseGeo is recoverable before recovering it (default is recover: true, so unless you specify recover: false, it will be recovered). I did not change anything to the battle corpses (which in 0.98D have now all been set to recover: false, and presumably lead to the issue with the captures).

At this moment, I use 0.98D but I still use my old fixed  Piratez_Factions.rul and Piratez_Armors.rul from 0.98C. As I said above, the fix is simply to remove the "recover: false" from the items that are meant to be loot in the Piratez_Factions.rul of 0.98C (so the STR_SECURITY_CORPSE, STR_SECTOID_CORPSE, etc. All of those which used to be booty or armor parts.) Having tested it last night, it still works fine (loot dead people and capture live ones). I'd have to double check if I get both loot and captures, but it seems unlikely. My numbers add up properly in the debriefing stage, with number of looted equal to number of deads, then the captures are as expected.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 22, 2016, 09:41:42 pm
Problems with corpses and live captures hopefully fixed. DL the new version (0.98D1). Special thanks to Meridian for help.
Title: Re: Bugs & Crash Reports
Post by: Zharkov on April 22, 2016, 11:51:08 pm
Typo
Title: Re: Bugs & Crash Reports
Post by: Baldri on April 23, 2016, 02:05:09 am
Topic: Siberian base, just again.

First of all I made it work. :D

On the bad side: I used Debug mode to research "Siberia Base investigation". So when the next month started I was able to start this very specific mission because the base spawned this specific way. Doublechecked and worked both times this way.

However when the base spawns without said technology being researched, which happened randomly the 3 other times, it ends in a CTD even if you research the technology afterwards when you visit it.  So when you do not have the base spawned by researching this technology it results in a CTD, no matter if you try this mission in the campaign or in a single battle. At least thats what happens to me. 

The changelog let me assume that you actually need this technology to spawn it at all and it will not spawn randomly anymore?
Title: Re: Bugs & Crash Reports
Post by: The Think Tank on April 23, 2016, 02:20:01 am
Siberian Mission still doesn't work for me, sometimes I get an error message other times nothing at all.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 23, 2016, 03:01:45 am
It's actually a Mansion error. Darn. I fixed the case though...

Here's from the save:

Code: [Select]
missionSites:
  - lon: 1.4835298641951802
    lat: -1.1693705988362006
    type: STR_LOC_EMANSION
    deployment: STR_LOC_SIBERIA
    id: 1
    texture: -11
    secondsRemaining: 684000
    race: STR_FLOATER_MANSION
    detected: true

It behaves like the region for mansion was wrongly defined... but it isn't... wtf...
Title: Re: Bugs & Crash Reports
Post by: Yglorba on April 23, 2016, 05:13:26 am
I'm still experiencing the Siberia base crash, too, in 0.98D1.  Not sure if you need another save, but I attached one just in case (shortly before the mission appears.)

This save was in a game that was played in earlier versions until shortly before the mission appeared, of course, so if the fix wouldn't affect an immediately-upcoming mission, that could be the reason.
Title: Re: Bugs & Crash Reports
Post by: The Think Tank on April 23, 2016, 06:26:10 pm
It's actually a Mansion error. Darn. I fixed the case though...

Here's from the save:

Code: [Select]
missionSites:
  - lon: 1.4835298641951802
    lat: -1.1693705988362006
    type: STR_LOC_EMANSION
    deployment: STR_LOC_SIBERIA
    id: 1
    texture: -11
    secondsRemaining: 684000
    race: STR_FLOATER_MANSION
    detected: true

It behaves like the region for mansion was wrongly defined... but it isn't... wtf...

I found something strange, supposedly I did not do the Siberia research before going to that mission, recently the research popped up, I did it and was able to go on the mission without a problem. So it might be an issue of it showing up prematurely.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 23, 2016, 06:47:55 pm
So at least Siberia proper works. Now we only have an issue with some Mansions masquerading as Siberia mission... Let's see if it keeps up or my fixes solved the problem.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on April 23, 2016, 06:56:59 pm
I just noticed the cyberdisc corpses have changed:

Code: [Select]
  - type: CYBERDISC_CORPSE_1X
    name: STR_CYBERDISC_CORPSE
    weight: 80
    floorSprite: 100205
    invWidth: 0
    invHeight: 0
  - type: CYBERDISC_CORPSE_2X
    weight: 80
    floorSprite: 100206
    invWidth: 0
    invHeight: 0
    battleType: 11
    recoveryPoints: 3

Shouldn't it be:

Code: [Select]
  - type: CYBERDISC_CORPSE_1X
    name: STR_CYBERDISC_CORPSE
    weight: 80
    floorSprite: 100205
    invWidth: 0
    invHeight: 0
    battleType: 11
    recoveryPoints: 3
  - type: CYBERDISC_CORPSE_2X
    weight: 80
    floorSprite: 100206
    invWidth: 0
    invHeight: 0
    recover: false
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 23, 2016, 07:52:24 pm
Yes. Thanks...
Title: Re: Bugs & Crash Reports
Post by: Warzameg on April 23, 2016, 10:27:00 pm
I don't know that this is a bug, but I figured I'd report it since it isn't in the change notes.  In the games I started under .98B, I got almost exactly one pogrom a month (pogrom 16 was in April of the second year).  I started my current game with .98C, and I've only had five pogroms in a full year of play.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 23, 2016, 10:31:38 pm
Maybe it's not clearly stated, but since 0.98C, all enemy missions in a month have less than 100% chance of spawning. It makes the game less predictable, and creates a gap for planned novelty missions to fill.
Title: Re: Bugs & Crash Reports
Post by: Zharkov on April 24, 2016, 02:28:15 pm
another typo, should read XXIst
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 24, 2016, 07:26:39 pm
Intercepted an Imperial Probe, first with an Kraken, followed it until my Bonny arrived (which was unarmed) and then got this message screen when the interception screen (for the unarmed bonny) should pop up.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 24, 2016, 07:34:28 pm
It's a TFTD thing, OXC bug. Save please, this bug is very very elusive.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 25, 2016, 01:13:51 am
Here you go. It's another savegame, the glitch happened again. I think it has to do with the fact that my Bonny is unarmed.
Just click on the interception icon.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 25, 2016, 01:19:56 am
it is indeed an unarmed craft related bug. I've seen it quite alot actually but it appears to have no actual game impact.
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 25, 2016, 01:41:52 am
Game crashes, when I'm trying to research public enemy I guess.

I think the game just don't want me to finish the game :P

Edit: If I don't research it doesn't crash
If I disable spent research item, It still crashes.
If I insert the tech in the save game and don't research public enemy it doesn't crash, but crashes If I do

So It has something to do with the research trigger, when it's completed. I don't think I can figure it out without the source code.
I can't take over more work  :(
Title: Re: Bugs & Crash Reports
Post by: Arthanor on April 25, 2016, 03:57:13 am
Do you use save scumming?

The Public Enemy research gives other techs, one of which can be "STR_LIGHT_CRYSTAL". However, it has no research topic or ufopaedia article associated with it, just an item. So it is likely that your game is trying to give you knowledge of "STR_LIGHT_CRYSTAL" but failing because there is no such research to give.

For now, I would try going into your Piratez.rul, finding the "STR_STAR_GOD_PUBLIC_ENEMY" and removing the "STR_LIGHT_CRYSTAL" from the getOneFree list. The game should give you something else and all the other topics should be safe. Hopefully that fixes it.
Title: Re: Bugs & Crash Reports
Post by: superschokokeks on April 25, 2016, 05:40:27 am
Yes, the option Savescumming is on.

And that fixed it. Thank you
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 25, 2016, 09:20:20 am
it is indeed an unarmed craft related bug. I've seen it quite alot actually but it appears to have no actual game impact.

True, but the color selection of that message needs a change for sure  :) And a fitting STR_ of course.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 25, 2016, 10:34:59 am
It's a TFTD thing, OXC bug. Save please, this bug is very very elusive.

It was fixed 4 months ago: https://github.com/SupSuper/OpenXcom/commit/7eb860eaf3b1d2f06290e87308354581746600db

I will cherry-pick the change into OXCE+.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on April 25, 2016, 12:44:35 pm
I just met 2 beastmasters in the ship. I stripped their armor by shooting and then I have stunned them (and at least one soldier outside the ship), but there are no captured units.
VERSION 0.98D - campaign started with older version
Edit: My bad - i should upgrade to ver 0.98D1
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 25, 2016, 01:41:51 pm
"Nepratel utopeno", "Utopencu obrano"... great translation :D I almost laughed my ass off :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 25, 2016, 01:52:33 pm
That has to be first translation ever. Share it dude :)

Intercepted an Imperial Probe, first with an Kraken, followed it until my Bonny arrived (which was unarmed) and then got this message screen when the interception screen (for the unarmed bonny) should pop up.

Might also be some problem with your settings/game directory since I'm not getting this message when following your instructions. Might be why I have never experienced it myself...
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 25, 2016, 02:33:31 pm
Not sure if Meridan's new exe fixed it or the fact that I deleted all TFTD files from the default directory, but now it works!  :)
Thanks for either the fix or the tip!
Title: Re: Bugs & Crash Reports
Post by: Asheram on April 27, 2016, 02:13:37 pm
Not sure if it has been mentioned but I've had several issues with corpses changing appearance when they are being picked up.
For example, picked up one Mercenary Commando and once it got into my hand it turned into what I believe was an Academy unit
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 27, 2016, 04:45:07 pm
Not sure if Meridan's new exe fixed it or the fact that I deleted all TFTD files from the default directory, but now it works!  :)
Thanks for either the fix or the tip!

Update: Bug is back, happens when UFO accelerates out of interception screen range and re-enters it OVER WATER. Over land is fine....  :-\
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 27, 2016, 05:10:15 pm
Update: Bug is back, happens when UFO accelerates out of interception screen range and re-enters it OVER WATER. Over land is fine....  :-\

It will be fixed with my newest EXE as I said... I just didn't publish it yet, have a little patience :)
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 27, 2016, 05:28:02 pm
Ok.   :)
Title: Re: Bugs & Crash Reports
Post by: Bartojan on April 27, 2016, 06:49:21 pm
Duplicates in Pirate.nam:
Code: [Select]
Bloody
Katana
Manta
Mary
Rose
Valkyrie
Vampire
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 27, 2016, 09:13:26 pm
What's up with the Gatling Laser HWP? I brought it on a mission, didn't fire a single burst, and for some reason it lost 55 out of 60 rounds. When I checked the ammo on the inventory screen, it looked like it had brought back only one round from the mission, instead of 5.  :o
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 27, 2016, 10:49:14 pm
What's up with the Gatling Laser HWP? I brought it on a mission, didn't fire a single burst, and for some reason it lost 55 out of 60 rounds. When I checked the ammo on the inventory screen, it looked like it had brought back only one round from the mission, instead of 5.  :o

Distressing. Save plox, quite impossible to recreate since it can't be tested in Quick Battle.
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 27, 2016, 11:08:25 pm
Here, just aborting the mission straight away is enough.

As a side note, I tried to fix this by cleaning up the Gatling Laser HWP ruleset entry a bit and matching it to the HMG Cyberdisc's, since I didn't have any ammo problems with that. Didn't work, instead the HWP gained snap and aimed fire modes apparently because I removed the tuSnap: 0 and tuAimed: 0 lines. So instead of defaulting to 0/no snap or aimed modes, it's defaulting to some other values (maybe the vanilla OpenXcom Laser HWP ruleset entry?).
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 27, 2016, 11:12:20 pm
Yes it defaults to vanilla settings. Also please name saves a bit more creatively in the future, I have at least a dozen bug.sav's ;)

EDIT: okay, fixed. All you have to do is to add clipsize: 60 to STR_TANK_LASER_CANNON weapon entry. A few more tanks had such problem as well, will be fixed in the next ver.
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 27, 2016, 11:26:55 pm
Hehe, I'll keep that in mind. :P And thanks for the fast fix.
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 28, 2016, 12:35:05 am
Hum, that fix doesn't work for me. Now the tank brings only a single shot to missions...
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 28, 2016, 12:52:36 am
Try clipsize: 0 maybe?
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 28, 2016, 01:06:32 am
With clipSize: 0 capacity is correct, but now after a mission the game spawns an extra 60 rounds from thin air... 184 rounds before loading the tank into a transport, 124 rounds after that, and after returning back to base stores show 184 again with the tank still inside the transport. Pulling the tank out adds an extra 60 rounds to a total of 244.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 28, 2016, 01:23:33 am
hmmm... clipsize: -2? :)
Title: Re: Bugs & Crash Reports
Post by: Roxis231 on April 28, 2016, 02:07:57 am
Hum, that fix doesn't work for me. Now the tank brings only a single shot to missions...

With clipSize: 0 capacity is correct, but now after a mission the game spawns an extra 60 rounds from thin air... 184 rounds before loading the tank into a transport, 124 rounds after that, and after returning back to base stores show 184 again with the tank still inside the transport. Pulling the tank out adds an extra 60 rounds to a total of 244.

 ???

Hmm - There was a bug reported last year that caused similar problems - #1029 (https://openxcom.org/bugs/openxcom/issues/1029)

Think they are conected? :-\
Title: Re: Bugs & Crash Reports
Post by: R1dO on April 28, 2016, 03:26:07 am
It was a bug in oxc that went unnoticed for quite some time.

To fix it you would need commit f7d2c8e from 2016-03-10. Which i guess is not yet merged into OXCE++
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 28, 2016, 12:02:33 pm
It was a bug in oxc that went unnoticed for quite some time.
To fix it you would need commit f7d2c8e from 2016-03-10. Which i guess is not yet merged into OXCE++

I have cherry-picked the fix by Warboy, but I didn't test it, because I don't have any such HWP yet.
Can someone please test it?

v2016-04-28
  + Fix "can't engage airborne" bug by SupSuper
  + Fix "tank ammo" by Warboy
  + Added configurable hotkeys for Aim/Snap/Auto/Hit/Throw/etc., more info: https://openxcom.org/forum/index.php/topic,4520.msg63599.html#msg63599
  + Items with zero or less weight don't show weight in ufopedia
  + Right-click on item in hand (in battlescape) brings up related ufopedia entry
  + Middle-click on item in inventory (in inventory screen) brings up related ufopedia entry

Download: https://drive.google.com/open?id=0B8itkFQbhj-YUVFGbTBKSVgzWUE
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 28, 2016, 12:25:43 pm
I can tell straight away that something is a bit off: your post-battle loot sell routine asks me to sell my tanks and 1 round of ammo per each :)
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 28, 2016, 01:05:15 pm
I can tell straight away that something is a bit off: your post-battle loot sell routine asks me to sell my tanks and 1 round of ammo per each :)

Save and ruleset change please... I'll test it in the evening.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 28, 2016, 01:13:40 pm
No change, tested by QB (which can be wonky). Load any tank, abort mission.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 29, 2016, 12:37:08 am
Correct ruleset looks like this:

Code: [Select]
  - type: STR_TANK_LASER_CANNON
    compatibleAmmo:
      - STR_HWP_LASER_CANNON_BATTS
    clipSize: 0
  - type: STR_HWP_LASER_CANNON_BATTS
    clipSize: 60

All the bugfixes people so generously linked are for something else :) ... I will revert also the change I did in the last EXE.

PS: @Dioxine: Quick battle and loot UI is probably doing random stuff, as there is no base to compare what was before and after... I'll probably remove loot from QB later
Title: Re: Bugs & Crash Reports
Post by: Roxis231 on April 29, 2016, 08:22:04 am
Meridian - The issue I mentioned (Bug report #1029 - Gauss Cecolanth starts Terror Mission with only ONE round ) is from 2015-08-17 (not sure of the commit#) not as mentioned by R1d0 from 2016-03-10, I think that's for Bug report #1187 - Interceptor flying wrong way with "Predict UFO trajectory" option enabled

Edit - I thought Yankes had already included this in OXCE+ as 2.9 uses the Nightly 2015-11-05, Right?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 29, 2016, 11:36:52 am
With clipSize: 0 capacity is correct, but now after a mission the game spawns an extra 60 rounds from thin air... 184 rounds before loading the tank into a transport, 124 rounds after that, and after returning back to base stores show 184 again with the tank still inside the transport. Pulling the tank out adds an extra 60 rounds to a total of 244.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 29, 2016, 11:51:57 am
Not sure if ivandogovich is around here lately, I posted a bug report about the thief armor corpse in his alt-corpse-mod thread, but no answer.

But as it has been adopted officially, I will repeat it here:
The thief armor corpse (dead) also has the strange graphic bug the (now fixed) other buggy files had. IIRC it has to do with a wrong conversion.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 29, 2016, 11:53:48 am
With clipSize: 0 capacity is correct, but now after a mission the game spawns an extra 60 rounds from thin air... 184 rounds before loading the tank into a transport, 124 rounds after that, and after returning back to base stores show 184 again with the tank still inside the transport. Pulling the tank out adds an extra 60 rounds to a total of 244.

Doesn't happen to me.
Probably you have changed the clipSize during the mission, which could lead to this.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 29, 2016, 11:57:40 am
So all is fixed now, then.
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 29, 2016, 02:47:09 pm
Hum, after changing the clipSize I always loaded a geoscape save and proceeded on a mission from there, but... I'm not seeing this "bug" anymore either, so yeah. Perhaps that's what too much Bacardi Finely Distilled Rum does to you. :P
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 29, 2016, 02:54:01 pm
Not sure if ivandogovich is around here lately, I posted a bug report about the thief armor corpse in his alt-corpse-mod thread, but no answer.

But as it has been adopted officially, I will repeat it here:
The thief armor corpse (dead) also has the strange graphic bug the (now fixed) other buggy files had. IIRC it has to do with a wrong conversion.

Heh.  Sorry, I haven't responded to that.  I'm having such a difficult time getting the process just right for the unit graphics to convert that I didn't jump on it right away. 
Looking at the patch, I can see now that I didn't get the Theif(Dead) corpse in it (Maybe I just missed it).  Do you have a save that you can test it with?
I'm attaching the graphic I have (from my previous re-working).  Just place it in the Mod \resources\corpses  folder.
Title: Re: Bugs & Crash Reports
Post by: Mattdo on April 29, 2016, 03:57:44 pm
Not sure if this is a bug or a coincidence, but I have hyperwave monitoring of most of the planet, and whenever I pick up a 'Sway Local Government' mission, 90% of the time, they're heading to Death Realms, (which I already lost months ago - which means, as far as I can tell, I can safely ignore it). I imagine the game would be a lot more difficult if I actually had to shoot down all those vessels...
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 29, 2016, 04:05:57 pm
You sure they're heading for Death Realms? Or just Australasia? Since the HWD can't tell the country, it only tells you continent/region. Might be a language bug, if so, save or even a picture would be helpful.
Title: Re: Bugs & Crash Reports
Post by: Mattdo on April 29, 2016, 04:09:55 pm
Are there any other governments in Australasia in this game?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 29, 2016, 05:08:09 pm
Pirate Straits, partially?
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 30, 2016, 03:36:21 pm
Looks like CYBERDISC_ARMOR in Piratez_Armors.rul is missing a lot of entries, corpseBattle and armor values among other things.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on April 30, 2016, 03:47:29 pm
Looks like CYBERDISC_ARMOR in Piratez_Armors.rul is missing a lot of entries, corpseBattle and armor values among other things.

Then it certainly inherits them from vanilla CYBERDISC_ARMOR.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 30, 2016, 03:49:10 pm
Looks like CYBERDISC_ARMOR in Piratez_Armors.rul is missing a lot of entries, corpseBattle and armor values among other things.

So? What is the bug you've spotted? Or did you look under the skirt for no reason? :P
Title: Re: Bugs & Crash Reports
Post by: jammjammjamm on April 30, 2016, 04:05:59 pm
I just installed 0.98E in windows, and when I run it, I get an error in Piratez_AltCorpse.rul (yaml-cpp: error at line 725, column 4: end of sequence not found).

So it automatically disables the mod, and when I restart, the language is not English (Czech, maybe?). When I change the language back to English [US], not everything changes. The first time, there were lots of STR_whatever names, including for my funds, so I couldn't see how much money I had (just STR_FUNDS).

I deleted my installation and reinstalled. Same AltCorpses bug. This time when I changed the language back to English, some of the strings are in English, and some aren't. I re-enabled AltCorpses, and got the same error. When I restarted it this time, it's back to the STR_whatever strings.
Title: Re: Bugs & Crash Reports
Post by: Hazard on April 30, 2016, 04:07:26 pm
So? What is the bug you've spotted? Or did you look under the skirt for no reason? :P
I was taking a look because I didn't get any cyberdisc wrecks from a terror mission, even though I thought I met the requirements to get them... But it could well be I didn't kill them in a manner that preserves the wreck. My first thought was that there's something wrong with corpseBattle items.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on April 30, 2016, 04:10:15 pm
I just installed 0.98E in windows, and when I run it, I get an error in Piratez_AltCorpse.rul (yaml-cpp: error at line 725, column 4: end of sequence not found).

So it automatically disables the mod, and when I restart, the language is not English (Czech, maybe?). When I change the language back to English [US], not everything changes. The first time, there were lots of STR_whatever names, including for my funds, so I couldn't see how much money I had (just STR_FUNDS).

I deleted my installation and reinstalled. Same AltCorpses bug. This time when I changed the language back to English, some of the strings are in English, and some aren't. I re-enabled AltCorpses, and got the same error. When I restarted it this time, it's back to the STR_whatever strings.

Have you tried other EN languages?
Title: Re: Bugs & Crash Reports
Post by: bluberd on April 30, 2016, 04:22:08 pm
I just installed 0.98E in windows, and when I run it, I get an error in Piratez_AltCorpse.rul (yaml-cpp: error at line 725, column 4: end of sequence not found).

So it automatically disables the mod, and when I restart, the language is not English (Czech, maybe?). When I change the language back to English [US], not everything changes. The first time, there were lots of STR_whatever names, including for my funds, so I couldn't see how much money I had (just STR_FUNDS).

I deleted my installation and reinstalled. Same AltCorpses bug. This time when I changed the language back to English, some of the strings are in English, and some aren't. I re-enabled AltCorpses, and got the same error. When I restarted it this time, it's back to the STR_whatever strings.

I have the same problem with .98E on Win10); Czech as default, when switching to English US or UK dates/funds etc look like crap.
Also, same with the AltCorpses, but I just took the mod from .098D1 and works.
A lot of interesting changes in .98E but I guess I stick now to the .98D1 unless someone comes with an idea how to correct the dates.
Title: Re: Bugs & Crash Reports
Post by: jammjammjamm on April 30, 2016, 04:23:27 pm
Have you tried other EN languages?

I just tried all the other EN languages and it's the same. I also tried a few other random languages, and they also seem the same. If I set the language back to the original one it tries (Cesky), then there are no longer any STR_whatever strings. Then when I change the language to something else, any UI element that had a STR_ string now has a Cesky string instead. So in English [US], it's "5 sek" instead of "5 secs", "1 had" for "1 hour", and "1 den" for "1 day", etc.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 30, 2016, 04:31:02 pm
Try to use /piratez/language en-US.yml file from the previous version. Also restore your old config file. The language system for 'master mods' is quite shitty and looks like I broke it again.

EDIT: I will update links with a corrected version. And can someone PLEASE set up an archive with correct language files (2015-10-29) for all languages? The only good ones I have are EN-US and Czech.
Title: Re: Bugs & Crash Reports
Post by: jammjammjamm on April 30, 2016, 04:40:34 pm
Try to use /piratez/language en-US.yml file from the previous version. Also restore your old config file.

That fixed it. Thanks!
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 30, 2016, 04:42:46 pm
Here also the fix for the altcorpse mod. It seems Dioxine used an old version to update. AND please delete the Tester rul file in the altcorpse mod, too, it is unneeded and contains another bug (missing graphic)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 30, 2016, 04:46:04 pm
Nah I used an unofficial updated version Ivan linked me yesterday :)
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 30, 2016, 04:52:33 pm
laser tank still has clipSize = -1, not 0 ... or at least I can't see the change
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 30, 2016, 04:54:03 pm
ok now with altcorpse fixed, the tester file deleted and the language file replaced, the new version works.... :)

Love the airbus, btw. Nice ufopedia screen!
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 30, 2016, 04:54:41 pm
where?

Code: [Select]
  - type: STR_TANK_LASER_CANNON
    categories: [STR_BAT_CAT_AUX]
    size: 12
    costSell: 594000
    transferTime: 96
    weight: 1
    bigSprite: 54
    floorSprite: 0
    handSprite: 0
    bulletSprite: 5
    fireSound: 11
    compatibleAmmo:
      - STR_HWP_LASER_CANNON_BATTS
    hitSound: 19
    hitAnimation: 36
    power: 70
    damageType: 4
    accuracySnap: 0
    accuracyAimed: 0
    accuracyAuto: 50
    tuSnap: 0
    tuAimed: 0
    tuAuto: 24
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    turretType: 2
    autoRange: 25
    autoShots: 5
    dropoff: 1
    bulletSpeed: 16
    listOrder: 1240
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 30, 2016, 04:59:32 pm
Somethings gone fishy. STR strings everywhere. Occurring in every armor and gal when i went to new battle to have a peak at the new stuff.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 30, 2016, 04:59:56 pm
inherited from master xcom1
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 30, 2016, 05:04:03 pm
sorry merdian that means nothing to me. Thou i notice now that these are the same strings that had language corruption. Guess overwriting lang from old version did not fully work. i wonder why.
Title: Re: Bugs & Crash Reports
Post by: Meridian on April 30, 2016, 05:08:17 pm
Sorry, that was answer to dioxine's question above... the clipSize=-1 is inherited from xcom1 master game ruleset.

As for the language issue, wait for a fix, it's been reported already few posts ago.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 30, 2016, 05:09:46 pm
legionof1, overwrite the new language file with the old, it now works fine for me. Just tested it in the Battle generator.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 30, 2016, 05:10:36 pm
i did and that's how i arrived at the strings missing.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 30, 2016, 05:12:43 pm
Sorry, not the piratez_lang. rul, the one in the Language folder called en-us.yml
Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 30, 2016, 05:14:10 pm
yes the one in the language file.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on April 30, 2016, 05:23:46 pm
Odd, it works for me.  ???

Ok here is what I did:

1. Deleted the tester rul file in the alt-corpses folder
2. corrected the bug in the alt-corpses rul  (file is above^)
3. Replaced the en-us.yml file with the one from the user/mods/piratez/language folder of the d1 version

Title: Re: Bugs & Crash Reports
Post by: legionof1 on April 30, 2016, 05:27:55 pm
yep me too. I mean at least its not partial chzech anymore so thats something.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on April 30, 2016, 05:50:45 pm
I'll just chime in Here:   Sorry for all the bugs with Alt -Corpses.   :-[  I tried to get it up with out having a copy of 98e. And doing the work between two computers it looks like I messed up in what I sent to Dioxine. ( One with an old bug, and my tester rul still included.)

Edit:  I've posted an updated version in the Alt-Corpses mod thread.  (Thanks new_civilian for the better rule file!)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on April 30, 2016, 06:44:15 pm
Download the mod once again, I switched to an updated file with no en-US issues. Sorry for that.

@Meridian: ooops... I forgot that not every vanilla tank had Clipsize=0 :)
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on May 01, 2016, 08:06:36 am
Quick Heads up: Found another sneaky bug in the Alt-Corpses mod:  (Merc commando corpse displayed as Academy medic)

Corrected entry for Merc Commando (Lines 404 - 406)
Code: [Select]
  - type: STR_MERC_1_CORPSE_BATTLE
    bigSprite: 115531 
    bigSpriteAlt: 120531
Title: Re: Bugs & Crash Reports
Post by: Bartojan on May 01, 2016, 12:45:46 pm
Double entries in Piratez_lang.rul (94E):
Code: [Select]
STR_SHADOWS
STR_SILACOID_TERRORIST
STR_SILACOID
STR_RIFLE_CLIP_PS
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 01, 2016, 12:58:38 pm
Completely insane TU cost on craft ground on this tileset.

As you can see from the following picture:
https://imgur.com/tX3Gz7B

Every mission I get on this tileset has the move cost on the tiles under Xcom and UFO craft 8 TU-s.
It gets old real fast if you need 170 time units to get from the Battleship edge to the Battleship elevator if you wish to leave TUs for overwatch. :(
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 01, 2016, 01:13:47 pm
Completely insane TU cost on craft ground on this tileset.

As you can see from the following picture:
https://imgur.com/tX3Gz7B

Every mission I get on this tileset has the move cost on the tiles under Xcom and UFO craft 8 TU-s.
It gets old real fast if you need 170 time units to get from the Battleship edge to the Battleship elevator if you wish to leave TUs for overwatch. :(

Had that, too, but first I thought it was a feature (difficult terrain etc.). Now I am no longer sure as I realized that the mountain tiles on said terrain do NOT have the same high TU numbers....  :-\
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 01, 2016, 01:24:03 pm
I could fix it but meh, it's more interesting that way. Mountain tiles do not have it since it adds nothing to the challenge while being tedious.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 01, 2016, 01:26:06 pm
And it would be even more interesting and less immersion breaking if it were consistent across the entire map. :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 01, 2016, 01:31:42 pm
Maybe it would, maybe it wouldn't (imagine checking every f*kken cave with increased move cost). The gist is, fixing this stuff requires a few hours of work. I'll rather use my time doing something I care about.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 01, 2016, 01:45:55 pm
Thank you for your awesome and voluntary work on this project. I will forgive you *one time* for not caring.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 01, 2016, 02:09:37 pm
Oh I don't care about a million of other things too. Else I would never have gotten past version 0.1. To explain, these maps aren't my work, so tweaking them is difficult. I could disable them but is such a thing enough to cut down on variety?
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 01, 2016, 05:13:33 pm
Just 2 minor bug reports here: I got a CTD when trying to (foolishly) intercept this UFO,
Normally I would haven not even tried to do so, but I clicked the wrong button...  :)

Then there are 2 buggy alien base maps.
IIRC hellrazor fixed them and there should be newer versions available (see pics)
The first is missing the walls, you can see the brown backdrop partially
The second has walls inside the ground, a bar of something poking out of the ground and other bugs.

Oh I don't care about a million of other things too. Else I would never have gotten past version 0.1. To explain, these maps aren't my work, so tweaking them is difficult. I could disable them but is such a thing enough to cut down on variety?

Now that I played several missions on that terrain I actually like it.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 01, 2016, 05:52:23 pm
Thanks for the heads up. I'm not fixing the UBASE yet since it's temporary.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 01, 2016, 06:02:35 pm
Thanks for the heads up. I'm not fixing the UBASE yet since it's temporary.

The Xops alien base looks so awesome, maybe Xops gives you permission to use it?  ;)
Title: Re: Bugs & Crash Reports
Post by: Arthanor on May 01, 2016, 09:10:56 pm
I don't know if I am the only one suffering from this, but my interception icons are messed up. The little drawing of my craft fills with red much faster than my craft actually gets damaged, which makes interceptions very difficult to gauge.
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 01, 2016, 09:15:28 pm
I don't know if I am the only one suffering from this, but my interception icons are messed up. The little drawing of my craft fills with red much faster than my craft actually gets damaged, which makes interceptions very difficult to gauge.

I get that bug also relatively often... but can't reproduce it.
It's OXCE thing for a looong time now...
Title: Re: Bugs & Crash Reports
Post by: greattuna on May 01, 2016, 11:52:51 pm
Something tells that I shouldn't receive 235 howitzer shells upon ending of combat. I only fired one shell out of 8 and one machine gun burst.

I don't know if I am the only one suffering from this, but my interception icons are messed up. The little drawing of my craft fills with red much faster than my craft actually gets damaged, which makes interceptions very difficult to gauge.

Also second this. I only recently got it, and it made me terrified because I thought my craft got destroyed.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on May 01, 2016, 11:59:44 pm
I'll try to save before intercepting and see if I can reproduce it! That would be a good bug to squash...
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 02, 2016, 01:12:39 am
I don't know if I am the only one suffering from this, but my interception icons are messed up. The little drawing of my craft fills with red much faster than my craft actually gets damaged, which makes interceptions very difficult to gauge.
Wait this isn't some sort of deliberate design choice? I thought it came with the mod I don't think I've seen a single interception without it.
Title: Re: Bugs & Crash Reports
Post by: sabrecat on May 02, 2016, 07:37:39 am
With 98E plus Meridian's latest (for enjoying performance and view range improvements), I seem not to be able to re-research the Osiron Security and Reticulan Peon I recently captured. Something I'm overlooking/messed up, or a bug?
Title: Re: Bugs & Crash Reports
Post by: legionof1 on May 02, 2016, 10:53:36 am
The 2 captives you mention do not have multiple tech unlocks. As far as i can tell you have already expended all avenues of research from them.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 02, 2016, 01:19:17 pm
Yeah these two can only be researched once.
Title: Re: Bugs & Crash Reports
Post by: sabrecat on May 02, 2016, 04:38:19 pm
Ah, OK! More cash for me, then... thanks!
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 02, 2016, 08:37:08 pm
Now after 4 ingame years I finally have a 6gal team ready and equipped, finally a mansion mission appears, I start the Airbus and what the.......
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 02, 2016, 08:38:51 pm
Airbus is not allowed to go to that mission.
Take a different craft.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 02, 2016, 08:42:50 pm
Airbus is not allowed to go to that mission.
Take a different craft.

Ack. Does it say so in the ufopaedia? I have to check...

<sigh> "For getaway, we need a fast enough and not too heavy a ship. "
So I basically bought and kept that Airbus all those years for nothing....  :'(

Anyway, The missing STR, is that a bug or am is it caused by the new (viewrange+) exe?
Where do I get a new craft that fast.... I do not want to reequip my Deliverator (the main craft I am using atm)
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 02, 2016, 08:48:07 pm
It says in that message you got... it's just not translated, yet.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 02, 2016, 08:52:53 pm
Code: [Select]
      STR_STARTING_CONDITION_CRAFT: "The ship is no good for a mission like that, cap'n."

 ;D
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 02, 2016, 09:33:12 pm
Well, Airbus is stealthy by the way how it's mundane, and not THAT slow, so I think I'll allow it for the mission. I just haven't thought of it Well not, too slow, and too early a craft :) For now, buy a Pachyderm, it does fit :)
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 03, 2016, 03:38:03 am
Did that. Luckily it has a short delivery time.  :)

Btw, there are some strange things in the Battle Generator:

1. There is a part of some strange clickable field/button showing at the left corner of the Battle generator. It seems to have no function.
2. STR_CRACKDOWN_LESSER is listed in the missions but has no STR obviously.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 03, 2016, 08:38:45 am
Assuming it's a bug.
Soldier can berserk shoot while both hands full with a weapon that normally requires you to have an off hand free in order for it to be used.

In the example save the soldier goes berserk and offloads quarter of a magazine of Bossar while having a zapper equipped in the other hand.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on May 03, 2016, 12:51:22 pm
Not a bug persay just how the game handles berserk. Its always acted like that. Berserk just has the unit fire or swing with whatever is in main hand(if anything) then tries left hand with 250% TU. Result of very simple if x then y coding.
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 03, 2016, 01:51:41 pm
Assuming it's a bug.
Soldier can berserk shoot while both hands full with a weapon that normally requires you to have an off hand free in order for it to be used.
In the example save the soldier goes berserk and offloads quarter of a magazine of Bossar while having a zapper equipped in the other hand.

It's working as I intended.
When I added true 2-handed weapons, the question came up and the decision was:

Applies only to:
- your soldiers under your control
- enemy under your control

Doesn't apply to:
- your soldiers under enemy control
- your soldiers panicking/berserking
- enemy under enemy control
Title: Re: Bugs & Crash Reports
Post by: Xtendo-com on May 03, 2016, 02:31:21 pm
Soldier can berserk shoot while both hands full with a weapon that normally requires you to have an off hand free in order for it to be used.
It's should be a feature since in berserk state you don't care about pain and you has a lot of negative brutal energy to spend. I has an idea that in berserk mode your unit should run blindly into enemy instead of random shoot in case of no line of sight. Shooting to your own soldiers is ridiculous for me.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 03, 2016, 02:33:45 pm
Also, the AI would be too stupid to understand why it can't fire :)

2. STR_CRACKDOWN_LESSER is listed in the missions but has no STR obviously.

...where? what? Does it show on HWD screen somewhere?
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 03, 2016, 02:48:13 pm
1. There is a part of some strange clickable field/button showing at the left corner of the Battle generator. It seems to have no function.

That's the slider for alien tech level... which can't handle that PirateZ has only one tech level. Slider works correctly only with 2 options or more.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 03, 2016, 02:51:54 pm
That's the slider for alien tech level... which can't handle that PirateZ has only one tech level. Slider works correctly only with 2 options or more.

ok thanks.

...where? what? Does it show on HWD screen somewhere?

nope only in the Battle Generator.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 03, 2016, 02:53:53 pm
Well, it does handle the problem - it disables itself instead of crashing the game :)

STR_CRACKDOWN_LESSER it's a rump deployment used by per-race deployment customization code (by Yankes). Better don't select it in QB.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 03, 2016, 02:59:49 pm
Ok, never intended to, just wanted to report the missing STR.  :)
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 03, 2016, 09:26:47 pm
I'll try to save before intercepting and see if I can reproduce it! That would be a good bug to squash...

So, I spent almost 2 hours on this trying to reproduce.
I had about 20-30 interceptions and was patiently saving before each one.
Eventually I got the buggy behaviour... I had a save and reloaded to see if it still happens... and it did.
I reloaded a few more times just to be sure and could reproduce it every time.
Then I turned off the game and went on debugging in visual studio with my precious save.... but nothing!
So, I started the game again, just to see if I'm crazy... and nothing, very same game, very same save, no save scumming.

I believe this must be some sort of memory leak or something similar... cos this is frikkin' irreproducible!
Title: Re: Bugs & Crash Reports
Post by: Arthanor on May 03, 2016, 09:48:06 pm
Hum.. I failed to make a proper save. I get a bunch of warnings when I compile, I'll try to pay attention. I know there are a few instances of "this variable will not be reset or deleted" warnings, which depending on where they occur, might be interesting to look into.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 04, 2016, 10:35:42 am
And it would be even more interesting and less immersion breaking if it were consistent across the entire map. :)

Maybe it would, maybe it wouldn't (imagine checking every f*kken cave with increased move cost). The gist is, fixing this stuff requires a few hours of work. I'll rather use my time doing something I care about.

I have to admit I liked it for a while, but there are large maps where you have to spend too many turns just to reach a single enemy in the far corner, which slows the game down too much AND it gives ranged combat too much importance. Melee is simply a no-go on those maps unless you spend a lot of time for reaching that lone small unit instead of simply sending a mortar round. I can make a mcd-patch rulfile to change the TU cost back to default if anyone/Dioxine wants it.

edit: i checked all the terrain mcd files and there seems to be a simple cause to all the strange TU behaviour: Certain tiles do have their tile-type set to 3 when it should be 0.

took me about 30 minutes of scrolling through 97 mcd files....  :P

A fix/change should be doable in ~5 minutes.

EDIT: ATTACHED FIX

please report to me if I have missed a tile, I will add it then asap. I think I have found all, though.

I hope this works, I am not entirely sure If I got the logic of those MCD files right. I saw that other (default) terrain type 3 files had their TU-costs at zero, the conflicting ones had theirs set to 4, so I set them in the mcd-patch^ to 0, which hopefully fixes them. No guarantee, though. Please report any findings here.

small update: corrected file to UPPERCASE labels, not sure if it's needed, but better safe than sorry.
small update 2: found one more terrain with TU costs bug
Title: Re: Bugs & Crash Reports
Post by: Cristao on May 04, 2016, 01:14:24 pm
^I will check when I get home. TY in advance!! It was a pain.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 04, 2016, 03:25:30 pm
This is rather odd.
Mind controlled Osiron Security has 12% aimed shot with Gauss Sniper which is not consistent with his firing accuracy stat nor is it consistent with his accuracy on the Heavy Gauss.
Save attached.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on May 04, 2016, 03:47:23 pm
This is rather odd.
Mind controlled Osiron Security has 12% aimed shot with Gauss Sniper which is not consistent with his firing accuracy stat nor is it consistent with his accuracy on the Heavy Gauss.
Save attached.

This in fact is correct behavior. Sniper gauss determines skill as (firing squared x .1%) not straight skill. 30x30 is 900x.01=9 then times accuracy for firing mode. 9 effective skill times 1.4 for aimed=12.6. Round down 12.

Most pure sniper guns follow this behavior. The intent is to make them a specialized tool rather then a high damage high TU rifle. The fireing squared times 1% makes the weapon really bad for low skil units without hindering high skill units.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 04, 2016, 05:19:55 pm
Also, you play on the kid's difficulty, which cuts enemies Firing stat down to nothing (and their armor by half). This makes enemies unqualified to use any kind of sniping weapon.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 05, 2016, 02:20:45 am
Well the first game I attempted was Veteran ended in 8 hours flat. :3
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 05, 2016, 10:08:33 am
This... problem... will be adressed too, by expanding the early game :)
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 05, 2016, 06:05:25 pm
I updated the TU-fix file in this post: https://openxcom.org/forum/index.php?action=post;msg=64381;topic=4058.510
Missed the Grassland terrain...  ::)

fixed.

Dioxine: Do you want to use the fix for the next version or shall I upload it here in the forum as a mod?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 05, 2016, 10:35:12 pm
Is it properly tested on all conerning terrains? If so, I will add it.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 05, 2016, 11:28:57 pm
I ran a quick test in the Battle Generator on the corresponding terrains and also fixed the Grassland terrain AFTER I discovered that I had missed that one. They work fine on my computer. Not sure if that's enough, though, another helper/tester would of course be fine. I will run another series of tests in the next minutes and report my results.

Just a thought: Is it better to patch those files through the RUL file^ or should the MCD files themselves be fixed?

edit:  I ran another series of BattleGenerator quick tests on ALL terrains and the fix works fine.




fwiw: During the test I realized how nice the Airbus graphics and layout are and you even made sure that there are the correct number of seats (4+2).
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 06, 2016, 09:57:27 am
It's mostly Robin's doing, I only put his LEGOs together :) I intend to use some more of his tilesets, they're really sweet.

Also: not sure which is better to patch. If everything's a-ok then the MCDs themselves I guess.

Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 06, 2016, 01:26:33 pm
The game insists on occasionally using pink sand for desert missions on Earth. I think it's part of Cydonia tile set? It would be fine but I am getting choke tests at the end of every turn.
Is this intentional?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 06, 2016, 01:50:45 pm
It's not Cydonia tileset, and these traps didn't got there by accident :)
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 06, 2016, 02:42:49 pm
It's mostly Robin's doing, I only put his LEGOs together :) I intend to use some more of his tilesets, they're really sweet.

Also: not sure which is better to patch. If everything's a-ok then the MCDs themselves I guess.

Alright, I will fix the MCD's as well and upload them here later!
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 06, 2016, 03:05:56 pm
Here the fixed files. Double and triple checked them during the editing.

file temporarily removed due to overhaul
Title: Re: Bugs & Crash Reports
Post by: Thryllth on May 07, 2016, 03:03:53 am
Probably not a bug but when breaking down ammo from magazines the magazine size and number produced are swapped from how it is presented for guns.  For example, Gauss Cannon ammo shows up as 4X25 (4 packs of 25 rounds) but for other projectiles it is the other way around being (Magazine Size)X(Number Produced).
Title: Re: Bugs & Crash Reports
Post by: Golnor on May 07, 2016, 06:27:13 am
So I just got to the "Mysterious Siberian base" mission (I think) but every time I try to start the mission, I ctd.

I don't think I have done anything weird, and I was using 0.98G or C. I can't tell what that letter is. That's not the latest version, is it?

.....

Okay, looked around, saw that the latest version was 0.98E, got that, imported my saves, and crash again.

Throwing my save on here as an attachment.
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 07, 2016, 10:04:51 am
OMG, the broken provost pedia entry is UGLY as heck.... please replace with something else, pretty please.

Btw. reminds me of this:
(https://vignette4.wikia.nocookie.net/familyguy/images/e/e8/Ida_Quagmire.jpg/revision/latest/scale-to-width-down/300?cb=20100510195106)
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 07, 2016, 10:08:01 am
I also get a CTD when trying to start the Siberian base mission. I can get into the inventory screen right before the mission and then it crashes.  :'(
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 07, 2016, 10:37:37 am
So I just got to the "Mysterious Siberian base" mission (I think) but every time I try to start the mission, I ctd.
I don't think I have done anything weird, and I was using 0.98G or C. I can't tell what that letter is. That's not the latest version, is it?
Okay, looked around, saw that the latest version was 0.98E, got that, imported my saves, and crash again.
Throwing my save on here as an attachment.


I found several causes for the CTD bug.
Siberiabase28 and Siberiabase29 maps (and rmp) are missing. Only found the bug because I tinkered with the script to get it working....
Even adding the missing maps (I used the ones from the current UFO redux) doesn't remove the CTD, the script itself seems to be the problem.  :-\
I also disabled the mapblocks in the rul-file, still CTDs  :-\
I edited the script so mapblock 28 is no longer called for, still CTDs.  :-\

Dioxine, please help, this is a game-breaker!
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 07, 2016, 11:11:59 am
@Golnor: This is not Siberia at all, just broken Mansion from the version when Mansion was broken. Upgrade version & ignore that mission.

@New Civilian: This is some issue with craft spawning. Happens to me as well, albeit rarely.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 07, 2016, 11:23:53 am
I think I found the cause: The LZ (Siberiabase_lz.map) is only 10x10 sized, however some crafts are 20x10.

I will try to add the polar terrain LZ's to the siberia terrain and see if that works.... Or you forgot to add the LZ to the script, Hobbes had a map45 entry there....

The maps 28 and 29 are missing, though
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 07, 2016, 11:26:59 am
LZ maps (group 1) are multiplied depending on the size of your craft. I added the missing maps, updated the code, mission (still) works for me...

The current code is:

Code: [Select]
  - type: SIBERIA
    commands:
    - type: addCraft
    - type: addLine
      direction: both
    - type: addBlock
      executions: 9
      rects:
        - [1, 1, 3, 3]
      blocks: [33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44]
      maxUses: [1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1]
    - type: addBlock
      executions: 1
      rects:
        - [1, 1, 3, 3]
      blocks: [27, 28, 39, 30, 31, 32]
      maxUses: [1, 1, 1, 1, 1, 1]
    - type: addBlock
      blocks: 45
    - type: fillArea
      blocks: [33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44]
      maxUses: [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]

I could probably make it simplier, just decided not to dabble into Hobbes' map wizardry if I don't have to.

EDIT: also in QB the mission WILL crash unless you select 'Humanists!' as the enemy.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 07, 2016, 11:38:49 am
I am not using the QB. Here my sav.

Tried your code, didn't work either.

tested the map in QB, works..... what the...
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 07, 2016, 12:01:23 pm
Try updating the script. Also use Humanists with an '!' (if you didn't do it before) else it will crash.
Tried again, again it works for me (after updating the script and adding these 2 maps).
Tried your save as well (sent what looked like the main team in the Deliverator), mission starts w/o any trouble.
(Also I saw you cheat a little on voodoo, naughty naughty :) )
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 07, 2016, 12:24:24 pm
Ok, updated the script, added maps.

YES YES YES, IT FINALLY WORKS!  ;D
Thanks, Dioxine. And don't ask me what was different this time...

Oh and yes I increased the voodoo cap to 80 in my personal mod. If you think that is naughty then you shouldn't see my TU cost changes to your inventory  ;D
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 07, 2016, 12:35:47 pm
I couldn't since I don't have that mod, and it's your business :) You won't get hi-score tho! :)

About the psi, I concluded that the whole psi attack/psi defence balance goes to hell once power*skill exceeds 4-5k, as attack starts to completely dominate the defence.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on May 07, 2016, 02:09:32 pm
It was the first time that I played XPiratez (started several times, but stopped as I was working on TFTD) for that long and maybe I should not have started on the highest difficulty setting. At least I found several bugs that way and could help fixing them.

Anyway, I started a new campaign, this time I will not test/tinker around but actually play that thing.
I am using only a personal mini-mod-package which changes TU costs and adds things (OCP, Naymore, Pacifier) I can not live without.
For this campaign I want to try and limit myself to weapons that are not laser, gauss or plasma. Highest Difficulty.

edit: Dioxine, here the fixed AND working mcd-terrain files I pm'ed you about. I don't know why changing the type was not enough, maybe the position in the MCD itself also has an effect on the behaviour of a single piece? I remember reading something like that when someone fixed the Avnger/Lightning doors...

Anyway, now it works. You can still use the rul-file if you doubt it.  ;)
Title: Re: Bugs & Crash Reports
Post by: Golnor on May 07, 2016, 07:02:46 pm
@Golnor: This is not Siberia at all, just broken Mansion from the version when Mansion was broken. Upgrade version & ignore that mission.

@New Civilian: This is some issue with craft spawning. Happens to me as well, albeit rarely.

Aww, you mean I have to ignore the nice shiny purple cross for the rest of the game? Nuts.

Btw, if the real one does pop up, how will I tell?

Edit: nevermind, it's gone now.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 07, 2016, 07:43:27 pm
It will despawn within 200-400 hours of spawning. The real mission will not pop up until 2000 minutes into the next month (plus zero to several hours). You can tell the difference between these two (if still bugged by some freakish accident), that real Siberia should spawn within the second day of the month, while the Mansion spawns around the middle of the month.

And no worries, Siberia will spawn each subsequent month until you research the Russian Files that can be found there.
Title: Re: Bugs & Crash Reports
Post by: Baldri on May 07, 2016, 07:45:47 pm
Using two Howitzertanks in a Thunderhorse. Got 100 free Rounds the first first time but thought I had some "leftovers". This happened after the second mission with them.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 07, 2016, 07:54:25 pm
Upgrade executable to the latest version.
Title: Re: Bugs & Crash Reports
Post by: Baldri on May 07, 2016, 08:08:52 pm
Isn't it in the given download-link? Do I have to upgrade it seperately?

Well I just downloaded 0.98E (again) and extracted it to my x-comfolder while removing the old exe before.

It still happens.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 07, 2016, 09:18:08 pm
It's not the latest, the DL is 2 weeks old now. Here:

https://openxcom.org/forum/index.php/topic,4187.0.html
Title: Re: Bugs & Crash Reports
Post by: Baldri on May 07, 2016, 09:24:05 pm
Ohhhh.  Now I see. I thought this is more or less completely optionable. I was not aware that it is kind of needed and partially updates go there as well.

Thank you.
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on May 08, 2016, 06:42:30 pm
It's currently impossible to research  STR_FUSION_DEFENSE because it looks for STR_PLASMA_DEFENSES, when you research STR_PLASMA_DEFENSE instead.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on May 09, 2016, 02:31:55 am
Per a discussion last week, Dioxine, here is the save where I have a boarding torpedo inbound on a base with two flak batteries.  I have see one hit and the other miss, then the defense mission starts.  You stated that the flak should have stopped the assault successfully.

Title: Re: Bugs & Crash Reports
Post by: Bartojan on May 09, 2016, 03:43:37 pm
STR_AGL_UFOPEDIA ... missing bracket "NEWLINE}"
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 09, 2016, 04:10:00 pm
Per a discussion last week, Dioxine, here is the save where I have a boarding torpedo inbound on a base with two flak batteries.  I have see one hit and the other miss, then the defense mission starts.  You stated that the flak should have stopped the assault successfully.

Well, it seems that the damage is random, which is something I didn't know :) The Flak Cannon seems to be able to one-hit the Boarding Torpedo - usually, but certainly not always.
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 09, 2016, 06:43:24 pm
Well, it seems that the damage is random, which is something I didn't know :) The Flak Cannon seems to be able to one-hit the Boarding Torpedo - usually, but certainly not always.

Yes, this was changed when I first joined the project 2 years ago :)
My first bug report and my first PR: https://openxcom.org/forum/index.php/topic,2796.0.html
Title: Re: Bugs & Crash Reports
Post by: khade on May 10, 2016, 03:09:31 am
Have you run into bugs where Hands are stuck between being conscious and fainting? where if you try to move them the game crashes?

Might have another where following shipping could randomly make the game crash, but my save there isn't as reliable.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 13, 2016, 12:24:28 am
Enemies can spawn in an inaccessible area on this map. It is also theoretically possible for them to walk to a position where you can't shoot them without removing the brushes.
Low impact but annoying nonetheless.
Save attached with the corpse in a place I can't walk to.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on May 13, 2016, 11:59:56 pm
STR_FIRE_EXT_UFOPEDIA ... missing bracket NEWLINE}
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 14, 2016, 01:19:13 am
20 TUs is not enough to reload a grenade launcher with a grenade off soldiers shoulder slot but is enough to take the cartridge to my left hand and then reload the weapon.
All for the same 20 TUs. :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 14, 2016, 01:26:15 am
I think he means the 'r' button. Well yes, it does sometimes not work when you have exactly the amount of TU needed to reload and the ammo isn't in hand. If you have 1 or more TUs spare, it always works.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 14, 2016, 01:33:39 am
Er I didn't know there was an "R" button. I always just used the inventory screen for reloading.
Also it takes 19 TUs total to do it in the inventory.

Doesn't work:
Pick the grenade from the shoulder slot, click on the weapon. (20 TUs left)

Works:
Pick the grenade from the shoulder slot, click on the left hand, click on the grenade in the left hand, click on the weapon. (1 TU left)
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 14, 2016, 01:53:02 am
When reloading in OXCE you pay:
- price to put ammo in hand (notice I don't say which hand)
- plus price defined on the weapon to reload

I guess in your case you are using one hand and OXCE is testing a different hand (and there's a difference in TUs depending on which hand you use when taking stuff from the shoulder).
If I remember correctly, the difference is 2 TUs (4 vs 6)... so to correct Dioxine's statement, if you have 2 TUs spare, it should work. You had only 1 TU spare.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 14, 2016, 03:52:53 am
Oh. It also consumes 21 TUs for this action if I don't do it manually.
Game is cheating me out of my time units!
I guess it's been doing that the whole time?

WTF
19 TUs to Right Shoulder > Left hand > Right hand weapon
21 TUs to Right Shoulder > Right hand weapon
21 TUs to Right Leg > Right hand weapon
23 TUs to Right Leg > Left hand > Right hand weapon

So depending on what inventory slot you use the game either gifts you 2 TUs when you reload or takes 2 TUs away from you..
Well it applies to the inventory slots that differentiate between which hand the item ends up at. So if you keep your ammo in shoulder and leg pouches.

When reloading in OXCE you pay:
- price to put ammo in hand (notice I don't say which hand)
- plus price defined on the weapon to reload

This needs to be changed to:
-price to put ammo to "the hand not holding this weapon"
-plus price of reloading the weapon
Title: Re: Bugs & Crash Reports
Post by: Mattdo on May 14, 2016, 10:29:17 am
Here's a save file with my bug where there are frequent Sway Local Government missions to Australasia, and very few anywhere else. At the point where I saved, there are around eight ships trying to sway Death Realms simultaneously, which has long since gone zero tolerance.
Game was started in 0.98B I believe but is now running in 0.98F. I use the 'smaller mansions' mod.
Title: Re: Bugs & Crash Reports
Post by: Mattdo on May 14, 2016, 10:31:23 am
This is a save file to demonstrate that even if you finish a mission with mind-controlled Armored Beastmasters, they still appear as regular Beastmasters in your inventory. Same game as the previous save file. There are two mind-controlled Armored Beastmasters, so just ghost-dagger or mind-control the Exalt guy to end the mission.
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 14, 2016, 10:59:38 am
This is a save file to demonstrate that even if you finish a mission with mind-controlled Armored Beastmasters, they still appear as regular Beastmasters in your inventory. Same game as the previous save file. There are two mind-controlled Armored Beastmasters, so just ghost-dagger or mind-control the Exalt guy to end the mission.

That's by design, you can read the explanation here: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/DebriefingState.cpp#L1453

The issue people had before was that it crashed the game, which is not happening anymore as we can see.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 14, 2016, 03:51:25 pm
Very good. That settles the problem.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on May 15, 2016, 01:07:12 pm
Minor issue:
v0.98F ... Cannonballs now explode (radius 1) to be more useful.
STR_PIR_CANNON_UFOPEDIA still claims "The cast-iron cannonballs, obviously, do not explode"
Title: Re: Bugs & Crash Reports
Post by: Yankes on May 15, 2016, 01:22:30 pm
Code: [Select]
  - type: dogfight
    elements:
      - id: damageRange
        color: 13
        color2: 14
        color: 16
This node is broken, sometimes it reads value `16` and breaks damage indicator in dogfight window.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 15, 2016, 02:42:11 pm
Ahh, right! There's the error :) I tried changing these colors but it didn't really work out (I don't know how to change the interception window fixed elements).
Title: Re: Bugs & Crash Reports
Post by: Yankes on May 15, 2016, 03:39:46 pm
probably you need something like that:
Code: [Select]
  - type: dogfight
    elements:
      - id: damageRange
        color: 16
        color2: 17
and
Code: [Select]
  - type: dogfight
    elements:
      - id: craftRange
        color: 160
        color2: 176
determine that colors of graphic are part of craft. If you change colors of craft then you need change it too.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 16, 2016, 06:27:07 am
The diagonal tunnels on the second level of Large Vaults are not traversible.
Save attached.
Title: Re: Bugs & Crash Reports
Post by: Rince Wind on May 16, 2016, 09:25:41 pm
When I follow a Dark Ones Probe with "the keep" mission my game crashes, probably when the probe lands. Happens with both the bonny and the skyranger.
Errormessage:
vector::_M_range_check:_n (which is 4) >=this->size() (which is 3)

Save attached.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 17, 2016, 07:11:32 am
https://imgur.com/aWwhHUP
Yet another area you can not walk to in this tileset that enemies can spawn in. There's an enemy there that walked out of vision. It might not even occur to me that he is there if I hadn't seen him two turns prior.
Title: Re: Bugs & Crash Reports
Post by: Cristao on May 17, 2016, 10:30:04 am
https://imgur.com/aWwhHUP
Yet another area you can not walk to in this tileset that enemies can spawn in. There's an enemy there that walked out of vision. It might not even occur to me that he is there if I hadn't seen him two turns prior.

Oh yeah that happens a lot. I tend to use primed grenades a lot in such areas plus ranged weaponry.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on May 17, 2016, 11:19:23 am
Does it still happen? I thought it was fixed ages ago...
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 17, 2016, 12:43:22 pm
When I follow a Dark Ones Probe with "the keep" mission my game crashes, probably when the probe lands. Happens with both the bonny and the skyranger.
Errormessage:
vector::_M_range_check:_n (which is 4) >=this->size() (which is 3)

Something wrong with
Code: [Select]
  - type: STR_MUTANT_POGROM_DISTRESS
    region: STR_NORTH_AFRICA
    race: STR_ETHEREAL
    nextWave: 1
    nextUfoCounter: 0
    spawnCountdown: 480
    liveUfos: 0
    uniqueID: 56
    missionSiteZone: 4

No idea wtf though... like the save was corrupted or maybe there is something wrong with my code? Although it doesn't seem so... Deleting it 'solves' the problem... But I have no idea why it doesn't work all of sudden. It's a totally normal mission that used to work just fine.
Title: Re: Bugs & Crash Reports
Post by: Rince Wind on May 17, 2016, 01:31:05 pm
Maybe because I upgraded from .98d1 to .98f?
I'll ignore the mission, though I would have liked to see it, never had it before.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 17, 2016, 01:47:10 pm
Upgrade is quite unlikely a cause since the mission code hasn't been changed for many months afair. Seems to have some problem with trajectory... Maybe someone more versed in the engine can have a look at that... There were reported crashes with a comm wave, but no fix yet... Let's see if someone answers (looking at you, Meridian) :)
Also I'd like to reiterate, Iron Man Mode is a Bad Idea :)
btw, having lots of fun reading your LP even if my knowledge of German is cursory at best (although It's Coming Back! My highschool German teacher, ugh, she was a real pint-sized horror) :)
Title: Re: Bugs & Crash Reports
Post by: Rince Wind on May 17, 2016, 02:11:08 pm
Thanks for the heads up!
I know Iron Man is bad, but I am too weak-willed to not reload. And an LP is more fun for everyone if people die in between. And not just the nameless ones. I usually try to make backups, as I need to navigate to the folder to get to the screenshots anyway.

Edit:
Btw, I know the effect bad teachers can have, I gave up French after a year because of my teacher. She might have been your teachers soul sister. :D

Title: Re: Bugs & Crash Reports
Post by: Rince Wind on May 17, 2016, 07:35:26 pm
After playing around with the save, it seems that it is not the Imperial Probe mission that is the problem but rather this one:
  - type: STR_MUTANT_POGROM_DISTRESS
    region: STR_NORTH_AFRICA
    race: STR_ETHEREAL
    nextWave: 1
    nextUfoCounter: 0
    spawnCountdown: 480
    liveUfos: 0
    uniqueID: 56
    missionSiteZone: 4
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 17, 2016, 09:05:17 pm
There were reported crashes with a comm wave, but no fix yet... Let's see if someone answers (looking at you, Meridian) :)

The Comm Wave has no alien deployment.
The game crashes on StartingCondition check... which is defined in alien deployment.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 17, 2016, 09:07:25 pm
Ahhh, that's why it used to work and no longer does :) Comm wave has alter deployments but no 'default' deployment. Thank you! I will fix it in no time.
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 17, 2016, 09:23:05 pm
Ahhh, that's why it used to work and no longer does :) Comm wave has alter deployments but no 'default' deployment. Thank you! I will fix it in no time.

I already fixed it... if there is no deployment, all craft will be able to go to such target.

Btw. the other thing with STR_MUTANT_POGROM_DISTRESS is puzzling me, I can't even pinpoint the place where it crashes yet... I'll keep searching.
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 17, 2016, 10:16:31 pm
Something wrong with
Code: [Select]
  - type: STR_MUTANT_POGROM_DISTRESS
    region: STR_NORTH_AFRICA
    race: STR_ETHEREAL
    nextWave: 1
    nextUfoCounter: 0
    spawnCountdown: 480
    liveUfos: 0
    uniqueID: 56
    missionSiteZone: 4

No idea wtf though... like the save was corrupted or maybe there is something wrong with my code? Although it doesn't seem so... Deleting it 'solves' the problem... But I have no idea why it doesn't work all of sudden. It's a totally normal mission that used to work just fine.

Game is looking for area [4] (=fifth) in zone [3] (=fourth) in STR_NORTH_AFRICA region.
But there are only three areas in that zone... not 5.

See attached, maybe makes more sense.

EDIT: didn't you manually change region to north africa without changing missionsitezone too? :)
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 18, 2016, 12:06:48 pm
Are there any other issues that need fixing?
I would do a version today...
Title: Re: Bugs & Crash Reports
Post by: Cristao on May 18, 2016, 03:19:31 pm
I have noticed that corpses sometimes dont match the enemy. I killed a sailor the other day and the corpse was of a Guild Hostess. Bizarre.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 18, 2016, 03:23:16 pm
Likely a problem with the alt corpses mod.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on May 18, 2016, 03:38:38 pm
I have noticed that corpses sometimes dont match the enemy. I killed a sailor the other day and the corpse was of a Guild Hostess. Bizarre.

Thanks!  Please not any other issues with corpses like this in the Alt-Corpses Mod thread. :)  It will help me bug fix. 

Also, I have not updated the mod for .98F yet.  So the new enemies will all just have their standard corpse for both states.
Title: Re: Bugs & Crash Reports
Post by: Nord on May 18, 2016, 06:29:07 pm
Umm... I downloaded archive, extracted it, copied an old xcom files into UFO folder. And into \user\xcom1\ (dont now why). Game starting, new game, strategic part works fine. But when must start tactic mission, game just crashes without any error messages. In log files only: [18-05-2016 18:31:05]   [INFO]   Attempting to set display to 800x600x8...
[18-05-2016 18:31:05]   [INFO]   Display set to 800x600x8.
And nothing more. Please, say where to dig?
P.S. Sorry for bad grammatic. :P
Title: Re: Bugs & Crash Reports
Post by: yrizoud on May 18, 2016, 06:41:31 pm
Can you try with a windowed resolution, in order to troubleshoot the issue ?
If it works and the window changes sizes on battle start, it means the 800x600 cannot be gotten on your machine. You may want to tweak the settings so that the battle uses a the same size as the strategic part, and then set fullscreen again.
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 18, 2016, 06:46:05 pm
Game starting, new game, strategic part works fine. But when must start tactic mission, game just crashes without any error

Can you attach a save please?
Title: Re: Bugs & Crash Reports
Post by: Vivanter on May 19, 2016, 10:09:46 am
Hey all,

I can't quite tell if this is a bug or just my mistaken perception of how tech is supposed to work in this mod.

Tech that I've researched doesn't seem to unlock the attached manufacturing options. For instance, I just finished researching tactical armor, got the pop-up that says you can now manufacture it, but it's not actually in the manufacturing tab in my base.

I've attached my save. To the best of my knowledge I am just running it on default .98F with all the recommended options turned on.

Title: Re: Bugs & Crash Reports
Post by: Meridian on May 19, 2016, 10:26:35 am
You need a Workshop to manufacture it.
Title: Re: Bugs & Crash Reports
Post by: Nord on May 19, 2016, 06:18:47 pm
Can you attach a save please?
Here, please.
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 19, 2016, 06:39:02 pm
It doesn't crash for me (after I loaded your save).

Can you try two things:
1. delete the options.cfg file (this will reset all your settings, so back it up if you need them) and try again?
2. also try to use the newest executable (download: https://drive.google.com/open?id=0B8itkFQbhj-YcC1FZlk3UXVxSm8). It's a long shot, but it may help.

If it doesn't help, just delete everything and try again.
And only do steps mentioned in the installation guide, nothing more and nothing less.
Hope it helps :/
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 20, 2016, 07:06:25 am
Temple of Sirius spawning in wilderness.
Is this intended?

https://imgur.com/extKIdp
Kind of seems out of place.
Title: Re: Bugs & Crash Reports
Post by: Rince Wind on May 20, 2016, 09:51:44 am
Even the description says that it is an out of the way temple. That is why you go there in the first place.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 20, 2016, 03:19:47 pm
Sentry Gun/Rocket and it's ammo require Workshop space to manufacture.
Is is intended or has it slipped by?

My impression so far has been that projects in this mod don't require space.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 20, 2016, 03:21:25 pm
Tanks do require space.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 20, 2016, 03:27:53 pm
But why does it's ammo construction take space and craft ammo production not?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 20, 2016, 03:34:35 pm
That was a bug indeed, a few tank ammo manufacturing projects were taking workshop space (they shouldn't). Thanks.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 20, 2016, 04:52:40 pm
https://imgur.com/Lcc3CBP

After aborting a temple raid.
I think the temple is being used as a mutant slaughterhouse.
Title: Re: Bugs & Crash Reports
Post by: Rince Wind on May 20, 2016, 06:12:37 pm
Maybe they teamed up with the Universal Brotherhood?
Title: Re: Bugs & Crash Reports
Post by: Nord on May 21, 2016, 02:03:16 pm
I solve it. Just taked other version of original x-com files.
Title: Re: Bugs & Crash Reports
Post by: Rince Wind on May 21, 2016, 05:30:28 pm
The Slave Maid entry in the bootypedia still claims that you cannot transfer slaves between bases.

Ancient Log RX22-11 says that the guild used to be Marsec, is that still valid, with Marsec now being an Academy subfaction?
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 21, 2016, 05:50:34 pm
I can buy something called "Mixed Clothing" but cannot use it.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on May 21, 2016, 06:37:52 pm
The Slave Maid entry in the bootypedia still claims that you cannot transfer slaves between bases.

Ancient Log RX22-11 says that the guild used to be Marsec, is that still valid, with Marsec now being an Academy subfaction?

I thought Osiron was the Academy sub-faction?
Title: Re: Bugs & Crash Reports
Post by: Rince Wind on May 21, 2016, 07:29:19 pm
Oh, right, might be. So Marsec is the guild subfaction. Better, but the text is still not quite correct I think. Though it was probably written hundreds of years ago, so it doesn't have to.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 21, 2016, 07:29:48 pm
I can buy something called "Mixed Clothing" but cannot use it.

Not fully implemented yet.

Ancient Log RX22-11 says that the guild used to be Marsec, is that still valid, with Marsec now being an Academy subfaction?

Where did it come from? Where does it say that Marsec has anything to do with the Academy?

But yes, the text is somewhat contradictory with Marsec's entry, I will fix it.
Title: Re: Bugs & Crash Reports
Post by: a0kribu on May 22, 2016, 09:41:50 am
This staircase:
https://imgur.com/khRm5N1

Turns into a cola machine when you break it:
https://imgur.com/X99Uaon
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 22, 2016, 12:10:54 pm
Mercenary Soldier has wrong lookup.
is: STR_MUTON
shoould be: STR_MUTON_SOLDIER

Mercenary Commando has wrong lookup.
is: STR_MUTON
shoould be: STR_MUTON_NAVIGATOR

Mercenary Engineer has wrong lookup.
is: STR_MUTON
shoould be: STR_MUTON_ENGINEER

Broken Academy Provost pedia entry is still ugly as Quagmire's dad.
I'm replacing it with "no image yet cap'n" in the meantime.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on May 22, 2016, 05:11:51 pm
Hello there guys! hey Dioxine, i've just installed 0.98F and i saw actually know "ammunition" is implemented for the x-bow and the bows, thanks!

By the way there's some bug in the fire extinguisher's description in the booypedia..({{NEWLINE}} thing)

Edit: typos
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 22, 2016, 05:50:20 pm
Mercenary Soldier has wrong lookup.
is: STR_MUTON
shoould be: STR_MUTON_SOLDIER

Mercenary Commando has wrong lookup.
is: STR_MUTON
shoould be: STR_MUTON_NAVIGATOR

Mercenary Engineer has wrong lookup.
is: STR_MUTON
shoould be: STR_MUTON_ENGINEER

Carried over from the original file, right? Damn.

Broken Academy Provost pedia entry is still ugly as Quagmire's dad.
I'm replacing it with "no image yet cap'n" in the meantime.

De gustibus non disputandum, but it's one of my favorite pictures (else it would never be chosen, on the grounds of being unevenly cropped). Besides, she looks exactly like a Provost (= middle-aged Bene Gesserit) would. Age and too much gym do that to you :)
Title: Re: Bugs & Crash Reports
Post by: Cristao on May 23, 2016, 09:36:59 am
Check with the smugglers weapon loadout - I suspect they are getting bow weapons with getting the accompanying ammo. Often I have taken the psuedo-Chewie down and the Xbow has no ammo despite not firing a shot (if he had seen me) :D.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on May 23, 2016, 10:57:10 am
Yes, you are right. Fixed it about a week ago :)
Title: Re: Bugs & Crash Reports
Post by: bluberd on May 28, 2016, 07:11:47 pm
In version 0.98F combat drugs are not able to be manufactured. I looked in "equipment". Combat drugs still present in soldiers equipment.
I tried the same save, in 0.98E I can manufacture combat drugs in 0.98F not.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on May 29, 2016, 12:42:49 am
perhaps the new refinery building is now required?
Title: Re: Bugs & Crash Reports
Post by: bluberd on May 29, 2016, 04:46:33 pm
I tried in a base where I have every possible building.
Nothing mentioned in changelog.
Looks like bug to me.
Title: Re: Bugs & Crash Reports
Post by: Rince Wind on May 29, 2016, 05:09:51 pm
Well, I can produce them, and it mentions that it needs the refinery building in the bootypedia entry. Sure that you have that because it was not in the old version?
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 30, 2016, 10:38:35 am
"Prod the scurvy land-lubbers like cattle they are!{NEWLINE}Unlike most Stun weapons, it inflicts 0-2* of the base damage (instead of 0.5*-1.5*).{NEWLINE}Skill: MELEE/2 + 50"

Code: [Select]
  - type: STR_CATTLE_PROD
    power: 70
    damageType: 6 # DT_STUN
    damageAlter:
      RandomType: 2 # DRT_TFTD (50-150%)

Description in Pedia says 0-200%, but ruleset says 50-150%... what's correct?
Title: Re: Bugs & Crash Reports
Post by: legionof1 on May 31, 2016, 11:01:18 pm
Okay something quite bizarre has happened. A gal has up and vanished on me completely. Was doing a stargod terror ship. Lots of gals where wounded so i wasn't paying special attention to who came home in what state. However no deaths and the memorial reflects this. However one of my platemail assault gals is missing but all her kit is present. Soo gal unequipped and erased from existence. The first tipoff i had a that anything had happened was a promotion at the end of the next mission.

So no relevant save unfortunately, and im out one of my best and oldest gals. 
Title: Re: Bugs & Crash Reports
Post by: Cristao on May 31, 2016, 11:12:32 pm
^The Star Gods got her ...
Title: Re: Bugs & Crash Reports
Post by: Meridian on May 31, 2016, 11:18:28 pm
However one of my platemail assault gals is missing but all her kit is present.

The girls are buried without their armor (since a few OXCE+ versions back, 2016-04-24 or newer), so don't search for your missing girl by armor, you won't find her that way.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on June 01, 2016, 12:19:56 am
the point i'm making she did not die. No deaths and no further additions to the memorial. Just gone.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on June 01, 2016, 10:42:03 am
the point i'm making she did not die. No deaths and no further additions to the memorial. Just gone.

Would it be possible to check the save itself? Is she in there, what's her status?
Title: Re: Bugs & Crash Reports
Post by: bluberd on June 01, 2016, 08:19:27 pm
Well, I can produce them, and it mentions that it needs the refinery building in the bootypedia entry. Sure that you have that because it was not in the old version?

Well, yes, you are right, thank you for the hint.
I do not have the refinery building and the issue is I cannot build it.
I cannot research anything anymore, I cannot produce combat drugs. heh, good thing I have a few revenant armours already built.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on June 02, 2016, 02:26:57 am
Would it be possible to check the save itself? Is she in there, what's her status?

Also poof. far as that save cares she doesn't exist
Title: Re: Bugs & Crash Reports
Post by: legionof1 on June 07, 2016, 09:51:40 pm
new version is woot but new version....well ya know

Heavy metal research lacks a pedia entry. Researched on in progress game so im likely missing something but no entry....odd.

New loadout/inventory screen with search bar fails to respect interface scaling options.

 
Title: Re: Bugs & Crash Reports
Post by: kitsune106 on June 08, 2016, 01:39:31 am
interesting. the inventory screen is huge. is that normal?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on June 08, 2016, 06:14:12 am
interesting. the inventory screen is huge. is that normal?

Check your options d00d. I've added an updated config to this version, if you didn't keep a backup it was overwritten.
Title: Re: Bugs & Crash Reports
Post by: kitsune106 on June 08, 2016, 06:22:36 am
I will double check tomorrow. I know its not the baytlescape one. Still, thanks again for the mod.
Title: Re: Bugs & Crash Reports
Post by: doctor medic on June 10, 2016, 07:26:08 pm
The bug with the alt corpses seems to be still happening,something about SHvy_rifle causing it.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on June 10, 2016, 08:40:24 pm
The bug with the alt corpses seems to be still happening,something about SHvy_rifle causing it.

What exactly is happening?   And yeah, I realize there are some corpse that haven't been updated and a few with wrong images (Air Sailor for one).  I haven't really kept up with the last few releases.
Title: Re: Bugs & Crash Reports
Post by: doctor medic on June 10, 2016, 09:51:42 pm
After enabling the mode openxcom restarts as usual but then it says the error message about SHvy_rifle and if i remember correcly it was missing from the resource folder?I dont remember too many details.
I had to delete the mod in order to even get to the menu from the error message.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on June 10, 2016, 10:30:19 pm
It looks like the version that is shipping with the main mod is still carrying an active "tester" ruleset that references that SHvy_rifle.

Two fixes:
1. Replace the mod folder with the one from the first post in the actual mod thread here: https://openxcom.org/forum/index.php/topic,4424.0.html
2. Alternately, remove the tester ruleset from the /ruleset folder in the Altcorpses mod in your installed build.
Title: Re: Bugs & Crash Reports
Post by: Rince Wind on June 11, 2016, 07:31:30 pm
Still playing the latest .98, but I didn't see anything about it in the patchnotes, so I'll report it anyway:
I lost a country even after researching *Familie Ties*. It was not in the same month, but later.
Can missions start earlier, so that this is an old mission that just completed?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on June 12, 2016, 01:09:44 am
Once a Sway Govt starts, it goes on until all countries on a single continent are converted, even after it's disabled - that's how it's hardcoded. The only consolation is, you won't lose any more continets (unless another Sway Govt mission started on the same month as you completed research that disables it).
Title: Re: Bugs & Crash Reports
Post by: vitto on June 13, 2016, 05:03:25 pm
CTD on base attack in version 0.99
The main base ("junktown") is under attack but after defense fired up I have got a CTD, after clicking on the button "Aye".
I don't know how to find out what is causing a problem and how to fix too =(
A save is in an attachment. Steps to reproduce: click "begone" on ufos and within 1-2 days they will come to take over the base.
Title: Re: Bugs & Crash Reports
Post by: Drasnighta on June 13, 2016, 05:07:38 pm
CTD on base attack in version 0.99
The main base ("junktown") is under attack but after defense fired up I have got a CTD, after clicking on the button "Aye".
I don't know how to find out what is causing a problem and how to fix too =(
A save is in an attachment. Steps to reproduce: click "begone" on ufos and within 1-2 days they will come to take over the base.


Megascorpion Stings.

You have 10 in your Base Stores.

Sell them, and you can get to your base defense.

(Just Tested it.  Although, I will say I lost it...  I really suck at base defense missions :D )
Title: Re: Bugs & Crash Reports
Post by: vitto on June 13, 2016, 05:10:50 pm
Megascorpion Stings. Sell them, and you can get to your base defense.
It works. Thanks a lot!
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on June 22, 2016, 08:34:32 pm
While ruleset diving for craft weapons information, I noticed that researching Hammermite missiles depends on STR_CHEMICALS, which is not a researchable topic - this makes it such that these missiles cannot be researched.  Is this intended?
Title: Re: Bugs & Crash Reports
Post by: khade on June 23, 2016, 12:06:47 am
You might have noticed that the research names that we see and the ones in the ruleset are a bit different, same goes for weapons.  So most likely it's doable.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on June 23, 2016, 12:17:24 am
No, it is a bug all right.
Title: Re: Bugs & Crash Reports
Post by: khade on June 23, 2016, 12:30:29 am
Heh, now I feel silly  ;D
Title: Ivan isn't paying attention. Ignore this.
Post by: ivandogovich on June 26, 2016, 02:36:25 am
Hmm... I've been noticing that I can make X-Grog (after researching Cunning).   
However, it appears that because it doesn't have its own research topic, that I can't load it onto my craft?  I kinda wanted to try the bikini barmaid effect running around with a barrel and a ripper. :)

Edit: NVM.  Turns out I was selling it all. XD
Title: Re: Bugs & Crash Reports
Post by: Dioxine on June 26, 2016, 02:42:54 am
I can load it, wtf is going on? Are you sure? :) (Using Meridian's older 6-6-6 build)
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on June 26, 2016, 03:21:59 am
I can load it, wtf is going on? Are you sure? :) (Using Meridian's older 6-6-6 build)

DAmn! The Derp Factor is High!  Sorry, my bad.  I kept thinking I was making some for use, but I had auto sell on. XD

False alarm.  You can delete this whole minor thread if you want. ;)
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on June 27, 2016, 08:30:54 pm
DAmn! The Derp Factor is High!  Sorry, my bad.  I kept thinking I was making some for use, but I had auto sell on. XD

False alarm.  You can delete this whole minor thread if you want. ;)

The internet never forgets! :D
Title: Re: Bugs & Crash Reports
Post by: gzsolt on June 30, 2016, 04:28:32 pm
HI!
I am new to XPiratez, but I have played with last two release (0.98, 0.99), and it's a great game. In the new version (0.99) the quicksave/quickload dosn't work for me in the battlescape, but it does in the geoscape. I am sure it was OK in the previous release. What's wrong?  :(
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on June 30, 2016, 04:45:00 pm
HI!
I am new to XPiratez, but I have played with last two release (0.98, 0.99), and it's a great game. In the new version (0.99) the quicksave/quickload dosn't work for me in the battlescape, but it does in the geoscape. I am sure it was OK in the previous release. What's wrong?  :(

You are in debug mode.  You can set this in the options.cfg file.  The mod comes with an options.cfg file that has debug mode on and if you don't reset it or backup your original file and just overwrite it when you upgrade the mod, you will run into this.
Title: Re: Bugs & Crash Reports
Post by: gzsolt on June 30, 2016, 05:57:32 pm
Oh, yeah, I started a whole new game when 0.99 was released, and didn't replaced options.cfg with the old one. Thank you, sire! :D

You are in debug mode.  You can set this in the options.cfg file.  The mod comes with an options.cfg file that has debug mode on and if you don't reset it or backup your original file and just overwrite it when you upgrade the mod, you will run into this.
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on July 02, 2016, 08:33:08 pm
I can produce something called astrocaster (, which I think would give me a STR_PIRATE_GUITAR item), but there is no corresponding Bootypedia entry.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 02, 2016, 09:37:37 pm
Will be fixed, thanx
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 05, 2016, 01:42:40 pm
Code: [Select]
  - id: STR_WP_GRENADE
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_WP_GRENADE_UFOPEDIA
    requires:
      - STR_CONTACT_KRAZY_HANNA # should be STR_CONTACT_KRAZY_HANNA_ZZZ, otherwise funky stuff happens
    listOrder: 4320
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 05, 2016, 02:15:04 pm
Woops, an omission. Thanks!
Title: Re: Bugs & Crash Reports
Post by: karadoc on July 06, 2016, 04:25:50 pm
Clicking 'use left hand item' of the parrot causes the game to freeze. (The 'item' is just a blank space.)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 06, 2016, 04:43:02 pm
It's actually an item with no function. I can add some pseudo-function to it (like 'regain energy for TU'), or wait for someone to fix this in game code.
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 06, 2016, 05:03:34 pm
Clicking 'use left hand item' of the parrot causes the game to freeze. (The 'item' is just a blank space.)

The game doesn't freeze. It generates an empty action menu and awaits instructions... since you can't select any action for that weapon/item, you can cancel and continue either by right-clicking or by pressing Q (or whatever hotkey you have for left hand action).
Title: Re: Bugs & Crash Reports
Post by: karadoc on July 06, 2016, 05:14:01 pm
Ah. Fair enough. I thought it might be something like that, but I didn't think to try right-click... I just tried esc, and clicking other stuff.

A 'rest' command (to convert TU to stamina) might be nice. But really, pretty much anything would be good enough to correct the problem. eg. a button that says "nothing" and does nothing. Or even a weapon that has a 'snap shot', with zero range - just so that doesn't look like nothing is happening.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on July 06, 2016, 05:36:22 pm
Poop:
Falls down immediately, does 15 Special damage to target's morale. No damage to armour.

 ;D
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on July 10, 2016, 05:06:40 pm
I came across an interesting mission that may be glitched or bugged. 

My hyperwave decoders detected a Pogrom Wave by Church forces conducting a Pogrom in "Somewhere."  I remember at least 2 fighters and a terror ship scouting Alaska, then the second terrorship scouted Alaska, then bee-lined for Cuba and popped the Pogrom.  I geared up the Bonny and sent them to it, and upon arrival, had a Crash to Desktop before the briefing screen.  I had saved right before, so I reloaded, changed something minor (intercepted another ship while on the way there) and got a successful mission start  (No CTD). 

I popped my snipers out of the top, had a good sight line on a Church Neophyte and took him out.  This immediately ended the mission, as he was the ONLY ENEMY.

As a side note, this earned all the gals the most difficult commendations of the Mutant Alliance Tattoo for "saving all the civilians in a Pogrom."  Soldier Diaries calls this a "STR_TERROR_MISSION_NO_PENALTY" so if these missions are going to be a standard feature we should think about deprecating this commendation.  Normally this would require a huge amount of luck and skill.  Luck in the map and location of enemy (where you can get at them, and they can't get at the civilians), and the skill of being able to storm out and overwhelm all the attackers.

Anyway, back to the Neophyte Pogrom.  I reloaded the save to see if I could get another CTD.  I couldn't, so I suspect some map generation funniness.  I have the Neophyte in sight with Mutterin Predator.  He didn't take any hostile actions in the last turn so he may be unarmed.  save= "NeophytePogrom"
I'll attach the Geoscape save too="pogrom in cuba"
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 10, 2016, 07:48:07 pm
Arg must be a texture error... These no-penalty pogroms are more trouble coding than they're worth :/
Title: Re: Bugs & Crash Reports
Post by: Gunner-chan on July 10, 2016, 09:52:42 pm
Would it be possible to just, I don't know. Not generate the progroms until the research is done then? Likely just as fucky but maybe cutting things off at the root is better if there's a way.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 10, 2016, 10:05:41 pm
No, I got this. The default (before race choice) enemy mob spawn was defined for a single man (test purposes). Will be fixed.

EDIT: somehow the missions spawned in wrong Regions. The ship Pogrom (you talk about) got spawned in region_cities, somehow, while the distress Pogrom spawned in hello_world. Looks like these regions got selected randomly off the general list, despite having set regionweight to zero. WTF?

EDIT2: ah yeah. For a Pogrom, if region list is omitted, all regions will be weighed equally. Need to fix that.
Title: Re: Bugs & Crash Reports
Post by: Searmay on July 11, 2016, 03:32:41 pm
Is there a sensible way to check if errors have already been reported? I don't fancy reading dozens of pages to check.

MORTAR_FAUX has its accuracy as 110, so the mortar's second ammo Bootypaedia entry is wrong.

FLAMETHROWER_LR has experienceTrainingMode 9 (throwing), which should presumably be 6 like the other flamethrowers. Despite the name they shouldn't really train throwing.

PLATE_MAIL costs 6000 runt-hours to make, which is order of magnitude higher than similar armours.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 11, 2016, 04:09:30 pm
Bug, inconsistency, intended. Thanks. Also no, there isn't a way. Major bugfixes top every update list, but minor bugs are usually unreported. However don't hestitate to post anything you think is a bug, I as a rule don't release a new version until all previous (known to me) bugs are fixed.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on July 11, 2016, 04:35:11 pm
PLATE_MAIL costs 6000 runt-hours to make, which is order of magnitude higher than similar armours.

I'll just weigh in here on this one.  The cost is high because Platemail (with Shield) is such a game-changer.  It turns early missions into milk runs.  I've taken to soloing runabouts and cutters with one gal in the Shark Jetbike, day or night.  Pistols, machine guns, shotguns, and most rifles won't even dent the armor.  Ate a grenade on another mission without damage.  So the requirements for Rare Earth and Long construction are there to try to ensure that its not just an instant freebie upgrade. :)
Title: Re: Bugs & Crash Reports
Post by: Searmay on July 13, 2016, 09:02:13 pm
Both portable lascannon clip manufacture strings say (6*5), but you only get four shots from each clip.

Bonnaventura Bootypaedia description refers to it as "Yer ol' trusty boat", which is no longer true given changes to the early game. but I gather you're re-doing that anyway.
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 14, 2016, 12:16:18 am
CTD at base defense.

Save attached. (X-PirateZ 0.99 with OXCE 3.1+ including Ivan's commendations remix)

Code: [Select]
[13-07-2016 23:09:56] [ERROR] Map Script not found
[13-07-2016 23:09:57] [FATAL] A fatal error has occurred: code 0xc0000005
Title: Re: Bugs & Crash Reports
Post by: Drasnighta on July 14, 2016, 04:51:05 am
Recently Reinstalled everything for 0.99, and then put everything up for OXCE 3.1 (inc. Datafiles)



1) If I play Custom Base "ON" - then when placing said initial base, it doesn't 'limit' or 'finish' the selections...  I filled the entire base section with Corridors as the option to place them never 'turned off', and is the same for all of them

(Of course, I just turned Custom base 'OFF' and continued playing)



2) Seem to have a hiccup in the Inventory Screen...  The "Save Inventory" and "Paste Inventory" seems to only save the guns in hands, and doesn't seem to be working for any equipment in belts for me....


Of course, I will state that its entirely possible that I screwed up somewhere, but things are at least otehrwise playable.
Title: Re: Bugs & Crash Reports
Post by: Star_Treasure on July 14, 2016, 05:02:12 am
I also experienced both bugs.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 14, 2016, 08:59:29 am
CTD at base defense.

Try deleting MEGASCOPRION_WEAPON, it does crash the defense since it's a bugged item (fixed in 0.99A). Also I don't reccomend soldier diaries before 0.99A, i.e. before I unfuck enemies ranks/races etc. so all is displayed properly. Else you will have factions like 'dogs' or 'zombies' in diaries forever :P
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 14, 2016, 11:49:50 am
Recently Reinstalled everything for 0.99, and then put everything up for OXCE 3.1 (inc. Datafiles)
1) If I play Custom Base "ON" - then when placing said initial base, it doesn't 'limit' or 'finish' the selections...  I filled the entire base section with Corridors as the option to place them never 'turned off', and is the same for all of them
(Of course, I just turned Custom base 'OFF' and continued playing)

This is caused by OXCE 3.1
(came in with the feature that base facilities can forbid other base facilities)

I'll wait for Yankes to fix this and then cherry-pick.


2) Seem to have a hiccup in the Inventory Screen...  The "Save Inventory" and "Paste Inventory" seems to only save the guns in hands, and doesn't seem to be working for any equipment in belts for me....
Of course, I will state that its entirely possible that I screwed up somewhere, but things are at least otehrwise playable.

This came from merging OXCE 3.0.

@Yankes:
You have cherry-picked this commit: https://github.com/MeridianOXC/OpenXcom/commit/0f46b760917e86af43a35bc81433f5437f9105b9
But there was a bug in there, which I fixed the next day: https://github.com/MeridianOXC/OpenXcom/commit/af241b567a1451130b19bfe0176e2703259d72b0

I will fix the merge issue in my fork, but you should cherry-pick the original fix to your fork too.

Try deleting MEGASCOPRION_WEAPON, it does crash the defense since it's a bugged item (fixed in 0.99A). Also I don't reccomend soldier diaries before 0.99A, i.e. before I unfuck enemies ranks/races etc. so all is displayed properly. Else you will have factions like 'dogs' or 'zombies' in diaries forever :P

Moving the scorpion sting to another base has helped.
I am aware of the issues with Commendations, after upgrade to 0.99A, I will reset the diaries completely. For now, it's quite fun seeing soldiers, medics and civilians instead of scouts, thugs and buzzards :D
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 14, 2016, 12:59:23 pm
Okay, if you don't mind seeing it in this sorry state, it's all fine :)

Oh and there's another issue that just came to my mind - changing, or even trying to change the armor in the Inventory screen drops most carried stuff to the ground, even if there's place for that stuff in the new armor. The stuff used to be kept on soldier's person unless the tiles became blocked, which was much more comfortable... could it be fixed? Or is it a tradeoff for unbugging the inventory?
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 14, 2016, 01:39:47 pm
Oh and there's another issue that just came to my mind - changing, or even trying to change the armor in the Inventory screen drops most carried stuff to the ground, even if there's place for that stuff in the new armor. The stuff used to be kept on soldier's person unless the tiles became blocked, which was much more comfortable... could it be fixed? Or is it a tradeoff for unbugging the inventory?

That's the same issue as #2 above.
(New version will be released in the evening.)
Title: Re: Bugs & Crash Reports
Post by: Drasnighta on July 14, 2016, 05:01:08 pm
I'm all good then!

As long as I wasn't going insane!  :D
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on July 15, 2016, 02:18:21 pm
Hm... just got a CTD with the latest build (2016-07-14). 
I just started a Dark Ones mission, took a few steps up the bonny, spotted 3 enemies.  Used the number keys to start cycling through them.  When I hit "3" I got the CTD.

Edit: also crashes on the 07-08 build.  Looks like it crashes when it tries to render one of the flying 2x2 units.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 15, 2016, 02:27:45 pm
Problem's been detected, but so far elusive. This save should help to pinpoint the cause. Thanks a lot.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 15, 2016, 03:16:40 pm
This looks like something beyond my powers. The game has issues with displaying a Cacodemon hanging over the mansion. This seems to be caused by upgrading to 3.1, since this issue is new - probably caused by some incompatibility incurred by newer Nightlies, or changes within Yankes' branch. We need to ask Yankes or Meridian for help :)

Code: [Select]
  - type: DOOM_ARMOR_7
    spriteSheet: DEM_7.PCK
    spriteInv: MAN_63
    corpseBattle:
      - DOOM_CACODEMON_CORPSE_1
      - DOOM_CACODEMON_CORPSE_2
      - DOOM_CACODEMON_CORPSE_3
      - DOOM_CACODEMON_CORPSE_4
    corpseGeo: STR_DOOM_CACODEMON_CORPSE
    visibilityAtDark: 30
    frontArmor: 6
    sideArmor: 6
    rearArmor: 6
    underArmor: 6
    drawingRoutine: 3
    movementType: 1
    bleedImmune: true
    size: 2
    recovery:
      morale:
        moraleCurrent: -0.2
        bravery: 0.2
    damageModifier:
      - 0.0
      - 0.6
      - 0.2
      - 1.0
      - 0.5
      - 0.8
      - 0.15
      - 1.0
      - 1.0
      - 0.25
    loftempsSet: [ 92, 89, 90, 91 ]
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 15, 2016, 04:56:08 pm
This looks like something beyond my powers. The game has issues with displaying a Cacodemon hanging over the mansion. This seems to be caused by upgrading to 3.1, since this issue is new - probably caused by some incompatibility incurred by newer Nightlies, or changes within Yankes' branch. We need to ask Yankes or Meridian for help :)

I can tell you where it crashes (or better said where it suicides). See attached.

The issue looks OXCE-related (or at least that suicide code was added by Yankes)... so I'll leave it up to him to fix it.
Title: Re: Bugs & Crash Reports
Post by: Yankes on July 15, 2016, 05:22:53 pm
I can tell you where it crashes (or better said where it suicides). See attached.

The issue looks OXCE-related (or at least that suicide code was added by Yankes)... so I'll leave it up to him to fix it.
Problem is in this `-8`, it should not be negative. I will fix it soon.

[ps]
I forget that I add some functionality that deliberately use invalid surfaces as placeholders for  modders.
https://github.com/Yankes/OpenXcom/commit/63c280f2b546b9f2b3f6c5839d05f49df0e39b03
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 15, 2016, 05:46:52 pm
Oh, and one more, before I forget.
I played a hideout defense yesterday and the enemies didn't scream when I killed them.
Also my gals started freaking out even though I have been killing 2-4 baddies per turn... as if the kills didn't count.

I'll probably edit this post later, once I re-watch the video and confirm... did anyone else observe anything similar?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 15, 2016, 06:21:20 pm
Yeah I noticed that it affects enemies that got ashed - they don't scream (which they really shouldn't - I wouldn't say no to adding a handle for adding an ashing sound, maybe ashed corpse?), not sure about scoring/morale (such kills should work normally). Non-ashing kills seem to work fine.

So about the Cacodemon issue - we wait for a fix, right?
Title: Re: Bugs & Crash Reports
Post by: Yankes on July 15, 2016, 06:36:34 pm
Yeah I noticed that it affects enemies that got ashed - they don't scream (which they really shouldn't - I wouldn't say no to adding a handle for adding an ashing sound, maybe ashed corpse?), not sure about scoring/morale (such kills should work normally). Non-ashing kills seem to work fine.

So about the Cacodemon issue - we wait for a fix, right?
I already fix it, I link bug fix commit that Meridian can use now.

And for kills, I probably pull new code from master is is incompatible with people who get ashed. I will try fix it too.

[ps]

Custom sound/corpses are interesting idea, but I would think further, why not add different ways of gibing up enemies?

[ps2]
fix for overkill damage:
https://github.com/Yankes/OpenXcom/commit/020e3a9813fccf75b00d4dbddd6989e5c6184127
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on July 17, 2016, 12:24:07 am
The Shoulder Launcher doesn't train firing, while that might be intentional, it is inconsistent with other launchers with arching shot (e.g. the mortar).
Title: Re: Bugs & Crash Reports
Post by: doctor medic on July 18, 2016, 03:39:44 pm
Is this supposed to happen with the new version?
https://imgur.com/cvOYSOm
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on July 18, 2016, 03:49:20 pm
Is this supposed to happen with the new version?
https://imgur.com/cvOYSOm

Looks like a standard issue when upgrading in the middle of a campaign. Just research it.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 18, 2016, 03:53:46 pm
Just add them to research w/o any brainers allocated. They will be completed automatically in 1 day.
Title: Re: Bugs & Crash Reports
Post by: doctor medic on July 18, 2016, 04:14:10 pm
I also crashed while i was equiping the gals,before i pressed ok i noticed that weapons were sorted weirdly,starting from the right to left instead from left to right.I wonder why would the game sort them backwards,maybe that's why it crashed?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 18, 2016, 04:32:37 pm
Check Meridian's thread for fixes or wait for the next release. Should not be too far off.
Title: Re: Bugs & Crash Reports
Post by: Searmay on July 18, 2016, 10:01:58 pm
STR_LOC_RET_BASE lacks the modSprite property.

Possibly not bugs, but weird: you can research the XG weapons well before Gauss Battery, which is required to build them. Also strange: making plasma weapon clips does not depend on the relevant weapon. I was able to build ammo for a scorcher before having researched it, and it looks like the same would be possible for the rifle and heavy plasma.

There is no Bootypaedia entry for Waspite armour. If this is intentional it's not t all clear why.

Edit: There is no definition for STR_SILACOID_CORPSE, so they are not renamed "Rocky" when dead.
Title: Re: Bugs & Crash Reports
Post by: doctor medic on July 19, 2016, 11:16:21 am
I had a crash to desktop when my gall in heavy armor punched a human goon from behind with the fistcuffs while holding a nuclear laser rifle in another hand,i was in a smuggler mission on a roundabout with a small ship engine and a crate with durathread,i also stunned some other goons with the wand of airlesness with another gal
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 19, 2016, 01:39:55 pm
@Searmay: Thanks, all bugs, fixed now.

@Doctor Medic: Provide a save or it didn't happen. Seriously, I have no way of checking this claim and finding any bugs otherwise. Other than making sure goddamned fistycuffs work, which they do and always did.
Title: Re: Bugs & Crash Reports
Post by: doctor medic on July 19, 2016, 01:52:29 pm
Once again i have to dissapoint as when i saw your comment my autosaved overwriten it.

But i have noticed that loading the save back seems to fixes the problem,the fistycuffs seem to work as normal.

And in the case i do have a save available i would like to know how to actualy upload it somewhere so you can download it.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 19, 2016, 02:18:07 pm
Can't you attach it to your post like everyone does?
Title: Re: Bugs & Crash Reports
Post by: doctor medic on July 19, 2016, 03:45:17 pm
I...dont know how.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 19, 2016, 03:57:09 pm
Click 'Attachments and other options' just below your text input window :)
Title: Re: Bugs & Crash Reports
Post by: doctor medic on July 19, 2016, 04:00:23 pm
Thank you,i was using the quicker method so i didnt notice that.
Anyways even if i crash i doubt that you will see the bug when you load the save,as i said when i load after the crash everything is normal,but i dont have savescumming activated so that may explain it,if that was the case then it may have something to do with some sort of calculation but we cant be too sure.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 19, 2016, 05:05:54 pm
A non-replicable bug? Must be those pesky gremlins.
Title: Re: Bugs & Crash Reports
Post by: ForeverGM on July 20, 2016, 06:46:32 pm
Thank you for making this mod! I'm a few weeks in, and I'm experiencing a crash to desktop. It occurs whenever a Medium vessel (Not sure of what sort) is headed to my base on a Crackdown mission. My defences fire just fine, but they're nowhere near enough to shoot it down. Then when I click to initiate a fight, it crashes to desktop. I've done this three times in a row to establish a pattern, and I'm not sure where to go from here. Any suggestions?

Edit: New information: It's a Breaker-Class Shipping from the Academy.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 20, 2016, 06:57:37 pm
The cause are Megascorpion Stings. Sell or ship them away before the Breaker strikes.

Also how did you manage to get a Crackdown so early on??? :)
Title: Re: Bugs & Crash Reports
Post by: ForeverGM on July 20, 2016, 07:05:36 pm
Oh, thanks! That works. Is it because the Stings have no in-game image or something? And I managed it by knocking out three bases. When I saw a few weeks in, I meant real time. In-game it's been slightly over a year  :)
Title: Re: Bugs & Crash Reports
Post by: Searmay on July 21, 2016, 07:54:38 pm
The fusion ball launcher is a heavy craft weapon despite having missile-like stats, being listed with the missiles, and having "missile" in its descriptive text. If this classification is intentional, I'd suggest moving the entry back to sit with its fellow heavy weaons and changing the descrition to "rocket".
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 23, 2016, 08:57:52 pm
Enemies from an elevated position can attack people in the Pachyderm through its apparently leaky roof.
Title: Re: Bugs & Crash Reports
Post by: Star_Treasure on July 24, 2016, 12:11:47 am
Iv'e been noticing that sometimes when I fire rockets (in this case panzerfausts and RPGs with heat rockets) that the rocket gets launched, but no TUs are deducted and no ammo is expended.

I'll have to see if I can reproduct this.
Title: Re: Bugs & Crash Reports
Post by: Gunner-chan on July 24, 2016, 12:24:12 am
If you have any scorpion stings sell them real quick, they're bugged when combat is involved and just vendor trash from what I understand anyway.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 24, 2016, 12:49:29 am
If you have any scorpion stings sell them real quick, they're bugged when combat is involved and just vendor trash from what I understand anyway.

Confirmed. It apparently counts as a 2x2 unit when equipped to the dropship.
Title: Re: Bugs & Crash Reports
Post by: Star_Treasure on July 24, 2016, 01:44:39 am
Actually wow, it seems like all kinds of exploding weapons will randomly not use ammo and or TUs when fired. Have seen this happen with Stick grenades, grenade launchers, and light cannons firing HE rounds. Sometimes it will consume no ammo or TUs, other times it will consume TUs but no ammo, and other times It will consume ammo but no TUs.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 24, 2016, 10:20:47 am
Might be a side effect of the trajectory fix...
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 24, 2016, 12:20:18 pm
Actually wow, it seems like all kinds of exploding weapons will randomly not use ammo and or TUs when fired. Have seen this happen with Stick grenades, grenade launchers, and light cannons firing HE rounds. Sometimes it will consume no ammo or TUs, other times it will consume TUs but no ammo, and other times It will consume ammo but no TUs.

Might be a side effect of the trajectory fix...

That is unlikely. Also, can someone reproduce it?... I can't.
Title: Re: Bugs & Crash Reports
Post by: Searmay on July 24, 2016, 02:49:57 pm
Enemies from an elevated position can attack people in the Pachyderm through its apparently leaky roof.
Probably the window at the front. It's weird, but presumably intentional.

Actually wow, it seems like all kinds of exploding weapons will randomly not use ammo and or TUs when fired.
Are you using the right binary, ie OpenXcom-extended rather than OpenXcom? The latter will load X-Piratez successfully and ignore what it doesn't understand, leading to all sorts of errors. And from what I recall when I did it, this was one of them.
Title: Re: Bugs & Crash Reports
Post by: Star_Treasure on July 25, 2016, 01:08:38 am
I'm pretty sure I compiled the extended version 3.1

I'm running on linux.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on July 25, 2016, 03:20:07 am
How did you get the code? If using git, did you make sure you had the proper branch checked-out? It's happened to me a few times that I compiled master instead of the right branch (oxce3.1-plus-proto or something). If you compile master, you get the nightly version of some time ago ;)
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 25, 2016, 03:24:25 am
Probably the window at the front. It's weird, but presumably intentional.

They didn't actually shoot through the window.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 25, 2016, 10:46:52 am
Alright, just got a super annoying bug that is causing my game to hang indefinitely after winning a base defense.

Kill the last dude around the corner in the save (by the access lift) and watch the 'magic'.



Title: Re: Bugs & Crash Reports
Post by: Meridian on July 25, 2016, 11:33:16 am
Alright, just got a super annoying bug that is causing my game to hang indefinitely after winning a base defense.
Kill the last dude around the corner in the save (by the access lift) and watch the 'magic'.

I can reproduce this, will have a look in the evening and fix it.

Btw. turn 140?? :D
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 25, 2016, 11:38:17 am
I can reproduce this, will have a look in the evening and fix it.

Btw. turn 140?? :D

Yeah man, 6 rookies vs an Academy battleship; it was 300 level brutal (https://www.youtube.com/watch?v=gNqiSkd1M6k), only I won.
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 25, 2016, 12:37:32 pm
Yeah man, 6 rookies vs an Academy battleship; it was 300 level brutal (https://www.youtube.com/watch?v=gNqiSkd1M6k), only I won.

Your hangar got destroyed during the attack... and the game got into endless loop when trying to delete stuff related to it. It seems to be a bug in vanilla (https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/Base.cpp#L1603), so instead of fixing it myself, I will open a bug in the bug tracker (https://openxcom.org/bugs/openxcom/issues/1254).

It fails on deleting the craft in transfer (because there are other things in transfer -- 4 soldiers).
I have deleted lines 3446-3602 from your save, now it works, you can do the same... pasting the text to delete below, just in case.

This deletes "Retarded Bank", "Soaring Herring", "Hell Arisu" and "Failin Seagull" from existence... you may want to re-hire them ;)

Code: [Select]
    transfers:
      - hours: 22
        soldier:
          type: STR_SOLDIER_S
          id: 64
          nationality: 0
          name: Retarded Bank
          initialStats:
            tu: 69
            stamina: 44
            health: 51
            psiStrength: 49
            psiSkill: 0
            melee: 46
            bravery: 60
            reactions: 59
            firing: 53
            throwing: 40
            strength: 42
          currentStats:
            strength: 42
            psiStrength: 49
            psiSkill: 0
            melee: 46
            tu: 69
            stamina: 44
            health: 51
            bravery: 60
            reactions: 59
            firing: 53
            throwing: 40
          rank: 0
          gender: 1
          look: 0
          lookVariant: 14
          missions: 0
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
      - soldier:
          currentStats:
            tu: 69
            stamina: 43
            health: 41
            bravery: 20
            reactions: 57
            firing: 56
            throwing: 35
            strength: 40
            psiStrength: 25
            psiSkill: 0
            melee: 87
          initialStats:
            psiSkill: 0
            melee: 87
            tu: 69
            stamina: 43
            health: 41
            bravery: 20
            reactions: 57
            firing: 56
            throwing: 35
            strength: 40
            psiStrength: 25
          rank: 0
          gender: 1
          look: 1
          lookVariant: 4
          missions: 0
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
          type: STR_SOLDIER_S
          id: 65
          nationality: 0
          name: Soaring Herring
        hours: 22
      - soldier:
          currentStats:
            tu: 67
            stamina: 77
            strength: 39
            psiStrength: 52
            psiSkill: 0
            melee: 77
            health: 56
            bravery: 70
            reactions: 63
            firing: 59
            throwing: 46
          rank: 0
          gender: 0
          look: 1
          lookVariant: 3
          missions: 0
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
          type: STR_SOLDIER_S
          id: 66
          name: Hell Arisu
          nationality: 0
          initialStats:
            psiSkill: 0
            melee: 77
            tu: 67
            stamina: 77
            health: 56
            bravery: 70
            reactions: 63
            firing: 59
            throwing: 46
            strength: 39
            psiStrength: 52
        hours: 22
      - hours: 22
        soldier:
          rank: 0
          gender: 1
          look: 1
          lookVariant: 12
          missions: 0
          initialStats:
            tu: 80
            stamina: 37
            health: 47
            bravery: 50
            psiSkill: 0
            melee: 73
            reactions: 59
            firing: 47
            throwing: 34
            strength: 49
            psiStrength: 46
          type: STR_SOLDIER_S
          id: 67
          nationality: 0
          name: Flailin Seagull
          currentStats:
            psiStrength: 46
            psiSkill: 0
            melee: 73
            tu: 80
            stamina: 37
            health: 47
            bravery: 50
            reactions: 59
            firing: 47
            throwing: 34
            strength: 49
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 25, 2016, 01:38:10 pm
It does crash. No idea why. I see no answers in the Crash Log, magically killing the last enemy in the save doesn't help, and I remember no precedence to guide me to find the solution - hanging upon mission end is something new.  Never seen anything like this before, but it might be just that my build is different (Commendations). Well, that's precisely why Ironman is unadvised - it's still a beta, and unless someone manages to hunt the bug down, and probably even then, you're fukked :P
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 25, 2016, 02:11:19 pm
What?
I provided a full explanation with a fix one post above.

Or are you talking about something else?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 25, 2016, 04:18:58 pm
Whoops, your post wasn't displayed for some reason (I didn't refresh before answering). I made a fool of myself :)
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 25, 2016, 08:51:32 pm
Your hangar got destroyed during the attack... and the game got into endless loop when trying to delete stuff related to it. It seems to be a bug in vanilla (https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/Base.cpp#L1603), so instead of fixing it myself, I will open a bug in the bug tracker (https://openxcom.org/bugs/openxcom/issues/1254).

It fails on deleting the craft in transfer (because there are other things in transfer -- 4 soldiers).
I have deleted lines 3446-3602 from your save, now it works, you can do the same... pasting the text to delete below, just in case.

This deletes "Retarded Bank", "Soaring Herring", "Hell Arisu" and "Failin Seagull" from existence... you may want to re-hire them ;)

Code: [Select]
    transfers:
      - hours: 22
        soldier:
          type: STR_SOLDIER_S
          id: 64
          nationality: 0
          name: Retarded Bank
          initialStats:
            tu: 69
            stamina: 44
            health: 51
            psiStrength: 49
            psiSkill: 0
            melee: 46
            bravery: 60
            reactions: 59
            firing: 53
            throwing: 40
            strength: 42
          currentStats:
            strength: 42
            psiStrength: 49
            psiSkill: 0
            melee: 46
            tu: 69
            stamina: 44
            health: 51
            bravery: 60
            reactions: 59
            firing: 53
            throwing: 40
          rank: 0
          gender: 1
          look: 0
          lookVariant: 14
          missions: 0
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
      - soldier:
          currentStats:
            tu: 69
            stamina: 43
            health: 41
            bravery: 20
            reactions: 57
            firing: 56
            throwing: 35
            strength: 40
            psiStrength: 25
            psiSkill: 0
            melee: 87
          initialStats:
            psiSkill: 0
            melee: 87
            tu: 69
            stamina: 43
            health: 41
            bravery: 20
            reactions: 57
            firing: 56
            throwing: 35
            strength: 40
            psiStrength: 25
          rank: 0
          gender: 1
          look: 1
          lookVariant: 4
          missions: 0
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
          type: STR_SOLDIER_S
          id: 65
          nationality: 0
          name: Soaring Herring
        hours: 22
      - soldier:
          currentStats:
            tu: 67
            stamina: 77
            strength: 39
            psiStrength: 52
            psiSkill: 0
            melee: 77
            health: 56
            bravery: 70
            reactions: 63
            firing: 59
            throwing: 46
          rank: 0
          gender: 0
          look: 1
          lookVariant: 3
          missions: 0
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
          type: STR_SOLDIER_S
          id: 66
          name: Hell Arisu
          nationality: 0
          initialStats:
            psiSkill: 0
            melee: 77
            tu: 67
            stamina: 77
            health: 56
            bravery: 70
            reactions: 63
            firing: 59
            throwing: 46
            strength: 39
            psiStrength: 52
        hours: 22
      - hours: 22
        soldier:
          rank: 0
          gender: 1
          look: 1
          lookVariant: 12
          missions: 0
          initialStats:
            tu: 80
            stamina: 37
            health: 47
            bravery: 50
            psiSkill: 0
            melee: 73
            reactions: 59
            firing: 47
            throwing: 34
            strength: 49
            psiStrength: 46
          type: STR_SOLDIER_S
          id: 67
          nationality: 0
          name: Flailin Seagull
          currentStats:
            psiStrength: 46
            psiSkill: 0
            melee: 73
            tu: 80
            stamina: 37
            health: 47
            bravery: 50
            reactions: 59
            firing: 47
            throwing: 34
            strength: 49
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0

Wait, what do you mean it got 'destroyed'?

It was under construction; how would that even be possible? Does the landing craft randomly destroy facilities, including under construction facilities, when it attacks the base?
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 25, 2016, 09:46:02 pm
Wait, what do you mean it got 'destroyed'?

It was under construction; how would that even be possible? Does the landing craft randomly destroy facilities, including under construction facilities, when it attacks the base?

The facilities get destroyed by too much use of explosives during the mission... both by you and by the AI. Landing craft doesn't damage them at all.
I didn't know it applies to facilities being built too, but obviously it does.
Also, if any facilities get "disconnected" from the airlock because of other destroyed facilities, they are destroyed too.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 25, 2016, 09:51:41 pm
The facilities get destroyed by too much use of explosives during the mission... both by you and by the AI. Landing craft doesn't damage them at all.
I didn't know it applies to facilities being built too, but obviously it does.
Also, if any facilities get "disconnected" from the airlock because of other destroyed facilities, they are destroyed too.

So my two mininuke detonations in the workshops and large barracks randomly destroyed the under construction Hangar?

What? How does the game decide which facilities get destroyed? Is it luck of the draw?

That said, this is good to know.
Title: Re: Bugs & Crash Reports
Post by: Starving Poet on July 25, 2016, 11:49:35 pm
There are certain items in each facility that, when destroyed, count as facility destruction.   In the workshops, it's the tables.  I'm not sure what counts as destruction for the large hangars. 
Title: Re: Bugs & Crash Reports
Post by: legionof1 on July 26, 2016, 01:47:53 am
In vanilla hangers where immune to destruction as well as the lift. Good to know they can go boom....I guess. Though what constitutes boom would be nice to know. I've thrown Chinese dragons into my hangers without issues several times.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 26, 2016, 02:14:28 am
There is no reason they should go 'boom' in this case though; the hangar wasn't even constructed or on the map, and it wasn't damaged by any explosions! Literally makes no sense at all. Total bug.
Title: Re: Bugs & Crash Reports
Post by: Star_Treasure on July 26, 2016, 02:23:32 am
In vanilla hangers where immune to destruction as well as the lift. Good to know they can go boom....I guess. Though what constitutes boom would be nice to know. I've thrown Chinese dragons into my hangers without issues several times.

It might make sense to allow the planes inside the hangars to be destroyed rather than the hangar itself.

Also, instead of having facilities be destroyed because they were cut off from the rest of the base, how bout replacing destroyed facilities with "Rubble" which has to be cleared before repairs are made, but still counts as connecting.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 26, 2016, 02:28:17 am
Also, instead of having facilities be destroyed because they were cut off from the rest of the base, how bout replacing destroyed facilities with "Rubble" which has to be cleared before repairs are made, but still counts as connecting.

Yes please; either that or they get replaced with basic corridors.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on July 26, 2016, 09:40:44 am
Another base invasion related crash; this time a Breaker UFO aptly breaks my game as it boldly attempts to invade FAGULON PRIME itself against all better judgement.
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 26, 2016, 10:29:44 am
Another base invasion related crash; this time a Breaker UFO aptly breaks my game as it boldly attempts to invade FAGULON PRIME itself against all better judgement.

Sell or transfer the 40 megascorpion stings from the base and it will work.
Title: Re: Bugs & Crash Reports
Post by: Searmay on July 26, 2016, 11:10:42 pm
The flechette cannon is described as "Ignores half armour", but has an ArmorEffectiveness of 0.05.
Title: Re: Bugs & Crash Reports
Post by: nrafield on July 27, 2016, 11:27:07 am
After spending over 200 turn searching for the last enemy in a Mansion Invasion mission, I eventually gave up and enabled debug mode, only to find out that the last adversary was stuck in a room without doors. Actually, the room next to that one didn't have any doors either.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on July 28, 2016, 06:42:59 pm
No door rooms are normal and intended in mansions. Bring ways to break walls.

The towers are isolated on purpose. The mansions have lots of semi secrets stuff that intended to make loot and scoot less rewarding for the unobservant.
Title: Re: Bugs & Crash Reports
Post by: nrafield on July 28, 2016, 07:38:21 pm
But what is a good tool for breaking walls when you are so limited in equipment? And if it that is intended, could it be elaborated that you might have to look for enemies in secret hiding places if you want to clear out the mansion?

Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 28, 2016, 08:11:20 pm
1. Ripper, heavy pistols, or any grenades/bombs. Anything that is in the cat. "infiltration" can be taken.
2. I see no need for such elaboration. Like legionof1 said, observant players have it better.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on July 28, 2016, 08:15:12 pm
Here is the link to the Mansion Reports Thread:
https://openxcom.org/forum/index.php/topic,4556.msg62926.html#msg62926

I think early on, Black Powder bombs maybe one of the most effective wall breachers.
I personally love the Ripper as a breacher, but Meridian had good success with looted Plasma Pistols he brought along.  I think some las pistols might breach with a high enough damage roll. In late game, the Cougar SMG is a dream in Mansions, and I'm pretty sure, I was able to breach with their auto fire to.

Places to breach: The Occult Towers.  They only have entrances on one level down low, which one I don't recall.  Its often more convenient to breach them on higher levels where your gals are. 
Also, I found the top white floor deserved a few breaches as most of these rooms are not connected to each other, but have to be accessed from stairs on the floor below. 
Of course, finally, any map generation secluded islands, like you found, nrafield, are the perfect place to breach.  Your use of Debug in the case you described, is perfectly justifiable, imo. 

The Mansion Mission can definitely be a challenge for the inexperience player, especially where the RNG gods spawn something like this. 

That said, Dioxine did provide the alternative, by allowing the player to evacuate from the roof.  In your scenario, 200 turns would have been plenty to scour the place and haul any and all loot up to the roof.  Not that I'd prefer that method, naturally.  I like to kill 'em all too, an haul all the loot out the easy way.  And I would feel completely justified to debug kill that last troublesome unit as you did. ;)
Title: Re: Bugs & Crash Reports
Post by: new_civilian on July 29, 2016, 05:51:42 pm
bug reports:

-my mcd patch rulefile for terrain TU usage not applied, but thanks for the credits anyway  :o
-Megascorpion sting thing crashes game due to missing graphic and is not selectable in craft equipmentscreen even if it appears in the list
-alt-corpses mod STILL has the faulty *185.png that is bugged.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on July 29, 2016, 07:15:47 pm
bug reports:
-alt-corpses mod STILL has the faulty *185.png that is bugged.


Alt-Corpses has been completely revamped and updated to be compatible with the newer engines.  These updates are in the Mod Thread.  I think that Dioxine will include the new mod when he releases .99A.  For now the *185.png bug is just one of the charms of the out of date version. ;)
Title: Re: Bugs & Crash Reports
Post by: Meridian on July 31, 2016, 11:39:52 am
Uhm, is it by design in 0.99A.1 that auxilia (e.g. mercs) generate money per month (like slaves) instead of costing money?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on July 31, 2016, 06:36:50 pm
No, it's a stupid error on my part :/
Title: Re: Bugs & Crash Reports
Post by: BetaSpectre on August 01, 2016, 12:48:37 am
LOL
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 01, 2016, 01:50:49 am
I like it.

I think Mercenary Commandos should indeed pay for the privilege of staying in my state of the art facility with countless scantily clad females. Trust me, it'd be a lot more expensive if they weren't getting their guard duty discount.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on August 01, 2016, 02:09:43 am
their guard duty discount

I swear I read it as "hard duty discount".
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 01, 2016, 03:44:32 am
I swear I read it as "hard duty discount".

Haha, you would.

Also, can't seem to manufacture lingerie anymore; was the ability to do so deliberately removed? I can't see it mentioned in the logs.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 01, 2016, 05:25:19 am
There's indeed a bug in Lingerie manufacturing. It used to require only industrial tools, and the wrong topic was added as a dependency for the project: Lingerie set (an armor I think), instead of Lingerie itself.
Title: Re: Bugs & Crash Reports
Post by: KateMicucci on August 01, 2016, 05:36:59 am
At the "castle of doom" one of the imps spawned inside the dirt of the castle wall.
Title: Re: Bugs & Crash Reports
Post by: KateMicucci on August 01, 2016, 06:56:46 am
Updated to .99A1. The *stop targeting civilian traffic* research hasn't stopped civilians from spawning. If anything there are more of them now.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 01, 2016, 08:36:02 am
Also, can't seem to manufacture lingerie anymore; was the ability to do so deliberately removed? I can't see it mentioned in the logs.

I think "- research updates & fixes" pretty much covers it.

Updated to .99A1. The *stop targeting civilian traffic* research hasn't stopped civilians from spawning. If anything there are more of them now.

The in-progress missions will continue for a while (maybe even for a few months).
No new missions will spawn.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 01, 2016, 05:56:56 pm
I think "- research updates & fixes" pretty much covers it.

It does seem like a bug though.. Requiring knowledge of the STR_LINGERIE_SET armor, in order to make normal STR_LINGERIE item is odd. The runts are just reproducing the underpants they saw, not making a special skimpy combat outfit.. Having STR_LINGERIE as a requirement (and not only STR_INDUSTRIAL_TOOLS) makes a lot of sense, since you shouldn't be able to make lingerie before you know of it. But having STR_LINGERIE_SET as a requirement? meh.. It's an annoying odd change, especially in an ongoing campaign.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 01, 2016, 07:31:57 pm
It does seem like a bug though.. Requiring knowledge of the STR_LINGERIE_SET armor, in order to make normal STR_LINGERIE item is odd. The runts are just reproducing the underpants they saw, not making a special skimpy combat outfit.. Having STR_LINGERIE as a requirement (and not only STR_INDUSTRIAL_TOOLS) makes a lot of sense, since you shouldn't be able to make lingerie before you know of it. But having STR_LINGERIE_SET as a requirement? meh.. It's an annoying odd change, especially in an ongoing campaign.

This for sure.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 01, 2016, 08:36:46 pm
Yeah, a bug. It was meant to be STR_LINGERIE.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 01, 2016, 08:44:46 pm
AH...  maybe thats why the new lingerie lines were requiring Durathread mesh.   :o  I thought it was just an effort to nerf another revenue stream.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 01, 2016, 08:53:35 pm
Durathread mesh requirement is as intended. Money-wise it doesn't change a bit since production cost was decreased by 250 (sell value of Mesh).
Title: Re: Bugs & Crash Reports
Post by: Bartojan on August 01, 2016, 10:50:53 pm
Piratez_lang.rul 99a1
Code: [Select]
STR_PLASMA_SCORCHER_UFOPEDIA: plasma blast -> shoudn't it be energy blast?
STR_LOC_ACADEMY_OUTPOST_TEMPERATE: Warehouse Wars -> Scientific Experiments
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 02, 2016, 03:58:49 am
Durathread mesh requirement is as intended. Money-wise it doesn't change a bit since production cost was decreased by 250 (sell value of Mesh).
That's a nice change. You can easily setup a production line for chemicals which, combined with plastasteel, will make you a ton of durathread. You need about 150 runts on lingerie for 10 on durathread and 7 on chemicals. I run 140 to 20 and 12 at my industrial base (with extractor), to make a surplus durathread and send it to my other bases that can make lingerie. The only issue is that it does use plastasteel, but you make so much money doing that, that if you're worried about the drain on resources, you can just buy yourself plastasteel.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 02, 2016, 09:01:44 am
There is a tech literally called STR_PSI_LAB_PREQ in the game itself.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on August 02, 2016, 10:31:17 am
There is a tech literally called STR_PSI_LAB_PREQ in the game itself.

Must be an artefact related to updating. It shouldn't happen on a new game.

If you put just 1 Brainer on it, it should be researched within a day.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 02, 2016, 12:14:39 pm
Even 0 Brainers will research it wihin a day. It's an artifact of version upgrade.

Piratez_lang.rul 99a1
Code: [Select]
STR_PLASMA_SCORCHER_UFOPEDIA: plasma blast -> shoudn't it be energy blast?
STR_LOC_ACADEMY_OUTPOST_TEMPERATE: Warehouse Wars -> Scientific Experiments

Thanks! Both are bugs.

@Arthanor: you can manufacture Plastasteel too, after a while :)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 02, 2016, 04:58:49 pm
Hey, after startin a new game in 0.99.1A on "Jack Sparrow" mode, i sold airbus and bought an aircar, but i lost crew and equpment on the first! So i had to equip the aircar with remainings...Is it a bug or an intended thing?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 02, 2016, 06:00:41 pm
If you sell or transfer craft, all crew and equipment onboard is sold/transfered; same with sacking soldiers (you lose the armor they were wearing).
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 02, 2016, 06:27:04 pm
If you sell or transfer craft, all crew and equipment onboard is sold/transfered; same with sacking soldiers (you lose the armor they were wearing).

That's actually not true, if you sell a craft all crew and equipment onboard stays at the base.... i.e. is not sold with the craft.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 02, 2016, 07:16:43 pm
So how Niculinux managed to do so? :) Truth be told, I always empty crafts before selling, just to be on the safe side.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 02, 2016, 07:42:29 pm
So how Niculinux managed to do so? :) Truth be told, I always empty crafts before selling, just to be on the safe side.

Well, his post is questionable at best... I mean, if the crew was really lost, he wouldn't have any "remainings" at all, since everybody starts in the craft.
If anyone can reproduce and give me a save, we can talk about it, otherwise I think he just sold the crew and equipment too by accident.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 02, 2016, 08:52:13 pm
If you sell or transfer craft, all crew and equipment onboard is sold/transfered; same with sacking soldiers (you lose the armor they were wearing).
Ah so i suppose this is game mechanic.

So how Niculinux managed to do so? :) Truth be told, I always empty crafts before selling, just to be on the safe side.

Actually, simply sold the owned and bought the new, some days after game was started, no rocket science  :'(

Edit:
Well, his post is questionable at best... I mean, if the crew was really lost, he wouldn't have any "remainings" at all, since everybody starts in the craft.
If anyone can reproduce and give me a save, we can talk about it, otherwise I think he just sold the crew and equipment too by accident.
nothing went by accident, just like i wrote above, sold the craft with the initial setup provided by the game. Sry, no save game file avaiable from me :'(
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 02, 2016, 08:54:24 pm
Ah so i suppose this is game mechanic.

No, it is NOT a game mechanic. Can you try again and see if it happens again?
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 02, 2016, 08:55:04 pm
I fired up a new game, and tried it.  Only the airbus was sold.  I'm not sure what happened in Niculinux's game.   maybe a different .exe build?
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 02, 2016, 08:56:39 pm
I fired up a new game, and tried it.  Only the airbus was sold.  I'm not sure what happened in Niculinux's game.   maybe a different .exe build?

No, downloaded letest 0.99.1A. Maybe with some spare time i can do it again and save. Thanks.  ;)
Edit: pheraphs this is one of that cases about random happenings, maybe a bit investigation on the occurring frequence may me needed.
Title: Re: Bugs & Crash Reports
Post by: khade on August 02, 2016, 09:09:24 pm
Regardless, it seems wise to do the paranoid thing, and remove everything first.  A trusting pirate is a dead pirate.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 02, 2016, 11:04:57 pm
Another crash on mission end in the Jungle map with the spore mine (?) plants while farming Supply Ships; save attached; log:

[02-08-2016 16:01:50]   [WARN]   TU not found in en-US
[02-08-2016 16:01:50]   [WARN]   STA not found in en-US
[02-08-2016 16:01:50]   [WARN]   HP not found in en-US
[02-08-2016 16:01:50]   [WARN]   BRA not found in en-US
[02-08-2016 16:01:50]   [WARN]   REA not found in en-US
[02-08-2016 16:01:50]   [WARN]   ACC not found in en-US
[02-08-2016 16:01:50]   [WARN]   THR not found in en-US
[02-08-2016 16:01:50]   [WARN]   MEL not found in en-US
[02-08-2016 16:01:50]   [WARN]   STR not found in en-US
[02-08-2016 16:01:50]   [WARN]   VOO not found in en-US
[02-08-2016 16:01:50]   [WARN]   DOO not found in en-US
[02-08-2016 16:01:50]   [FATAL]   A fatal error has occurred: code 0xc0000005
[02-08-2016 16:01:50]   [FATAL]   SymFromAddr failed: 487
[02-08-2016 16:01:50]   [FATAL]   SymFromAddr failed: 487
[02-08-2016 16:01:50]   [FATAL]   SymFromAddr failed: 487
[02-08-2016 16:01:50]   [FATAL]   SymFromAddr failed: 487
[02-08-2016 16:01:50]   [FATAL]   SymFromAddr failed: 487
[02-08-2016 16:01:50]   [FATAL]   SymFromAddr failed: 487
[02-08-2016 16:01:50]   [FATAL]   SymFromAddr failed: 487
[02-08-2016 16:01:50]   [FATAL]   SymFromAddr failed: 487
[02-08-2016 16:01:50]   [FATAL]   0x7c815fee RegisterWaitForInputIdle (SymGetLineFromAddr64 failed: 487)
[02-08-2016 16:01:50]   [FATAL]   StackWalk64 failed: 6
[02-08-2016 16:01:50]   [FATAL]   Crash dump generated at C:\Documents and Settings\default\My Documents\Downloads\OpenXcom_XPiratez_0_99A_1\OpenXcom_XPiratez\user\02-08-2016_16-01-50.dmp
[02-08-2016 16:01:55]   [FATAL]   OpenXcom has crashed: code 0xc0000005
Extra information has been saved to openxcom.log.
Please report this to the developers.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 03, 2016, 02:03:56 am
Something new and mysterious again! You have habit of making these! :) Good, good! Looks like nobody farmed these ships hard enough to break them yet!
Needs some serious debugging tho, because all the components (map, ship type) have been checked long time ago and all was working with no one complaining... Is Dr. Meridian in the house? :)
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 03, 2016, 06:35:51 am
Something new and mysterious again! You have habit of making these! :) Good, good! Looks like nobody farmed these ships hard enough to break them yet!
Needs some serious debugging tho, because all the components (map, ship type) have been checked long time ago and all was working with no one complaining... Is Dr. Meridian in the house? :)

On my way to Jungfraujoch, see you tomorrow, wish me good weather :)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 03, 2016, 08:14:28 pm
Gave a quick shot to 0.99.1A and noticed:


Have nice holidays!
[/list]
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 03, 2016, 09:13:13 pm
  • flaming arrows does not have a bootipedia entry after research (no report screen is displayed)

@Dioxine, could it be possible to give some individual pages to Aqua Arrows, and Fire Arrows, etc.?    I never used the Aqua Arrows that I've scavenged because I didn't know what they did.  Maybe these could go on a "Bows: Summary" page or something.[/list]
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 04, 2016, 02:20:32 am
Any ideas yet as to the cause of the crash? Maybe the spore items?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 04, 2016, 03:19:37 am
Unlikely, that map was played dozens of times w/o crashes; it's nothing new. Unless something was caused by exec upgrade.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 04, 2016, 03:45:34 am
Unlikely, that map was played dozens of times w/o crashes; it's nothing new. Unless something was caused by exec upgrade.

In that case that's probably it; something specific to this map and that the update has made a mess of; the spore items I can't help but feel might be the culprit since there has been some fuckery with other items that had to be corrected (like the Exquisite Lingerie).
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 04, 2016, 07:36:23 am
Messing up one item's manufacture by adding the wrong requirement has little to do with other items.

But I have a CTD to report too.. Crash happens just after ending the mission, either winning or aborting.

edit: Uploaded a fixed save that only uses normal piratez mods. It changes nothing, but just to make things simpler.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 04, 2016, 09:25:48 am
All I'm saying is that the cockroach principle may apply.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 04, 2016, 10:53:43 am
But I have a CTD to report too.. Crash happens just after ending the mission, either winning or aborting.
edit: Uploaded a fixed save that only uses normal piratez mods. It changes nothing, but just to make things simpler.

Crashes on Commendations:
1. soldier Copper Tombstone
2. medal STR_MEDAL_BETRAYER_NAME
NULL pointer exception, when trying to get some info about a weapon with empty name. See attached.

No idea how to fix it, I would have to study the Commendations code... and that would take me a lot of time... probably better to report to Shoes.

EDIT: I can make a quick fix, so that it doesn't crash... by just skipping such cases, but I don't know if that is a proper fix or just a workaround...
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 04, 2016, 11:02:56 am
Another crash on mission end in the Jungle map with the spore mine (?) plants while farming Supply Ships; save attached; log:

Exactly the same crash as above, on soldier Edgy Muzzle, same medal, same NPE.
Title: Re: Bugs & Crash Reports
Post by: doctor medic on August 04, 2016, 11:41:37 am
Another one of those elusive melee bugs, from a melee with fistycuffs from a power armor gall to a power armor bodyguard who had stun damage and was hit by a indirect flamethrower shot that may have done nothing on him.this time i ought to make a proper report with a save and all.I have save scumming disabled but to make sure you can check it yourself.

But because the openxcom log is more than 20000 characters i will have to post the log here and then the save on another post

EDIT:Or not,it somehow managed to do both
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 04, 2016, 12:39:52 pm
Another one of those elusive melee bugs, from a melee with fistycuffs from a power armor gall to a power armor bodyguard who had stun damage and was hit by a indirect flamethrower shot that may have done nothing on him.this time i ought to make a proper report with a save and all.I have save scumming disabled but to make sure you can check it yourself.

So what do I need to do to reproduce the bug?
Just attack the power armor guy with fistycuffs? If so, it didn't crash for me...

Also, can you upload the "altJugger" mod... I don't have that one... maybe it is causing the crash...
Title: Re: Bugs & Crash Reports
Post by: doctor medic on August 04, 2016, 12:44:25 pm
I made a new save without the juggernaut mod and updated the previous post's save.

Was anything odd found in the openxcom log?
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 04, 2016, 12:55:58 pm
I made a new save without the juggernaut mod and updated the previous post's save.

I don't need that, I can turn off a mod myself too.
What I need are steps how to reproduce it... where exactly did you stand when you attacked the guy, did it crash after first attack or only after he passed out? Just describe to me what do I need to do exactly to get the crash.

Was anything odd found in the openxcom log?

No, log just says it crashed, nothing else. Logs are mostly useless :)
Title: Re: Bugs & Crash Reports
Post by: doctor medic on August 04, 2016, 01:13:32 pm
I walked up to him without sprinting with the jug being the first to move,i position her from "above" or rather the northeast tile closest to him and then i hit him without him passing out and then i get a crash after a few hits.

I notice that melee crashes happen after the hit,maybe the game experiances an imposimble calculation and it crashes,on that matter how is damage calculated if the damage calculator divides a number in a way that wont have a failed result such as 3 divided by 9
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 04, 2016, 03:37:53 pm
I walked up to him without sprinting with the jug being the first to move,i position her from "above" or rather the northeast tile closest to him and then i hit him without him passing out and then i get a crash after a few hits.

No matter what I do, I cannot make it crash... can someone else please try if you can make it crash?
Title: Re: Bugs & Crash Reports
Post by: doctor medic on August 04, 2016, 04:46:50 pm
For some reason whenever i try to recreate the bug it simply doesnt happen no matter how many times i try it and no matter if i have save scuming on or off,it only happens at that time and then whenever it feels like it.

That is why i theorized that it had to do with the damage calculation but save scuming debunks that theory.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on August 04, 2016, 05:00:37 pm
Hey Dioxine, is the X-Bow meant to be listed in the shotgun category (STR_BAT_CAT_SHOTGUN)?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 04, 2016, 05:12:23 pm
Code: [Select]
STR_BAT_CAT_SHOTGUN: "Short Range Guns"
Isn't the crossbow short-range direct fire weapon?
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on August 04, 2016, 05:19:13 pm
Ah, okay.  I was looking it up in the ruleset for making an updated ranged weapons table on https://ufopaedia.org, and I didn't look up what the string was in Piratez_lang.rul.  I was categorizing it as a bow for its fixed TU cost and the fact that it used energy to fire.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 04, 2016, 08:27:46 pm
Crashes on Commendations:
1. soldier Copper Tombstone
2. medal STR_MEDAL_BETRAYER_NAME
NULL pointer exception, when trying to get some info about a weapon with empty name. See attached.

No idea how to fix it, I would have to study the Commendations code... and that would take me a lot of time... probably better to report to Shoes.

EDIT: I can make a quick fix, so that it doesn't crash... by just skipping such cases, but I don't know if that is a proper fix or just a workaround...

Gah! Will report to Shoes. I'll also try to remove her feats from the save one by one to see if I can get rid of it. And maybe find if it's a weapon I haven't used before that's causing the issue. Thanks!
Title: Re: Bugs & Crash Reports
Post by: Shoes on August 04, 2016, 09:52:46 pm
Gah! Will report to Shoes. I'll also try to remove her feats from the save one by one to see if I can get rid of it. And maybe find if it's a weapon I haven't used before that's causing the issue. Thanks!

I am unfamiliar with Piratez stuff, but just looking at the crash, it seems the weapon used had "no ammo". Is that the case? Do melee weapons have any sort of ammo? Does this bug occur with a certain class of weapons, or just one weapon? Does that weapon have some unique feature?

I'm supposed to be busy, but maybe I'll reinstall some stuff :3
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 04, 2016, 10:30:00 pm
She is a gal who uses a weapon with infinite ammo, yes (Smasher: STR_LASER_PISTOL), which Piratez has modified into some kind of laser shotgun. It is my first deployment of these guns, so maybe that's it?

I do use other weapons with unlimited ammo though (Zappers: STR_ZAP_GUN for instance), and plenty of melee weapons, none of which ever gave me issues.

I'm just about to start testing with removing her feats, I'll start with those that are related to that weapon.

Edit: I just looked into the save and she has a "kill" with:
Code: [Select]
            weapon: ""
            weaponAmmo: ""

No idea how she got that, but I'll keep an eye open for it in the future. Maybe something like stunning someone who was standing in a fire, who then died from the fire? I think OXCE handles stunned units differently from vanilla, maybe that's it?

Edit2: Indeed, filling up those fields (I just put STR_SHIELD_AUX) made everything work again. The gal got the award for killing people using stun damage, so it does seem like it's one of those weird situations. Maybe it's not good to let people burn after they passed out..

Note: the victim would have been killed by environmental fire while stunned. I first threw a molotov as I was approaching, then stunned it on the next turn while it was standing in the fire (can't tell if it was on fire, that's hard to see for units standing in fire) and left the stunned unit there in the fire.
Title: Re: Bugs & Crash Reports
Post by: Yankes on August 04, 2016, 11:27:57 pm
I am unfamiliar with Piratez stuff, but just looking at the crash, it seems the weapon used had "no ammo". Is that the case? Do melee weapons have any sort of ammo? Does this bug occur with a certain class of weapons, or just one weapon? Does that weapon have some unique feature?

I'm supposed to be busy, but maybe I'll reinstall some stuff :3
This could be too:
a) merge bug unique only to Extended version, or simply some assumption do not hold in OXCE because it too much diverge.
b) bug fixed already in master but not jet merged.
Title: Re: Bugs & Crash Reports
Post by: Countdown on August 04, 2016, 11:29:14 pm
Stumbled over here from the Soldier Diaries thread. Haven't played Piratez so don't know the ins and outs, but I'll mention that there was a bug in vanilla a while back that would cause a crash if you knocked someone unconscious using a melee attack with a gun with no ammo. It happened to me when using an unloaded gun and the gun melee mod on. Here is the thread I started on it and it was fixed in the master: https://openxcom.org/forum/index.php/topic,4602.msg64306.html#msg64306

Could be related, or maybe not at all.
Title: Re: Bugs & Crash Reports
Post by: Shoes on August 05, 2016, 12:00:47 am
Here is the code that decides murder weapons: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGame.cpp#L548

It's odd for there to be no weapon name or ammo name, as there are temp names given. Are those strings present in Piratez?

Here is the code that determines fire related deaths: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGame.cpp#L611

All it does is assign the kill credit to the last person who damaged the victim. Does this provide any leads?
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 05, 2016, 07:07:55 am
Edit: I just looked into the save and she has a "kill" with:
Code: [Select]
            weapon: ""
            weaponAmmo: ""

No idea how she got that, but I'll keep an eye open for it in the future. Maybe something like stunning someone who was standing in a fire, who then died from the fire? I think OXCE handles stunned units differently from vanilla, maybe that's it?

Edit2: Indeed, filling up those fields (I just put STR_SHIELD_AUX) made everything work again. The gal got the award for killing people using stun damage, so it does seem like it's one of those weird situations. Maybe it's not good to let people burn after they passed out..

Unfortunately this fix did not work for me.

That said, there are many blank MurdererWeapon, MurdererAmmo fields in my save.

EDIT: Filling in _all_ the blank instances of MurdererWeapon and MurdererAmmo fixed the issue; there were approximately 30 of them.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 05, 2016, 07:22:48 am
If you would like to try, you can clear all of the soldier diaries records.
Crtl-D (in Geoscape puts you in Debug mode).
Ctrl-A - clear all records.
Crtl-D (leave debug mode).
Title: Re: Bugs & Crash Reports
Post by: khade on August 05, 2016, 07:36:00 am
You might need to set Debug to true before Ctrl-d does anything though
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 05, 2016, 08:10:23 am
Unfortunately this fix did not work for me.

That said, there are many blank MurdererWeapon, MurdererAmmo fields in my save.

EDIT: Filling in _all_ the blank instances of MurdererWeapon and MurdererAmmo fixed the issue; there were approximately 30 of them.
I'm glad it ended up working! Out of curiosity, how did you kill those 30 people?
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 05, 2016, 08:39:55 am
I'm glad it ended up working! Out of curiosity, how did you kill those 30 people?

Mostly grenade spam, lol.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 05, 2016, 10:56:44 am
Speaking of, there's an annoying glitch where AoE damage that's totally blocked by the Pachyderm walls for the gals fails to protect the gear that's on the ground for some reason.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 05, 2016, 05:30:12 pm
It's odd for there to be no weapon name or ammo name, as there are temp names given. Are those strings present in Piratez?

Commendation do not seem to count gun melee and delayed deaths properly. Gun melee is treated like DT_NONE, while delayed deaths caused by bleeding and fire are counted as unknown type of damage (and probably unknown weapon too).

Also, the commendations for wound healing do not work; ditto BT_GRENADE, BT_PROXIMITYGRENADE since they do not explode on player's turn (might be caused by changes introduced by OXCE).

ALSO! OXCE introduces owner-less items that can kill (timed explosives on the map, for example). Commendations probably do not know what to do with it. This might be the real cause of the crash.
Title: Re: Bugs & Crash Reports
Post by: greattuna on August 05, 2016, 05:36:55 pm
I've entered the wonderful world of crashes-on-mission-completition.

After subduing the magical girl on a pink ship mission completes and game crashes, creating a dump, saying that it generated an openxcom.log file and asking me to send it to developers. I have absolutely no idea what forces the game to crash (first pink ship mission went without any trouble), but here you go. Save, log file and dump attached in an archive.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 05, 2016, 05:51:26 pm
Code: [Select]
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] StackWalk64 failed: 299

Whatever that means... But since these missions used to work, (albeit not heavily tested), I'll blame Commendations :) Still needs a coder to look into this...
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 05, 2016, 06:23:04 pm
Hello again :) Giving a second shot, (on a laptop with windows 10) a for this presumed bug (https://openxcom.org/forum/index.php/topic,4058.msg68245.html#msg68245) everythingh seems to be ok, it was jus my wrong impresison...anyways started a new game, and on the first temple raid game crashed. Actually xpiratez managed to make windows 10 crsh (!!!) it said abot a DRIVER_ smething that reuired windows to reboot (!!)

Attached is the saved game. S for the log:

Code: [Select]
[05-08-2016 16:20:52] [INFO] Data folder is:
[05-08-2016 16:20:52] [INFO] Data search is:
[05-08-2016 16:20:52] [INFO] - C:\Users\Cesario-Liguori\Documents\OpenXcom\
[05-08-2016 16:20:52] [INFO] - C:\Users\Cesario-Liguori\Desktop\OpenXcom_XPiratez
[05-08-2016 16:20:52] [INFO] - C:\Users\Cesario-Liguori\Desktop\OpenXcom_XPiratez
[05-08-2016 16:20:52] [INFO] User folder is: C:\Users\Cesario-Liguori\Desktop\OpenXcom_XPiratez\user\
[05-08-2016 16:20:52] [INFO] Config folder is: C:\Users\Cesario-Liguori\Desktop\OpenXcom_XPiratez\user\
[05-08-2016 16:20:52] [INFO] Options loaded successfully.
[05-08-2016 16:20:52] [INFO] SDL initialized successfully.
[05-08-2016 16:20:53] [INFO] SDL_mixer initialized successfully.
[05-08-2016 16:20:53] [INFO] Attempting to set display to 1680x1050x8...
[05-08-2016 16:20:53] [ERROR] No video mode large enough for 1680x1050
[05-08-2016 16:20:53] [INFO] Attempting to set display to default resolution...
[05-08-2016 16:20:53] [INFO] Display set to 640x400x8.
[05-08-2016 16:20:53] [INFO] Loading data...
[05-08-2016 16:20:53] [INFO] Scanning standard mods in 'standard'...
[05-08-2016 16:20:53] [INFO] Scanning user mods in 'C:\Users\Cesario-Liguori\Desktop\OpenXcom_XPiratez\user\mods'...
[05-08-2016 16:20:53] [INFO] removing references to missing mod: Piratez Commendations
[05-08-2016 16:20:53] [INFO] Mapping resource files...
[05-08-2016 16:20:54] [INFO] Resources files mapped successfully.
[05-08-2016 16:20:57] [INFO] Loading font... Font.dat
[05-08-2016 16:20:57] [INFO] Loading extra resources from ruleset...
[05-08-2016 16:21:02] [INFO] Data loaded successfully.
[05-08-2016 16:21:02] [INFO] Loading language...
[05-08-2016 16:21:02] [INFO] Language loaded successfully.
[05-08-2016 16:21:02] [INFO] OpenXcom started successfully!
[05-08-2016 16:21:02] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[05-08-2016 16:21:12] [INFO] Attempting to set display to 640x400x8...
[05-08-2016 16:21:12] [INFO] Display set to 640x400x8.
[05-08-2016 16:21:16] [WARN] Couldn't get display resolutions
[05-08-2016 16:21:19] [INFO] Attempting to set display to 640x400x8...
[05-08-2016 16:21:19] [INFO] Display set to 640x400x8.
[05-08-2016 16:21:20] [INFO] Attempting to set display to 1093x551x8...
[05-08-2016 16:21:20] [INFO] Display set to 1093x551x8.
[05-08-2016 16:21:21] [WARN] Couldn't get display resolutions
[05-08-2016 16:21:28] [INFO] Attempting to set display to 1093x551x8...
[05-08-2016 16:21:28] [INFO] Display set to 1093x551x8.
[05-08-2016 16:21:31] [WARN] Couldn't get display resolutions
[05-08-2016 16:21:37] [INFO] Attempting to set display to 1093x551x32...
[05-08-2016 16:21:37] [INFO] Display set to 1093x551x32.
[05-08-2016 16:23:59] [INFO] Mapping resource files...
[05-08-2016 16:23:59] [INFO] Resources files mapped successfully.
[05-08-2016 16:23:59] [INFO] Attempting to set display to 1093x551x32...
[05-08-2016 16:23:59] [INFO] Display set to 1093x551x32.
[05-08-2016 16:24:00] [INFO] SDL_mixer initialized successfully.
[05-08-2016 16:24:00] [INFO] Loading data...
[05-08-2016 16:24:00] [INFO] Scanning standard mods in 'standard'...
[05-08-2016 16:24:00] [INFO] Scanning user mods in 'C:\Users\Cesario-Liguori\Desktop\OpenXcom_XPiratez\user\mods'...
[05-08-2016 16:24:00] [INFO] Mapping resource files...
[05-08-2016 16:24:00] [INFO] Resources files mapped successfully.
[05-08-2016 16:24:04] [INFO] Loading font... Font.dat
[05-08-2016 16:24:04] [INFO] Loading extra resources from ruleset...
[05-08-2016 16:24:10] [INFO] Data loaded successfully.
[05-08-2016 16:24:10] [INFO] Loading language...
[05-08-2016 16:24:10] [INFO] Language loaded successfully.
[05-08-2016 16:24:10] [INFO] OpenXcom started successfully!
[05-08-2016 16:25:35] [WARN] ORIGINAL ORDER not found in en-US
[05-08-2016 16:25:35] [WARN] ID not found in en-US
[05-08-2016 16:25:35] [WARN] FIRST LETTER not found in en-US
[05-08-2016 16:25:35] [WARN] RANK not found in en-US
[05-08-2016 16:25:35] [WARN] MISSIONS not found in en-US
[05-08-2016 16:25:35] [WARN] KILLS not found in en-US
[05-08-2016 16:25:35] [WARN] WOUND RECOVERY not found in en-US
[05-08-2016 16:25:35] [WARN] SORT BY... not found in en-US
[05-08-2016 16:26:27] [WARN] NET FUNDS PER MONTH>{0} not found in en-US
[05-08-2016 16:26:35] [WARN] MARK ALL AS SEEN not found in en-US
[05-08-2016 16:26:59] [INFO] requested file not found: UFOGRAPH/MAN_59M0.SPK
[05-08-2016 16:27:00] [INFO] requested file not found: UFOGRAPH/MAN_500M0.SPK
[05-08-2016 16:27:06] [INFO] requested file not found: UFOGRAPH/MAN_370M0.SPK
[05-08-2016 16:27:08] [INFO] requested file not found: UFOGRAPH/MAN_500M0.SPK
[05-08-2016 16:27:08] [INFO] requested file not found: UFOGRAPH/MAN_370M0.SPK
[05-08-2016 16:27:10] [INFO] requested file not found: UFOGRAPH/MAN_500M0.SPK
[05-08-2016 16:27:10] [INFO] requested file not found: UFOGRAPH/MAN_59M0.SPK
[05-08-2016 16:27:11] [INFO] requested file not found: UFOGRAPH/MAN_500M0.SPK
[05-08-2016 16:27:12] [INFO] requested file not found: UFOGRAPH/MAN_370M0.SPK
[05-08-2016 16:27:13] [INFO] requested file not found: UFOGRAPH/MAN_371M0.SPK
[05-08-2016 16:27:14] [INFO] requested file not found: UFOGRAPH/MAN_370M0.SPK
[05-08-2016 16:27:15] [INFO] requested file not found: UFOGRAPH/MAN_371M0.SPK
[05-08-2016 16:27:17] [INFO] requested file not found: UFOGRAPH/MAN_370M0.SPK
[05-08-2016 16:27:22] [INFO] requested file not found: UFOGRAPH/MAN_371M0.SPK
[05-08-2016 16:27:23] [INFO] requested file not found: UFOGRAPH/MAN_100M0.SPK
[05-08-2016 16:27:27] [INFO] requested file not found: UFOGRAPH/MAN_20M0.SPK
[05-08-2016 16:27:52] [INFO] requested file not found: UFOGRAPH/MAN_16M0.SPK
[05-08-2016 16:27:54] [INFO] requested file not found: UFOGRAPH/MAN_481M0.SPK
[05-08-2016 16:27:55] [INFO] requested file not found: UFOGRAPH/MAN_21M0.SPK
[05-08-2016 16:31:42] [INFO] requested file not found: UFOGRAPH/MAN_59M0.SPK
[05-08-2016 16:31:42] [INFO] requested file not found: UFOGRAPH/MAN_500M0.SPK
[05-08-2016 16:31:42] [INFO] requested file not found: UFOGRAPH/MAN_370M0.SPK
[05-08-2016 16:31:43] [INFO] requested file not found: UFOGRAPH/MAN_371M0.SPK
[05-08-2016 16:31:43] [INFO] requested file not found: UFOGRAPH/MAN_100M0.SPK
[05-08-2016 16:31:43] [INFO] requested file not found: UFOGRAPH/MAN_20M0.SPK
[05-08-2016 16:31:43] [INFO] requested file not found: UFOGRAPH/MAN_16M0.SPK
[05-08-2016 16:31:44] [INFO] requested file not found: UFOGRAPH/MAN_481M0.SPK
[05-08-2016 16:31:44] [INFO] requested file not found: UFOGRAPH/MAN_21M0.SPK
[05-08-2016 16:40:06] [INFO] Attempting to set display to 1093x551x32...
[05-08-2016 16:40:06] [INFO] Display set to 1093x551x32.
[05-08-2016 16:40:59] [ERROR] Map Script not found
[05-08-2016 16:41:37] [INFO] Attempting to set display to 1093x551x32...
[05-08-2016 16:41:37] [INFO] Display set to 1093x551x32.
[05-08-2016 16:42:29] [INFO] Attempting to set display to 1093x551x32...
[05-08-2016 16:42:29] [INFO] Display set to 1093x551x32.
[05-08-2016 16:42:49] [INFO] Attempting to set display to 1093x551x32...
[05-08-2016 16:42:49] [INFO] Display set to 1093x551x32.
[05-08-2016 16:44:42] [WARN] TU not found in en-US
[05-08-2016 16:44:42] [WARN] STA not found in en-US
[05-08-2016 16:44:42] [WARN] HP not found in en-US
[05-08-2016 16:44:42] [WARN] BRA not found in en-US
[05-08-2016 16:44:42] [WARN] REA not found in en-US
[05-08-2016 16:44:42] [WARN] ACC not found in en-US
[05-08-2016 16:44:42] [WARN] THR not found in en-US
[05-08-2016 16:44:42] [WARN] MEL not found in en-US
[05-08-2016 16:44:42] [WARN] STR not found in en-US
[05-08-2016 16:44:42] [WARN] VOO not found in en-US
[05-08-2016 16:44:42] [WARN] DOO not found in en-US
[05-08-2016 16:51:12] [ERROR] Map Script not found
[05-08-2016 16:59:55] [ERROR] Map Script not found
[05-08-2016 17:03:38] [WARN] NoNoun not found in en-US
[05-08-2016 17:04:58] [ERROR] Map Script not found

last line is related to crash Criptyc enugh
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 05, 2016, 08:55:01 pm
OK, seems that 099.1A needs some serious maps debugging, here for instance assaultin a small uo, the barn map, the building is placed  in a way that a door is unusabe, plus in the inside there are stairs missig, so that player cannot go upstairs.

Another couple of things, but not sure if it's bugs or not


Atteched sceenshots...
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 05, 2016, 08:56:06 pm
..and a couple of saves. (ive already researched Animal taming so actually parrot has an use :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 05, 2016, 09:25:19 pm
OK, seems that 099.1A needs some serious maps debugging, here for instance assaultin a small uo, the barn map, the building is placed  in a way that a door is unusabe, plus in the inside there are stairs missig, so that player cannot go upstairs.

You've obviously destroyed the stairs. And what do you mean it's unuseable? Do you want to exit the map or what? :)

In the beginning of the game, we got n. 1 parrot as startin equipment but can not made use of it until Animal Taming  is researched, thoug bootypedia entry is present[/li][/list]

What do you mean, unuseable. You can pack it onto transport and use right away.

Once you research Contract: Merchants napalm flask is displayed in the black market but there is no use of it. peraphs more reseach is needed?

It is needed for some construction projects, also to fuel any flamethrowers you find (and later buy).
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 05, 2016, 09:42:50 pm
You've obviously destroyed the stairs. And what do you mean it's unuseable? Do you want to exit the map or what? :)

I did not even shoot the stairs, and no explosived were used, from both sudes. I realized when entrred the building.

What do you mean, unuseable. You can pack it onto transport and use right away.

Sry, forgot to report tha pressing on yhe arrows in the equip screens has no effect, so i can not board it.

It is needed for some construction projects, also to fuel any flamethrowers you find (and later buy).

Ok got it
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 05, 2016, 10:06:15 pm
Sry, forgot to report tha pressing on yhe arrows in the equip screens has no effect, so i can not board it.


Your first craft don't allow hwps maybe?
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on August 05, 2016, 10:08:08 pm
The Aircar doesn't allow for aux units, but I think the Airbus allows for the one parrot.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 05, 2016, 10:11:10 pm
The Aircar doesn't allow for aux units, but I think the Airbus allows for the one parrot.

Once agin..forgot: i sold airbus and bought aircar..sry again!!!  :'(
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 05, 2016, 10:58:24 pm
Here;s a quick couple of language fixes I notice from the wiki work I was doing this week:
Code: [Select]
Lang.rul
Line 3273 STR_STEALTH_ARMOR_UC_UFOPEDIA
"surving" should be "surviving"
Line 2479 should be Guerrilla Gear (with 2 "l"s)
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 05, 2016, 11:29:56 pm
Stumbled over here from the Soldier Diaries thread. Haven't played Piratez so don't know the ins and outs, but I'll mention that there was a bug in vanilla a while back that would cause a crash if you knocked someone unconscious using a melee attack with a gun with no ammo. It happened to me when using an unloaded gun and the gun melee mod on. Here is the thread I started on it and it was fixed in the master: https://openxcom.org/forum/index.php/topic,4602.msg64306.html#msg64306

Could be related, or maybe not at all.

It definitely seems to be related, however I cannot just cherry-pick it (https://github.com/SupSuper/OpenXcom/commit/035a092dd30b8477fc5bd8652dd2291291076278), because it depends on previous commits.
I'll just do a workaround so that it doesn't crash... and wait for proper merge in future OXCE version.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 05, 2016, 11:35:12 pm
I've entered the wonderful world of crashes-on-mission-completition.

After subduing the magical girl on a pink ship mission completes and game crashes, creating a dump, saying that it generated an openxcom.log file and asking me to send it to developers. I have absolutely no idea what forces the game to crash (first pink ship mission went without any trouble), but here you go. Save, log file and dump attached in an archive.

Code: [Select]
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] SymFromAddr failed: 487
[05-08-2016 16:48:48] [FATAL] StackWalk64 failed: 299

Whatever that means... But since these missions used to work, (albeit not heavily tested), I'll blame Commendations :) Still needs a coder to look into this...

This one is actually not Commendations-related, it crashes even sooner, I'll have a closer look at it as soon as I can... might not be until Monday.
Title: Re: Bugs & Crash Reports
Post by: khade on August 06, 2016, 02:24:23 am
Would it count as a bug that Megascorpions can open doors?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 06, 2016, 03:19:13 am
Nothing can be done about that. Looks like they're really smart scorpions.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 06, 2016, 03:22:01 am
Right. Not a bug.  An Arachnid.
A smart one. With pincers to manipulate door handles.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 06, 2016, 03:22:39 am
Nothing can be done about that. Looks like they're really smart scorpions.

Telekinetic, descended from the Star Gods themselves.
Title: Re: Bugs & Crash Reports
Post by: khade on August 06, 2016, 05:08:16 am
It would be far more terrifying if they were more aggressive.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on August 06, 2016, 12:30:22 pm
It would be far more terrifying if they were more aggressive.

They're nice, peaceful scorpions. They are just defending themselves.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 06, 2016, 04:09:51 pm
Scorpionism is a religion of peace.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 06, 2016, 07:56:44 pm
BTW, yes, it looks like (hellerium?) grenade kills are the primary issue when it comes to this CTD. After taking down a landed cruiser, it seems like all of the aliens that were nailed by grenades came back to haunt me from their shitty afterlife with crash inducing empty fields in my save.
Title: Re: Bugs & Crash Reports
Post by: Shoes on August 06, 2016, 10:07:11 pm
BTW, yes, it looks like (hellerium?) grenade kills are the primary issue when it comes to this CTD. After taking down a landed cruiser, it seems like all of the aliens that were nailed by grenades came back to haunt me from their shitty afterlife with crash inducing empty fields in my save.

What's special about these grenades?
Title: Re: Bugs & Crash Reports
Post by: ElGrillo on August 06, 2016, 11:41:42 pm
I think I have a Bug, I can't use "Powers of Seduction", I can middleclick the icon, but can't right or left click it .
Any help?
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 07, 2016, 04:00:02 am
Are repairs supposed to occur prior to craft weapons being restocked?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 07, 2016, 05:11:22 am
I think I have a Bug, I can't use "Powers of Seduction", I can middleclick the icon, but can't right or left click it .
Any help?

You need to have VooDoo Skill to use that power.

Are repairs supposed to occur prior to craft weapons being restocked?

The order is Repair -> Refuel -> Rearm to induce maximum penalty for getting damaged (and a minor one for running out of fuel, if it takes long to refuel).
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 07, 2016, 01:21:16 pm
Another crash in 0.99A1 :'( this time i was usin meridian's mods daynight indicator and custom categories (here). attached are screenshot, .log, save file and a crash dump. I think it may be related to meridian's stuff, since i's the first time i see this on win 10. Forum oes not let me attach .dmp files, so i zipped it.

Edit: also i noticed tht inventory statstrings (melee, throwing and firing) in prevoius versions appeared also in battlescae inventory, now instead only in the equpping screen in the base. Screenshot.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 07, 2016, 02:32:34 pm
I've entered the wonderful world of crashes-on-mission-completition.

After subduing the magical girl on a pink ship mission completes and game crashes, creating a dump, saying that it generated an openxcom.log file and asking me to send it to developers. I have absolutely no idea what forces the game to crash (first pink ship mission went without any trouble), but here you go. Save, log file and dump attached in an archive.

Whatever that means... But since these missions used to work, (albeit not heavily tested), I'll blame Commendations :) Still needs a coder to look into this...

There is a celatid corpse on the map, which doesn't have a corresponding unit and cannot be properly recovered.

Here's the relevant ruleset section, just remove that celatid and it should work:

Code: [Select]
        - name: VES_PINK
          width: 10
          length: 10
          items:
            STR_ELERIUM_115:
              - [3, 6, 0]
            STR_FUEL_CAPSULE:
              - [3, 6, 0]
            LIGHT_SOURCE_20:
              - [3, 6, 0]
            STR_MUTANT_MEAT:
              - [7, 5, 1]
              - [7, 5, 1]
              - [7, 5, 1]
              - [7, 5, 1]
              - [7, 5, 1]
            STR_MEDI_KIT:
              - [7, 5, 1]
              - [7, 5, 1]
            STR_WINE:
              - [7, 5, 1]
            STR_CAKE:
              - [7, 5, 1]
              - [7, 5, 1]
            STR_GOLDEN_CRATE:
              - [2, 5, 0]
            STR_LIBER_OCCULTIS:
              - [2, 5, 0]
            STR_PILLOW_BOOK:
              - [2, 5, 0]
            STR_DEMONIC_ESSENCE:
              - [2, 5, 0]
              - [2, 5, 0]
              - [2, 5, 0]
              - [2, 5, 0]
              - [2, 5, 0]
            STR_CELATID_CORPSE:
              - [2, 5, 0]
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 07, 2016, 03:48:52 pm
There is a celatid corpse on the map, which doesn't have a corresponding unit and cannot be properly recovered.

Here's the relevant ruleset section, just remove that celatid and it should work:


For those looking for this for their own bug fix, its in the OpenXcom_XPiratez\user\mods\Piratez\Ruleset\Piratez_Factions.rul
Lines 11303 and 11304.
Title: Re: Bugs & Crash Reports
Post by: new_civilian on August 07, 2016, 05:16:42 pm
Sorry to have to report those again:
The faulty pir_185b.png now has become the faulty pir_185byc.png. Not fixed.
The mcd-rulfile fix for those high-TU tiles still has not been applied. Not fixed.
Crashes when ending a mission, not sure why (I think it has to do with the already reported commendations bugs).

no savegame as I do no longer use Xpiratez anymore.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 07, 2016, 06:05:14 pm
Sorry to have to report those again:
The faulty pir_185b.png now has become the faulty pir_185byc.png. Not fixed.

Thanks for spotting this!
Bug fix here: https://openxcom.org/forum/index.php/topic,4424.msg68700.html#msg68700
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 07, 2016, 06:11:47 pm
New Bug Report:

I got a BattleTank/Cannon that rendered without a turret.  It still shoots fine though.  (Caught some reaction fire after hosing it down with Laser Fire from my Juggernaut gal.)

(https://i.imgur.com/RgtrWuh.png)

The save is at the very start of my last humanist pogrom.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 07, 2016, 07:58:58 pm
There is a celatid corpse on the map, which doesn't have a corresponding unit and cannot be properly recovered.
[...]

For those looking for this for their own bug fix, its in the OpenXcom_XPiratez\user\mods\Piratez\Ruleset\Piratez_Factions.rul
Lines 11303 and 11304.

Doing the manual fix will have consequences in 0.991A? Celatid corpse would not abslutely recoverable and/or the game will be impossible to finish?
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 07, 2016, 08:02:42 pm
Another crash in 0.99A1 :'( this time i was usin meridian's mods daynight indicator and custom categories (here). attached are screenshot, .log, save file and a crash dump. I think it may be related to meridian's stuff, since i's the first time i see this on win 10. Forum oes not let me attach .dmp files, so i zipped it.

The save doesn't correspond to your screenshot.
What do I need to do exactly to make it crash?
No matter what I did so far, I can't make it crash... need a better save (just before crash with clear instruction what to do).

Edit: also i noticed tht inventory statstrings (melee, throwing and firing) in prevoius versions appeared also in battlescae inventory, now instead only in the equpping screen in the base. Screenshot.

No, it was always like this.
You see stats when you equip (in base or during mission briefing), in battlescape you don't see it.

Doing the manual fix will have consequences in 0.991A? Celatid corpse would not abslutely recoverable and/or the game will be impossible to finish?

Just chill out, it's a bug that happens once in a 100 years.
Wait for new version, if you don't know what to do.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 07, 2016, 08:05:28 pm
The save doesn't correspond to your screenshot.
What do I need to do exactly to make it crash?
No matter what I did so far, I can't make it crash... need a better save (just before crash with clear instruction what to do).

No, it was always like this.
You see stats when you equip (in base or during mission briefing), in battlescape you don't see it.

Just chill out, it's a bug that happens once in a 100 years.
Wait for new version, if you don't know what to do.

1. Don't know, maybe it's an .exe problem, not mod related. I was plaing normally on a ground assault if i rremembre correctly

2.  it's a real pty  :'( hope in the future it will be avaiable also when in battlescape mode

3. oh...so i uess i have to wait for a new version, if i ever wnat to try finishin the game  :'( :'(
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 07, 2016, 08:39:33 pm
There is a celatid corpse on the map, which doesn't have a corresponding unit and cannot be properly recovered.

Why it cannot be recovered? This is some serious bug.

I got a BattleTank/Cannon that rendered without a turret.  It still shoots fine though.  (Caught some reaction fire after hosing it down with Laser Fire from my Juggernaut gal.)

Probably the OXC retracted a bugfix that Warboy once did at my request, which allowed for AI tanks to have turrets displayed. Needs to be fixed again.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 07, 2016, 08:49:35 pm
Why it cannot be recovered? This is some serious bug.

No items of battle type BT_CORPSE can be recovered, if they didn't originate from an actual unit. The game cannot decide how many points to give you, because it doesn't know if that corpse item is dead or alive. No bug.

3. oh...so i guess i have to wait for a new version, if i ever want to try finishing the game  :'( :'(

How old are you niculinux, really?
Your posts are on a level of a 10 year old...

You don't have to wait for anything now... the chance that you will see the bug is 1 in a million... and the game can be happily finished without ever seeing this bug or the mission in which it appears.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 07, 2016, 08:59:41 pm
[..]
You don't have to wait for anything now... the chance that you will see the bug is 1 in a million... and the game can be happily finished without ever seeing this bug or the mission in which it appears.

Thanks for clarification! Since i play this game in the spare time, i try to be even useful pointin bugs :) As the rest my "computer science" is close to 0
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 07, 2016, 10:14:41 pm
The telekinetic projector item doesn't seem to be able to reaction fire.
Title: Re: Bugs & Crash Reports
Post by: greattuna on August 07, 2016, 11:57:57 pm
-bugsnip-
Thanks. I had to edit both ruleset and savegame (replaced the corpse with something else), but now game runs fine.

The telekinetic projector item doesn't seem to be able to reaction fire.
Reaction fire AFAIK works only with snap shots and melee, not with autofire.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 08, 2016, 02:28:00 am
Reaction fire AFAIK works only with snap shots and melee, not with autofire.

Damn, that should be changed.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 08, 2016, 02:51:04 am
Damn, that should be changed.

It is one of the fundamental aspects of game play, from the original.  I'm not sure it makes sense to change it now.  It gives snap shot specialized weapons a more prominent place in the arsenals because of it.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 08, 2016, 02:52:32 am
It is one of the fundamental aspects of game play, from the original.  I'm not sure it makes sense to change it now.  It gives snap shot specialized weapons a more prominent place in the arsenals because of it.

You should definitely be able to overwatch with Auto-specialized weapons, like say machine guns; a significant portion of the tactical value of these weapons IRL is to provide covering fire/overwatch.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 08, 2016, 03:29:05 am
Machineguns are used as suppressive and artillery weapons, not for reaction hip-shoting in close quarters, which the game is about. Machineguns as reaction weapons would have a place if the turn lasted for, say, 1 minute, not circa 10 seconds as it is now. Reaction fire with a machinegun is represented by setting it up and waiting till someone wanders into your sights and doesn't hide fast enough, then mowing them down.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 08, 2016, 03:40:18 am
Machineguns are used as suppressive and artillery weapons, not for reaction hip-shoting in close quarters, which the game is about. Machineguns as reaction weapons would have a place if the turn lasted for, say, 1 minute, not circa 10 seconds as it is now. Reaction fire with a machinegun is represented by setting it up and waiting till someone wanders into your sights and doesn't hide fast enough, then mowing them down.

That's not at all a model for suppressive/pinning fire (which can't really be modeled outside of Reaction fire). Machine guns as is are effectively useless for their most prominent battlefield role. Yes, machine guns aren't CQC hipshot/UFO storming weaponry, but waiting at a good vantage with one while crouched with solid sight/firing lines for example, which is totally doable and a thing, isn't 'hipshot'/CQC.

Further, mechanically Autofire isn't really that strong compared to Aimed Shots outside of the closest ranges (i.e. when you're boarding UFOs/in CQC which machine guns are supposed to be terrible at), so it's not like giving it this capability suddenly makes the firemode or Autofire specialist weapons OP. In general you want to avoid having to use reaction fire to save your ass in the first place anyways because it's unreliable.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 08, 2016, 04:09:27 am
That's why machineguns have increased auto ranges and high damage ratings, to be more destructive than other weapons when used for support. Tried HMG? Sure the game is a bit biased towards sniper rifles (and bows), but I'm fine with that. Supressive fire doesn't work because AI is too stupid to take heed of flying lead and don't go into obvious killzones.

From gameplay point of view, it's not about making Auto OP (I can easily tweak autoshot ranges and accuracies to achieve that effect). It's about removing the place for Snapshots. Again, you say you don't use Reactions since they're unreliable. Fair enough, I concur that they're unreliable. But I'll say again that I won't tweak the game in a way that suits only a single playstyle. If you want killer reaction shots, it would buff the reaction shots playstyle over any reason.

It is natural for a person who follows a given playstyle that outs and ins of other playstyles appear weak in comparison. If they weren't, the game would converge into a single playstyle, which would be boring.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 08, 2016, 04:30:18 am
That's why machineguns have increased auto ranges and high damage ratings, to be more destructive than other weapons when used for support. Tried HMG? Sure the game is a bit biased towards sniper rifles (and bows), but I'm fine with that. Supressive fire doesn't work because AI is too stupid to take heed of flying lead and don't go into obvious killzones.

From gameplay point of view, it's not about making Auto OP (I can easily tweak autoshot ranges and accuracies to achieve that effect). It's about removing the place for Snapshots. Again, you say you don't use Reactions since they're unreliable. Fair enough, I concur that they're unreliable. But I'll say again that I won't tweak the game in a way that suits only a single playstyle. If you want killer reaction shots, it would buff the reaction shots playstyle over any reason.

It is natural for a person who follows a given playstyle that outs and ins of other playstyles appear weak in comparison. If they weren't, the game would converge into a single playstyle, which would be boring.

The thing is that even with RF Autofire on a subset of weapons, smoke n snipe/bomb is still going to be the better option because Reactions are still unreliable (chance you might not trigger in time + chance of missing + chance of not dealing lethal). Further, I am actually arguing for a change that would help expand options and playstyles; as is, no RF Autofire biases the game more towards smoke/snipe/bomb hegemony than the alternative. Lastly, there is still a niche for Snap Shots in that I am suggesting that specialized Autofire only weapons would have RF Autofire.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on August 08, 2016, 04:32:33 pm
I have been awarded medal Idol for stunning one ghoul 3 times with one gal and capturing it, instead for capturing 3 enemies per one mission.
Save attached.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 08, 2016, 06:02:25 pm
Paying a bit more attenction i've noticed some kind of incongruence: in the option screen (in the advanced window) the option spend items after research says about the live aliens (i think it may apply also to enemies in xpiratez) once they're "researched" should return in the prison therefore avaiable, in extended piratez righr now when you research the lab its description says that research items will be destroyed; now this should apply only to objects and not enemies? Currently the latters are treated as items, once player research they are "spended" and disappear from the prison. Once slavery is researched it says ta to enslave a prisoner must be interrogated (researched) first but once you do that he is gone!!  Is this a bug or a missing feature?

edit: screenshts attached

edit 2: also the research tree may need some doube-checking, since in he beginning i've neer retrived a spraygun, but the entry in he bootypedia is displayed also if contract: merchants is not researched yet and it's marked with [BUY] though it does not appea in the black market.
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on August 08, 2016, 06:56:17 pm
Got crash to desktop when one of my gals in Annihilator suit got killed.

The exe version is 2016-07-31-OpenXcomExPlus32.

I've attached a screen shot of the error message and the openxcom.log
I can't attach a crash dump for some reason.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 08, 2016, 07:14:54 pm
Got crash to desktop when one of my gals in Annihilator suit got killed.

The exe version is 2016-07-31-OpenXcomExPlus32.

I've attached a screen shot of the error message and the openxcom.log
I can't attach a crash dump for some reason.

This looks like it might be a problem with the Alt-Corpse mod.  Are you running that mod as well as Piratez?

Edit: Bug fix posted in the Alt-Corpse Thread here: https://openxcom.org/forum/index.php/topic,4424.msg68818.html#msg68818
Title: Re: Bugs & Crash Reports
Post by: khade on August 08, 2016, 09:01:33 pm
I believe the researching of prisoners is working as intended, the slavery bit just means you need to have that type of enemy researched, before you can enslave them, rob them, or interrogate them.

The spraygun is buyable, when you've got the right black market research done, the gals just know about it before that.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 08, 2016, 09:09:56 pm
Once slavery is researched it says ta to enslave a prisoner must be interrogated (researched) first but once you do that he is gone!!  Is this a bug or a missing feature?

Use your brain. If the interrogated guy didn't dissapear, you could milk a single one for all the random tech this type of enemy might know, which might be 30 or more.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 08, 2016, 09:10:58 pm
I believe the researching of prisoners is working as intended, the slavery bit just means you need to have that type of enemy researched, before you can enslave them, rob them, or interrogate them.

Yes, but if you keep researching them they will tell about some other stuff...guess it's up to the player make a good choice. Peraphs is intended, you see, can have everything fom life? :)

The spraygun is buyable, when you've got the right black market research done, the gals just know about it before that.

My oversight. But till some problem with research tree because jus reerched Animal Tamin and it appeared agin in the research projects.

Edit: @Dioxine, as for prisoneers, I checked and once researced and it disappared. It happened with altar boy andvsharp guy. If anyone can confirm the contrary, am i wrong probably?
Title: Re: Bugs & Crash Reports
Post by: khade on August 08, 2016, 09:30:29 pm
Just find another altar boy and interview him.  Or convince him he wants to assist at the base, or steal everything he's carrying and sell him back, or just ransom him, he's easy.  First is likely scary, second is something he's probably dreamed about, third sucks a lot, and fourth gets him right back where he started.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 08, 2016, 09:41:26 pm
Edit: @Dioxine, as for prisoneers, I checked and once researced and it disappared. It happened with altar boy andvsharp guy. If anyone can confirm the contrary, am i wrong probably?

What are we even discussing here?
It worked like that since the beginning in vanilla and in all mods including piratez as well... there is nothing to confirm, it is like that and will always remain like that, end of the story.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 08, 2016, 10:13:18 pm
Use your brain. If the interrogated guy didn't dissapear, you could milk a single one for all the random tech this type of enemy might know, which might be 30 or more.

I know but i'd like that in the game, once you interrogate him, then would be possible ether rob or ransom him, maybeca message would notice the player he is in prison again. :-/ i wished research spent item rule were only for objects, not enemies. Lastly, i wonder if a modification to xpiratez executable may lead to this, otherwise, nevermind sorry fir annoyance
Title: Re: Bugs & Crash Reports
Post by: khade on August 08, 2016, 10:43:49 pm
I'd say don't worry about it, all you can do is ask, especially when something doesn't make sense to you.

That said, it is actually a question of what is worth more to you right then, research (which gives points and information), slaves (who can give more storage space and currently appear to give positive cashflow), ransoming (cash now), or robbery(phat loot and half the ransom in credits).
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 08, 2016, 11:13:55 pm
Use your brain. If the interrogated guy didn't dissapear, you could milk a single one for all the random tech this type of enemy might know, which might be 30 or more.

I think it makes sense to rob him automatically afterwords; why let the interrogated guy keep his stuff? Is the promise of keeping your stuff the good cop to the bad cop of systemic torture? There's still an opportunity cost in precious Brainer time, so it's not like robbery via Interrogation obviates the point of robbery via Runts.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 09, 2016, 12:57:56 am
@niculinux:
You've got to stop and think about XPiratez as part of XCom. It's almost an entirely different game, but not quite. Doing things to prisoners always makes them disappear. It is no different for XPiratez since it is build on XCom.

Either the prisoner dies or gets released as part of the bargain, but after one interrogation, they're gone. Otherwise you could milk them for all their random topic (especially bad for high rank enemies). Interrogating a certain unit will enable robbing/enslaving/taming of that unit type. That specific unit disappeared, but interrogating it told the runts how to "process" subsequent ones, once you catch them. This enables the robbery and slavery manufacturing projects.

In your specific case, you interrogated an altar boy and he told you about stuff in exchange for his freedom (because the gals felt like being nice for the poor little dude after the handling). While interacting with him, you've learned how to convinced altar boys to serve you as squires, so the next time you catch one, you can enslave him. That doesn't make a slave out of the first one, since he was released, but you can enslave the next one. Or just rob him, since now you know what kind of valuables the kid has in his possession.
Title: Re: Bugs & Crash Reports
Post by: khade on August 09, 2016, 01:28:06 am
Incidentally, this reminds me of something that is likely a bug: researching a prisoner type multiple times gives the can now enslave and rob message each time, or at least more than once, at least for me, should be up to date.  I'm pretty sure it's not supposed to give that message more than once.
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on August 09, 2016, 02:25:28 am
This looks like it might be a problem with the Alt-Corpse mod.  Are you running that mod as well as Piratez?

Edit: Bug fix posted in the Alt-Corpse Thread here: https://openxcom.org/forum/index.php/topic,4424.msg68818.html#msg68818
Yes, I do use Alt-Corpse, and your new rule fixes the problem.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 09, 2016, 04:41:52 am
I think it makes sense to rob him automatically afterwords; why let the interrogated guy keep his stuff? Is the promise of keeping your stuff the good cop to the bad cop of systemic torture?

Or maybe whatever he had was taken by the Brainers as extra compensation? Or it was ritually destroyed in front of the guy in a religious ritual to summon the God of Pain? Who knows? The players will be the happiest to be able answer this question for themselves :) I don't fret, I like the way it works now.
Title: Re: Bugs & Crash Reports
Post by: Star_Treasure on August 09, 2016, 04:57:57 am
I'm not sure if this is related to the bug I reported earlier, but when I open the inventory screen and then close it, strange behavior occurs. Sometimes gals will go insane (which is supposed to only happen on the start of a turn.) And i have seen Gals suddenly get their TUs refreshed and weapons reloaded.

This is using a freshly downloaded binary on windows. Right now it's happening while I'm using Debug mode to find stragglers on urban missions, but I seem to recall having it happen without debug mode on.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 09, 2016, 09:39:22 am
It's a normal behaviour for the debug mode.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 09, 2016, 05:47:24 pm
I have been awarded medal Idol for stunning one ghoul 3 times with one gal and capturing it, instead for capturing 3 enemies per one mission.
Save attached.

What the description says and what the game really checks can be two different things.
Tracking entire course of the battle, especially time-disconnected events is extremely complex... close to "not worth the effort".

In this case the game just checks how many times anyone went unconscious at any time (by your hand).
If it was the same or different unit is not checked... just like it is not checked if they died afterwards or not... try stunning 3 and then throw a grenade at them and kill them, you'll still get the award... and two more awards for killing them too :P

What I wanted to say is... it's complicated :)

Incidentally, this reminds me of something that is likely a bug: researching a prisoner type multiple times gives the can now enslave and rob message each time, or at least more than once, at least for me, should be up to date.  I'm pretty sure it's not supposed to give that message more than once.

yes, this annoys me too... I have it on my todo list with low prio.
Title: Re: Bugs & Crash Reports
Post by: Shoes on August 09, 2016, 07:52:58 pm
Regarding the Idol medal, I had written code to prevent people from psi-panicking an alien repeatedly to get medals. That code should be easily adapted to stuns. The code is found here: https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/BattleUnitStatistics.h#L334

A call to that function just needs to be added at the appropriate place.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 09, 2016, 08:29:01 pm
The Prospector says it has a Light hardpoint, but I cannot attach a gauss cannon/charger laser to it.
Title: Re: Bugs & Crash Reports
Post by: Star_Treasure on August 09, 2016, 09:25:52 pm
It's a normal behaviour for the debug mode.

Oh,

Is there any way to reveal the map without breaking core game mechanics, or am I going to have to bring Aye phones on every mission that might possibly have an urban/shantytown tileset? The game is more or less unplayable when that happens.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 09, 2016, 09:26:47 pm
Again in the 099A1 don't know if warehouses are supposed to spawn in the exotic village. if o i'd humbly ask to avoi, because i think it's not makes much sense. 'shot attache
Title: Re: Bugs & Crash Reports
Post by: Shoes on August 09, 2016, 10:16:05 pm
Is the source code for this available on github? I'm curious to see if I can fix some of the commendation related issues.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 09, 2016, 10:18:39 pm
Is the source code for this available on github? I'm curious to see if I can fix some of the commendation related issues.

OXCE: https://github.com/Yankes/OpenXcom/commits/OpenXcomExtended

OXCE+: https://github.com/MeridianOXC/OpenXcom/commits/oxce3.0-plus-proto

We didn't merge everything from master yet, so some of the commendation issues may already be fixed.
If there are still some left, I'd suggest to fix them on master and we (=Yankes :) ) will merge them sooner or later.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 10, 2016, 12:08:33 am
Has someone looked into engine not displaying turrets on AI tanks? It needs to be unfucked again (got broken during Nightly version upgrade, that is, v. 0.99+).

Another problem is the melee. Enemies lately seem to be extremely reluctant to attack in melee. Before 0.99, it was a common occurence to get swarmed by scorpions or stabbed by a ratman. Now they just aprroach to 1-2 tiles and then kinda mill around you, instead of attacking. Can someone check if their behaviour wasn't changed due to Nightly upgrade? Or was it changed by the fact that they were changed from having a "Terrorist" weapon to a "built-in" weapon?
Title: Re: Bugs & Crash Reports
Post by: khade on August 10, 2016, 06:34:12 am
Good to know the pansy scorpions is a bug, I was worried.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 10, 2016, 09:42:01 am
Probably the OXC retracted a bugfix that Warboy once did at my request, which allowed for AI tanks to have turrets displayed. Needs to be fixed again.

I don't understand.
Did you mean to say OXC or OXCE?
Something "allowed for AI tanks to have turrets displayed" ... huh?
Any pointers to original discussion or source code?

EDIT: it doesn't seem to be an EXE-related issue:

1. oxce2.9+ exe + 0.99 ruleset = turret OK
2. oxce3.2+ exe + 0.99 ruleset = turret OK
3. oxce2.9+ exe + 0.99a.1 ruleset = turret missing
4. oxce3.2+ exe + 0.99a.1 ruleset = turret missing

See also: https://github.com/MeridianOXC/OpenXcom/blob/oxce3.0-plus-proto/src/Savegame/SavedBattleGame.cpp#L1416

Turret type doesn't get set for builtInWeapons (i.e. AUX_XTANK_CANNON_WEAPON)... only for livingWeapons (i.e. WAR_MACHINES_WEAPON... which doesn't exist).

I have now added code to set turretType also for builtInWeapons, not only for livingWeapons (https://github.com/MeridianOXC/OpenXcom/commit/05ad0ffbe384b276a8fcd4b0dcf13c8ca52cc45b)... but your change may have other implications too... for example those peaceful scorpions?

I however don't want to look into AI unless absolutely necessary, so I'd prefer if someone else debugged that... maybe ask Yankes?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 10, 2016, 02:08:26 pm
Turret type doesn't get set for builtInWeapons (i.e. AUX_XTANK_CANNON_WEAPON)... only for livingWeapons (i.e. WAR_MACHINES_WEAPON... which doesn't exist).

Ah crap. Right, now I understand the problem. However I can no longer use livingWeapons, because Commendations :/ (All tanks need to have the same 'race', or there will be la bordello in the 'killed by race' section of Diaries.) If push comes to shove, I can glue the turret to the tank chassis and make a new spritesheet.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 10, 2016, 02:50:31 pm
Ah crap. Right, now I understand the problem. However I can no longer use livingWeapons, because Commendations :/ (All tanks need to have the same 'race', or there will be la bordello in the 'killed by race' section of Diaries.) If push comes to shove, I can glue the turret to the tank chassis and make a new spritesheet.

I have fixed that turret issue, new exe will be ready today.
But have someone check that AI... or if nobody volunteers in a few days, I can look too.
Title: Re: Bugs & Crash Reports
Post by: Yankes on August 10, 2016, 08:51:09 pm
I can stop that I'm work right now and look on AI, but save would be helpful.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 10, 2016, 09:05:02 pm
Always in 0.99.1A, seems i cannot sell scout and adventurer armor. Moreover, i think there are some mismatches in the research tree, for instances the tipic duratehead gives duratehead armor, but in thr bootypedia gives also "trader's stuff. Don't whether it is normal.
Title: Re: Bugs & Crash Reports
Post by: khade on August 10, 2016, 09:27:43 pm
Scout and adventurer outfits are collectively under the category of cool clothes.  Durathread is traders stuff, it's the stuff you get from robbing a trader, and I think killing them gives it too, but my brain isn't actually working right now, so I can't be sure.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 10, 2016, 09:38:27 pm
Scout and adventurer outfits are collectively under the category of cool clothes.  Durathread is traders stuff, it's the stuff you get from robbing a trader, and I think killing them gives it too, but my brain isn't actually working right now, so I can't be sure.

Thanks anyways :) i think these should be put into separate categories, also i wish cool clothes will eventually get a dedicated item such as scrap metal, as the only thing  these are of  use inthe game is to manufacture pirates clothing.

As for the bootypedia same happens with personal database, which gives humas stuff (or something) don't know if the names here and here should match, maybe it'a thin of the older version, where these actually were paired
Title: Re: Bugs & Crash Reports
Post by: khade on August 10, 2016, 10:00:28 pm
If you have no cool clothes, you can't wear scout or adventurer outfits, and there is at least one other outfit that needs them as a base.

Also, you never know what will end up being useful later on or what is actually vendor trash.  Or what is worth selling now because you can get it easily and cheaply when you need it, like Soylent.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 10, 2016, 11:28:58 pm
As for the bootypedia same happens with personal database, which gives humas stuff (or something) don't know if the names here and here should match, maybe it'a thin of the older version, where these actually were paired

These topics are working as designed. :)  Just consider the "stuff" articles as the a more general article on the things related to individual factions.  Then the items that they drop when they are killed are useful in manufacturing so they have their own articles, ala Durathread, etc.   

No need to change anything. :)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 11, 2016, 12:00:05 am
Ok thanks! Overall, the only real annoiance with o.99.1A is - under win 10 - the . exe that keesp crashin must try linux binaries by Stoddart (https://openxcom.org/forum/index.php/topic,4526.msg67283.html#msg67283) asap!! :)
Title: Re: Bugs & Crash Reports
Post by: alinare on August 11, 2016, 12:28:17 am
Hello everyone:

I do not know if already reviewed, or perhaps an erroneous my appreciation, but I think there is a fault with units terror, equipped with melee attacks, for example, scorpions, as they do not attack themselves.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 11, 2016, 12:44:12 am
Maybe something bugged with builtinweapons? AI tanks got messed up (no turrets shown), so maybe the others didn't get their weapons? Or didn't realize that they have them?
Title: Re: Bugs & Crash Reports
Post by: alinare on August 11, 2016, 12:55:55 am
I have tried, with guns long distance, in one of my mods, as builtweapons, and the unit attacks, but when I put a melee weapon, the unit of terror seems to ignore civilians or soldiers of XCOM. It may be due to the executable, I do not know, nor give one hundred percent as safe.
Title: Re: Bugs & Crash Reports
Post by: khade on August 11, 2016, 12:57:52 am
Apparently it's melee in general, and there are people looking into it.  Hopefully it gets fixed soon, because hunting poisonous arthropods needs to be scary :)

They'll attack, but I've only seen reaction attacks recently.

Oh, and pansy chrysalids isn't much fun either.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 11, 2016, 01:29:32 am
The Chryssalids are fucking hilarious now; they're basically a squeamish Dr. Zoidberg (https://www.youtube.com/watch?v=9QUgdjLIjss). I almost feel bad murdering them.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 11, 2016, 10:32:49 am
I can stop that I'm work right now and look on AI, but save would be helpful.

Save 1 (peaceful megascorpions): one soldier in the middle of a colony of megascorpion pacifists
Save 2 (peaceful shock troopers): 1 on 1, gal vs. walking grim reaper, which is actually not so deadly :)
Save 3 (debug melee AI): same as Save 2, but also all civilians are dead... whole map has just 1 shock trooper and 1 gal... for easier debugging

(X-PirateZ 0.99a.1 with no mods and latest OXCE+)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 11, 2016, 02:01:20 pm
Always in 0.99.1A the floorob of the armored, stunned and bleeding G.O. has a messed up palette, ry i have only a screenshot, had also a saved game but i accidentally delete it  :'(
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 11, 2016, 02:14:46 pm
Always in 0.99.1A the floorob of the armored, stunned and bleeding G.O. has a messed up palette, ry i have only a screenshot, had also a saved game but i accidentally delete it  :'(

already reported and solved, see previous posts
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 11, 2016, 04:37:07 pm
Always in 0.99.1A the floorob of the armored, stunned and bleeding G.O. has a messed up palette, ry i have only a screenshot, had also a saved game but i accidentally delete it  :'(

If you are having issues with corpses, perhaps you are using the Alt-Corpse Mod. 

If so, perhaps you would be kind enough to report bugs with that mod in its own thread.  Bugfixes get posted there as well, and there is a new version of the Alt-Corpse mod that fixes four bugs that you can download.

Alt-Corpse Thread:
"[Piratez] Alt-Corpse Mod 0.2.99.A.1.a - Update Release" (https://openxcom.org/forum/index.php/topic,4424.0.html)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 11, 2016, 09:09:37 pm
thanks ivan, actually i thought it was a xpiratex bug. With the corpse mod never had other problems so far, in the 0.99.1A. :) As i state before,  the win .exe keeps crashing (at least 3 times in a few days) (https://openxcom.org/forum/index.php/topic,4058.msg68685.html#msg68685), a real annoyance. Tihs afternoon for intance here i was doing my first megascorpion hunt, and right after i finish it game crashed! Attached is a save, but then again i think it's mosty an .exe poblem.

Edit: version specification

Edit 2: as for the enemy nelee attack i was targeted that way only by ratmen, they actually seem quite smart and often make ambushes! Was never melee atracked by other enemies, don't know if that may depend also on the layout map, ratmen village has lots of narrow paths and alleys, melee battles there occur quite often.
Title: Re: Bugs & Crash Reports
Post by: Yankes on August 12, 2016, 12:06:08 am
Save 1 (peaceful megascorpions): one soldier in the middle of a colony of megascorpion pacifists
Save 2 (peaceful shock troopers): 1 on 1, gal vs. walking grim reaper, which is actually not so deadly :)
Save 3 (debug melee AI): same as Save 2, but also all civilians are dead... whole map has just 1 shock trooper and 1 gal... for easier debugging

(X-PirateZ 0.99a.1 with no mods and latest OXCE+)
This is not bug, simply this Olympic Extended version, all Alien combatants agree to not use melee when fighting each others.
More bloody and less fair play version was uploaded on github :)

Megascorpions do not work because they don't have weapons, in older ruleset that I have they are crated with it and work fine.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 12, 2016, 06:34:20 am
Megascorpions do not work because they don't have weapons, in older ruleset that I have they are crated with it and work fine.

But they do have a weapon, Yankes. Or does AI don't know how to use your armor-attached weapons?

Code: [Select]
  - type: MEGASCORPION_ARMOR
    spriteSheet: MEGASCORPION.PCK
    spriteInv: MAN_78
    corpseBattle:
      - STR_MEGASCORPION_CORPSE
    frontArmor: 12
    sideArmor: 12
    rearArmor: 12
    underArmor: 8
    drawingRoutine: 4
    recovery:
      morale:
        moraleCurrent: -0.2
        bravery: 0.2
      stun:
        healthCurrent: 0.1
        health: -0.05
    damageModifier:
      - 0.0
      - 0.8
      - 1.0
      - 1.0
      - 0.8
      - 1.0
      - 0.8
      - 1.0
      - 0.6
      - 2.0
    builtInWeapons:
      - AUX_MEGASCORPION_WEAPON
    loftempsSet: [ 2 ]
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 12, 2016, 10:49:14 am
But they do have a weapon, Yankes. Or does AI don't know how to use your armor-attached weapons?

After applying fix from Yankes, both ShockTroopers and Megascorpions are attacking and killing our gals.
Thanks.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 12, 2016, 10:52:49 am
Awesome! This means green light for a bugfix/balancing release soon.
Title: Re: Bugs & Crash Reports
Post by: Yankes on August 12, 2016, 06:57:29 pm
But they do have a weapon, Yankes. Or does AI don't know how to use your armor-attached weapons?

Code: [Select]
  - type: MEGASCORPION_ARMOR
    spriteSheet: MEGASCORPION.PCK
    spriteInv: MAN_78
    corpseBattle:
      - STR_MEGASCORPION_CORPSE
    frontArmor: 12
    sideArmor: 12
    rearArmor: 12
    underArmor: 8
    drawingRoutine: 4
    recovery:
      morale:
        moraleCurrent: -0.2
        bravery: 0.2
      stun:
        healthCurrent: 0.1
        health: -0.05
    damageModifier:
      - 0.0
      - 0.8
      - 1.0
      - 1.0
      - 0.8
      - 1.0
      - 0.8
      - 1.0
      - 0.6
      - 2.0
    builtInWeapons:
      - AUX_MEGASCORPION_WEAPON
    loftempsSet: [ 2 ]
I said that I used old rulesets where scorpoins used terror weapon that made incompatible with that save. I realize that after some time after posting.
Title: Re: Bugs & Crash Reports
Post by: clownagent on August 13, 2016, 04:55:32 am
Attached Save: Game crashes, when you kill the last two megascorpions.
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 13, 2016, 10:09:43 am
Attached Save: Game crashes, when you kill the last two megascorpions.

It's the commendations crash.
Download the new EXE, it has a workaround for it.
Title: Re: Bugs & Crash Reports
Post by: Breki on August 13, 2016, 11:22:14 pm
Hi there, thanks for the wonderful mod. I'm having some crashing problems. When finishing a mission (or aborting) the game crashes with an error code saying 0xc0000005. This has happened in 3 missions in this playthrough so far and each time I've loaded the geoscape autosave and not redone the mission. I've tried looking for solutions but can't find any. Can anyone help?

Attached is the save which can duplicate the crash by aborting the mission.

Logs are in .zip

Thank you
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 13, 2016, 11:32:28 pm
Same commendation crash as before. Don't people read the thread before reporting?

Update to the new EXE provided by Meridian which has a fix, or find all the:

Code: [Select]
murdererWeapon: ""
murdererWeaponAmmo: ""

and fill them with proper information (ie put STR_HAMMER or whatever weapon you used to kill that unit between the quotation marks).

But it's probably worth it to update to Meridian's new executable and get all the new goodies too!
Title: Re: Bugs & Crash Reports
Post by: Breki on August 13, 2016, 11:33:54 pm
Thank you Arthanor. Where can I download this new .exe?

edit:

Whoops found it. Thanks again. I'll be more thorough in my reading next time :)
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on August 17, 2016, 07:59:54 pm
I got crash, upon completing a gifts of love mission, it seems very similar to the previously reported commendations issue, but I am using the 2016-08-11-OpenXcomExPlus32 version of the exe, which should have the work around, I think?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 17, 2016, 08:06:58 pm
No it doesn't, since it's a core engine problem I unwittingly discovered: Thou Shall Not Spawn Dead Bodies. Wait for the new release.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 17, 2016, 08:09:46 pm
Seems the problem needs some more investigation because it's the same crashed occourred in my  sperimentation with version 0.2.4 of xcom files mod by Solarius Scorch (https://openxcom.org/forum/index.php/topic,4595.msg69419.html#msg69419). Probably related to windows 10, seems that linux users are immune to that crash, since there are no report similar to that.

Maps with lakes need some double check too because minutes ago i watched one of my opponents walking on the waters, while player can't. Maybe it's an occasional/rare bug :(

Edit: forum advised be someone else has posted before, sry the redundance
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 17, 2016, 08:12:56 pm
Curious.  I've played three gifts of love missions, stunning twice and killing once to get the soul gem to see if that unlocked anything for me.  No crashes.

are you using any mods, beyond Piratez>?
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 17, 2016, 08:27:17 pm
It's not the nice dead or alive enemies. It's the ugly spawned corpses which were never alive. There's a chance of them spawning as loot. You were lucky they didnt spawn for you.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 17, 2016, 08:30:31 pm
It's not the nice dead or alive enemies. It's the ugly spawned corpses which were never alive. There's a chance of them spawning as loot. You were lucky they didnt spawn for you.

ahh... gotcha.  O I remember deleting those lines from the ruletset due to any earlier post.  My forgetter is working overtime.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 17, 2016, 08:37:40 pm
Maps with lakes need some double check too because minutes ago i watched one of my opponents walking on the waters, while player can't. Maybe it's an occasional/rare bug :(

Any proof? Pictures? Saves?
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 17, 2016, 08:40:14 pm
Any proof? Pictures? Saves?

Nope at the moment, i'll try tro provide some, if happens again, hopefully before next version is relased
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 17, 2016, 08:44:32 pm
Probably a Raider Buzzard doing a Messianic Impression.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on August 17, 2016, 08:44:52 pm
It's the ugly spawned corpses which were never alive.

It's the ugly spawned corpses which were never alive.

This sentence, sir, is beyond spooky.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 17, 2016, 08:45:15 pm
Yeah I'm 99.9% sure it was simply a flying enemy.

Also inability to spawn dead bodies is sure a silly and useless limitation. Naturally they were alive, only not during the mission.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 17, 2016, 08:53:00 pm
Probably a Raider Buzzard doing a Messianic Impression.

Actually i was gtound attacking a rebel ship (not sure if a freighter) i killed one opponent and once i switch to inventory view as i was standing over its dead body, hovering the mouse  over game gives the description "Raider Buzzard". Probably happens only with certain enemies?

Ah, some time ago i was trying to pre-prime grenades in the inventory screen, no problem in windows, but in linux (both in ubuntu 12.04 and 14.04) i was not able to do so. Maybe it's a problem related with linux, don't know.
Title: Re: Bugs & Crash Reports
Post by: Drasnighta on August 17, 2016, 09:01:04 pm
So there you go.

Raider Buzzards, Star Gods, Mercenary Commandos....  All have the Ability to Fly and Hover...

So they can "Land" and "walk" on Water, because they're actually Flying.  They have 0 shits to give.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on August 17, 2016, 09:07:24 pm
i killed one opponent and once i switch to inventory view as i was standing over its dead body, hovering the mouse  over game gives the description "Raider Buzzard". Probably happens only with certain enemies?

Bro, you deserve a book of your quotes. :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 17, 2016, 09:10:31 pm
Probably a Raider Buzzard doing a Messianic Impression.

+100 clairvoyance powers :)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 17, 2016, 09:13:45 pm
So there you go.

Raider Buzzards, Star Gods, Mercenary Commandos....  All have the Ability to Fly and Hover...

So they can "Land" and "walk" on Water, because they're actually Flying.  They have 0 shits to give.

Uh i did mot know that, not discovered yet. I thought it was a bug because i expected the game used the same animation in the vanilla game like happens for the wearers of a fyng suit, not a pair of legs movin'....

@Solarius thanks, also for the huge patience!
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 17, 2016, 09:46:52 pm
Also inability to spawn dead bodies is sure a silly and useless limitation. Naturally they were alive, only not during the mission.

Why is everything that doesn't work as you think a limitation?
I think it's perfectly OK.

There are literally dozens of places and proper necessary intended features, which will crash, if a corpse will not have a unit from which it originated. And mods need that too... how do you think Ivan's alt-corpses mod works? It looks at the corpse and checks if the corresponding unit is alive or dead... then does what it does. If it doesn't find a unit, it crashes.

I could fix most of the places and just ignore the "incomplete" corpses... but such things create a real mess in a relative order. Not to mention some/many features would force me to decide whether it's dead or alive even though I don't have enough (i.e. any at all) information to decide that; and I will just pick one state (probably dead).

If that isn't enough, the unit corresponding to a corpse doesn't only have a status dead or alive, it has around 40 other properties... I bet that at least 10 of them will also be used or checked somewhere... and we have the same issue again... who am I to decide whether that corpse is friendly/enemy/neutral... who am I to decide whether it's relevant for commendations or not... etc.

A BattleUnit simply is a mandatory attribute of any BattleItem of BT_CORPSE type. That's how the game was designed. It's not a flaw nor a limitation. There are plenty other categories you can use to spawn the loot... why not just spawning celatid essence is this particular case?
Title: Re: Bugs & Crash Reports
Post by: Bartojan on August 17, 2016, 10:13:57 pm
Wrong sex, or there are men masqueraded as women?
1) STR_HUMAN_FEMALE_4: "Tough Girl" - displays STR_HAS_PANICKED_MALE
2) members of Escaped Lunatics - starting Hands - displays STR_HAS_BECOME_UNCONSCIOUS_MALE and STR_HAS_BEEN_KILLED_MALE
3) recruited Hand - she is female - displays correct STR_HAS_BECOME_UNCONSCIOUS_FEMALE and STR_HAS_BEEN_KILLED_FEMALE
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on August 17, 2016, 10:46:49 pm
Lucky Star cannot be researched, because it depends on the research STR_SOUL_GEM, which doesn't exist, instead of STR_MAGICAL_GIRL_CORPSE, that gives Soul Gem Bootypedia entry.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on August 17, 2016, 11:32:30 pm
Regarding the corpse:
Can't it be just an item that looks like a corpse? What would be the problem with that?

Also, Meridian to me is now a mystic. You know, explaining the secrets of life and death, and everything in between. :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 18, 2016, 01:06:52 pm
Lucky Star cannot be researched, because it depends on the research STR_SOUL_GEM, which doesn't exist, instead of STR_MAGICAL_GIRL_CORPSE, that gives Soul Gem Bootypedia entry.

A typo. Fixed. Thanks.

A BattleUnit simply is a mandatory attribute of any BattleItem of BT_CORPSE type. That's how the game was designed. It's not a flaw nor a limitation. There are plenty other categories you can use to spawn the loot... why not just spawning celatid essence is this particular case?

Because it cannot be researched like a corpse would? But yeah, if it's designed in such a way that trying to overcome such limitation would leads to insanity, let's drop it. All I was saying is that, to me, it seems as unnatural as 'no melee weapons allowed on Fridays', for example, would.

Wrong sex, or there are men masqueraded as women?
1) STR_HUMAN_FEMALE_4: "Tough Girl" - displays STR_HAS_PANICKED_MALE
2) members of Escaped Lunatics - starting Hands - displays STR_HAS_BECOME_UNCONSCIOUS_MALE and STR_HAS_BEEN_KILLED_MALE
3) recruited Hand - she is female - displays correct STR_HAS_BECOME_UNCONSCIOUS_FEMALE and STR_HAS_BEEN_KILLED_FEMALE

Soldiers are hardcoded to have 2 genders (although can be made all male if one wishes); gender defines things like sprite, sounds, names etc.. So, short-haired pirates use the 'male' definition, while the long-haired ones use the 'female' definition.
All enemies are male by default, this can be played with and tuned, but it'd require a lot of boring code, and for what reason?
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 18, 2016, 01:21:00 pm
...this can be played with and tuned, but it'd require a lot of boring code, and for what reason?

The only reason being translation of course.
I agree it's not worth it... until you get paid for it :)

@Bartojan: maybe just translate "has been killed" into "byl(a) zabit(a)" to cover both genders.

Btw. numbers are even trickier. For example, when I add new strings, I try adding them in form like "Pilots required : 4" instead of "This craft requires 4 pilots."

Already in English, you have a distinction between 1 and many "1 pilot" vs. "2 pilots", but in other languages you can have more, e.g. in Slovak/Czech there are three forms (one, few and many) "1 pilot" vs. "2/3/4 piloti" vs. "5/6/7 pilotov".
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 18, 2016, 01:24:44 pm
Yes. Like yourself, I tend to use ambiguos terms in such situations. Like, not spanikował / spanikowała, but panikuje (for example).
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 19, 2016, 12:10:24 am
[continues] (https://openxcom.org/forum/index.php/topic,4520.msg69762.html#msg69762)..and it (0.99B) plays very well!
Some weirdos behavior:

1) as soon i researched "contract: merchants" it displayed the oxygen tank instead of the ususla bootypedia report

2) As soo i researched "money purse" i got into manufature screen and it disappeare. reloading a save game and all went normal

3) Description between adventured and scout armor are switchd/nt updated?

4) A crash related to some files and a map script not found. Log lines are:

Code: [Select]
[18-08-2016 22:15:17] [INFO] requested file not found: UFOGRAPH/MAN_38M0.SPK
[18-08-2016 22:15:19] [INFO] requested file not found: UFOGRAPH/MAN_481M0.SPK
[18-08-2016 22:15:19] [INFO] requested file not found: UFOGRAPH/MAN_38M0.SPK
[18-08-2016 22:15:21] [INFO] requested file not found: UFOGRAPH/MAN_481M0.SPK
[18-08-2016 22:21:51] [ERROR] Map Script not found

Stuff is attached. See on the next version, eventually..

Edit: a couple of time had the win 10 blue screen of death, regarding an errer SERVICE SYSTEM ERROR that equired the OS to reboot (!!)
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 19, 2016, 01:33:05 am
A couple small typos in the 'pedia entry for Magical Girl.

Line 1562 Piratez_lang.rul
Code: [Select]
These barely-adult girls have exactly that kind of immoral innocence about them that makes most males weak-kneed. They're also agrressively nice, playful and adaptative (see how she dresses after a few days here). What's perplexing though, they have no recollection of their identity or origin, or even the Well-wisher (whom they call the Goddess of Love, or of Cake), other than they found themselves aboard the ship with a deeply engraved mission of 'spreading love'. They also possess bits and pieces of strange knowledge and/or previous encounters.
Should be aggressively instead of agrressively and adaptive instead of adaptative.
Title: Re: Bugs & Crash Reports
Post by: khade on August 19, 2016, 06:50:34 am
The Mercenary Suit doesn't show at least one line of text at the bottom, I've tried several resolutions.  One, showed the very tops of the letters, can't remember which though.  Last bit I can see is: Mercs are quite...

There might be others that have this, and maybe there's a way to scroll down that I'm not finding.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 19, 2016, 09:05:00 am
1) as soon i researched "contract: merchants" it displayed the oxygen tank instead of the ususla bootypedia report

2) As soo i researched "money purse" i got into manufature screen and it disappeare. reloading a save game and all went normal

3) Description between adventured and scout armor are switchd/nt updated?

4) A crash related to some files and a map script not found. Log lines are:

Code: [Select]
[18-08-2016 22:15:17] [INFO] requested file not found: UFOGRAPH/MAN_38M0.SPK
[18-08-2016 22:15:19] [INFO] requested file not found: UFOGRAPH/MAN_481M0.SPK
[18-08-2016 22:15:19] [INFO] requested file not found: UFOGRAPH/MAN_38M0.SPK
[18-08-2016 22:15:21] [INFO] requested file not found: UFOGRAPH/MAN_481M0.SPK
[18-08-2016 22:21:51] [ERROR] Map Script not found

Stuff is attached. See on the next version, eventually..

1. Fixed, thanx
2. I don't understand what you say
3. Simply not true
4. Need a save, but it looks like wrong installation on your part.

The Mercenary Suit doesn't show at least one line of text at the bottom, I've tried several resolutions.  One, showed the very tops of the letters, can't remember which though.  Last bit I can see is: Mercs are quite...

There might be others that have this, and maybe there's a way to scroll down that I'm not finding.

No scrolling possible, the amount of text in an article is limited hard. I'll cut something out. The missing part is "...hard to hit"
Title: Re: Bugs & Crash Reports
Post by: khade on August 19, 2016, 10:16:00 am
Saw the same with the Reticulan Elder.  Maybe the text can be made a little smaller or something? seems a shame to lose any of the lore :)
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 19, 2016, 11:39:50 am
Regardin the money purse, once i researched it, after the bootypedia screen game came up the usual "We can now produce money purse", entered the manufacture sceen, i started snd stopped (accidentally) the production, and all of a sudden the line related to the production of thr money purse disappeared. I loaded and then completed the prodution, entered again in the manf. screen and everything was normal.

Maybe was an occasional occurrence, hapoened only once :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 19, 2016, 12:20:37 pm
That was it. If you start production, leave the window, then go back and stop it, you lose the resources (they are destroyed in the moment production oficially starts).

Saw the same with the Reticulan Elder.  Maybe the text can be made a little smaller or something? seems a shame to lose any of the lore :)

No, it can't be made any smaller. Any article I write requires firing up the game and checking if it fits and editing. If new info is added, or typos edited, sometimes I don't have the patience to check the goddamned entry again...
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on August 20, 2016, 02:01:19 am
A few typos I'm catching as I'm updating the wiki:

Line 3338 (Piratez_lang.rul)
"surving" should be "surviving"
Line 3353
For Night Ops, states "it is visible to enemies from 10 tiles less than normal." whereas the ruleset (line 23361) gives "       activeCamouflage: -5"
Title: Re: Bugs & Crash Reports
Post by: Meridian on August 21, 2016, 11:02:43 am
Code: [Select]
      STR_MISSIONS: "MISSIONS"

should be replaced by:

Code: [Select]
      STR_MISSIONS: "MISSIONS> {ALT}{0}"

otherwise mission count is not displayed in Soldier Info and in Soldier Diary
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on August 25, 2016, 01:39:58 am
Another point i missed to report verbally here (screenshots attached) (https://openxcom.org/forum/index.php/topic,4058.msg69823.html#msg69823), adventurer armor has same description of nude/tribal one; scout armor description reads it has increased capacity of +3 over the adventurer, overall 16/25, but the last mentioned gas 22/25, so it's more than the scout actually.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 25, 2016, 02:11:47 am
Obviously is hasn't the same description, as even these screenshots show.
Also, you're confusing carrying capacity (bigger for scout) with inventory size (bigger for adventurer).
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 29, 2016, 12:44:49 pm
Encountered curious AI behaviour during a base defense.

Two Merc Captains and a Commando who literally would not move an inch, no matter how many turns passed (including after turn 20). The Commando was on the top right structure. The Merc Captains were on the third floor catwalk to the middle right, and bottom right respectively.

Two Commandos who paced back and forth constantly between two points (one was in the Access Lift (bottom left corner), the other was in the Hangar (3rd floor, bottom left corner).

Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on August 29, 2016, 09:21:56 pm
This hill map block is bugged, only the small rocks and one log can be targeted with the throwing action, anywhere else leads to a unable to throw there message.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on August 29, 2016, 11:41:02 pm
Throws have an arc that must be clear in order to perform the throw. In the case of the hill much of the air above the top of the hill is full of tree.
Title: Re: Bugs & Crash Reports
Post by: Surrealistik on August 30, 2016, 01:42:47 am
Per my report about the AI there may be issues with Access Lift and Hangar pathing nodes.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 30, 2016, 04:14:04 am
Yeah it's a puzzling problem... sometimes in the base defence missions the AI just won't move an unit forever.
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on August 30, 2016, 09:49:16 am
Throws have an arc that must be clear in order to perform the throw. In the case of the hill much of the air above the top of the hill is full of tree.

I'm aware that throws need an arc and no there are no tree caps to be found on the hill or any else on this particular map.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on August 30, 2016, 10:15:30 pm
The first sentence of STR_IRON_TRIBE_UFOPEDIA doesn't make sence. Or does it?
While this important, if largely depopulated country can hardly be called a tribe nowadays, the origin of the name can be traced several centuries back, when the isles housed nothing but stone-age tribes.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on August 30, 2016, 10:18:08 pm
I'm aware that throws need an arc and no there are no tree caps to be found on the hill or any else on this particular map.

Huh. If you could provide save pls. That's bizzare.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 31, 2016, 02:32:37 am
The first sentence of STR_IRON_TRIBE_UFOPEDIA doesn't make sence. Or does it?
While this important, if largely depopulated country can hardly be called a tribe nowadays, the origin of the name can be traced several centuries back, when the isles housed nothing but stone-age tribes.

Umm... how doesn't it make sense?
Several hundreds of years ago... the isle was ihabited only by stone-age tribes... the origins of country's name come from that period... nowadays it's no longer a land of stone age tribes... it's an important, modern country with low population.
???
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 31, 2016, 03:35:43 am
It has coma problems:

"While this important, if largely depopulated, country can hardly be called a tribe nowadays, the origin of the name can be traced several centuries back when the isles housed nothing but some stone-age tribes."

It could stand to be split in a few easier sentences to sparse, especially for non-native players. Sort of like you just did ;)
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on August 31, 2016, 03:38:18 am
It has coma problems

You mean it falls asleep at random?

.
.
.
.
.
.

(https://i.ytimg.com/vi/bcYppAs6ZdI/hqdefault.jpg)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 31, 2016, 03:39:45 am
It could stand to be split in a few easier sentences to sparse, especially for non-native players. Sort of like you just did ;)

Well, I'm not a native myself, so...
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 31, 2016, 05:21:13 am
You mean it falls asleep at random?

.
.
.
.
.
.

(https://i.ytimg.com/vi/bcYppAs6ZdI/hqdefault.jpg)
Yes, or rather its reader does as it's so long and convoluted.

Well, I'm not a native myself, so...
Neither am I, but I did get it after stumbling in the middle the first time (both upon reading it for the first time in the pedia and when reading it here). It just has too many bits all tacked together. Shorter sentences could accomplish the same thing while being more easier to process. If you don't want to change it, that's entirely fine, I was just explaining why someone might think that it's a broken sentence.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on August 31, 2016, 07:15:50 am
Believe me, it's nothing next to actual American fiction I translate for a living. So I didn't think I'm going overboard, since the authors of said fiction see nothing bad - bah! They love it! - in routinely writing sentences twice or thrice as long and convoluted. Sure I lack their skills but still, you are what you eat - that's what I read and that's what I write.
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on August 31, 2016, 01:29:13 pm
Huh. If you could provide save pls. That's bizzare.

Eh? The second attachment to my original post is the save game.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on August 31, 2016, 02:45:02 pm
I kinda enjoy the crowded sentences of the pedia articles - it makes it sound like a brainer rambling and being pedantic, quite similar to some people I know in academia.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 31, 2016, 04:12:35 pm
Good point! I don't think the sentence is wrong (except it's coma problem for which I suggested a fix). It's pretty reasonable for a rambling brainer to be convoluted.

I just wanted to say it's indeed not that easy to parse and that's why some may have issues reading it, as reported above. Fixing that is of course optional.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on August 31, 2016, 04:26:41 pm
Umm... how doesn't it make sense?
Several hundreds of years ago... the isle was ihabited only by stone-age tribes... the origins of country's name come from that period... nowadays it's no longer a land of stone age tribes... it's an important, modern country with low population.
???
Well, I have no problem to understand its meaning (I translated it already), but the sentence looks strange to me. The comma makes it better, as Arthanor suggested.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on August 31, 2016, 04:57:57 pm
My entire jab was directed at the "coma" which should be "comma", that's what the joke was about. I thought it was a funny typo. :)
Title: Re: Bugs & Crash Reports
Post by: Arthanor on August 31, 2016, 05:12:02 pm
Ah! See, English being my 2nd language is showing.. I never noticed the different spelling between coma and comma.

Thanks for poking fun at me for it! Now that's a mistake I won't make in more formal settings! :D
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 01, 2016, 01:03:43 am
This hill map block is bugged, only the small rocks and one log can be targeted with the throwing action, anywhere else leads to a unable to throw there message.

As far as I can say, this is caused by recently added bow fix: https://openxcom.org/forum/index.php/topic,4726.0.html
I've asked karadoc to have a look.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on September 01, 2016, 04:11:03 am
Eh? The second attachment to my original post is the save game.

My apologies. my fault for trying to help on minimal sleep.
Title: Re: Bugs & Crash Reports
Post by: Proboscis on September 03, 2016, 11:40:24 pm
WORKERs seem to be bugged right now, as when I try to buy one on my updated save, they immediately scroll backwards negatively. It gives me as many as it would take to fill my base's stores, and negative money instead of taking money. If I buy them, it gives me money, too. I seem to recall something similar happening a couple versions ago relating to trying to sell or ship slaves, too, but that seems to be fixed now.

Everything else in the new update works fine though, loving PSI vision. EDIT: PSI vision actually seems to make seduction way stronger because now it can work through walls. Might be unintended, though the only armor I think it really works on is Magical Girl, anyway.
Title: Re: Bugs & Crash Reports
Post by: karadoc on September 04, 2016, 04:02:15 am
As far as I can say, this is caused by recently added bow fix: https://openxcom.org/forum/index.php/topic,4726.0.html
I've asked karadoc to have a look.
Ok. I've looked into it, and I've posted my detailed response in the other thread (https://openxcom.org/forum/index.php/topic,4726.msg71322.html#msg71322).

The short answer is that it seems to be a problem with the hill itself.

It is not caused by my arc fix, and the discrepancy between how it works with and without the arc fix is actually caused by an unrelated bug (!). I've posted a fix for the newly discovered bug; but the problem of not being able to throw onto that hill will have to be fixed some other way. I think fixing the hill itself would be the easiest way.
Title: Re: Bugs & Crash Reports
Post by: xaphias on September 04, 2016, 09:43:58 pm
Can't buy workers, the ammount goes to -19 when you try to add some, not sure what causes it,
save included

save is ironmode.

(v .99c fresh install)
Title: Re: Bugs & Crash Reports
Post by: khade on September 05, 2016, 08:19:27 am
Looked into the Bootypedia, the topic arcanist rounds is cut off.  Looks like it could fit if the word 'Characteristically' were a bit shorter, though.
Title: Re: Bugs & Crash Reports
Post by: Petethegoat on September 05, 2016, 05:19:16 pm
Can't buy workers, the ammount goes to -19 when you try to add some, not sure what causes it,
save included

save is ironmode.

(v .99c fresh install)

Had this issue on a non ironmode fresh install. At some point after I first encountered it, it'd go to -17 instead of -19.
Hiring tough girls seemed to increase my workers normally though.

E: also, the Contacts: Merchants bootypedia entry seems to reset to unread very often. Not between multiple visits to the bootypedia at one time, but frequently nonetheless.
Title: Re: Bugs & Crash Reports
Post by: xaphias on September 05, 2016, 10:19:29 pm
flame arrows, seem to be dependant on flame arrows... and leads to flame arrows?

looks like an impossible research, correct me if I'm wrong

- name: STR_BOW_H_QUIVER_FIRE
    cost: 5
    points: 20
    dependencies:
      - STR_TORCH
      - STR_VIOLENCE
      - STR_BOW_H_QUIVER_FIRE
Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 05, 2016, 10:42:58 pm
Shit, should be BOW_H. Critical game breaking error right there :/
Title: Re: Bugs & Crash Reports
Post by: xaphias on September 06, 2016, 03:43:13 am
ya I noticed It was kinda crucial, so I just removed the duplicate string and got past it that way, and now added the right string :)

ps. I love the updates. this is really fleshed out now, compared to just before the extended. I'm loving it :)
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 06, 2016, 10:43:03 am
Can't buy workers, the amount goes to -19 when you try to add some, not sure what causes it.

OXC doesn't support buying items with negative size.
I have fixed that, it will be OK with next EXE update.

E: also, the Contacts: Merchants bootypedia entry seems to reset to unread very often. Not between multiple visits to the bootypedia at one time, but frequently nonetheless.

Can you post your save?
(I think it will be something similar to this: https://openxcom.org/forum/index.php/topic,4058.msg66854.html#msg66854 but I'll need your save, otherwise I am looking for a needle in a haystack)
Title: Re: Bugs & Crash Reports
Post by: xaphias on September 06, 2016, 01:04:37 pm
OXC doesn't support buying items with negative size.
I have fixed that, it will be OK with next EXE update.

Ah, cool, nice to know :)
Title: Re: Bugs & Crash Reports
Post by: H0lyD4wg on September 06, 2016, 02:22:24 pm
Some of the PNGs used in XPiratez aren't well-formed according to the PNG format specification. This doesn't cause any serious problems, but when running OpenXcomEx from the command line on Linux, libpng complains about out-of-place iCCP chunks and that's pretty annoying.

This problem can be fixed by re-encoding the offending files, which I did (see attachment). I took care not to increase the file sizes (except for 1 file out of 46 that grew by 163 bytes), so that the fixed PNGs may be incorporated into the next release.

https://drive.google.com/open?id=0B3tkOxruoA-VZllwQTlILXJ5c0k
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 06, 2016, 02:35:03 pm
Thanks. That bugs me every time too :)
Hope Dioxine will include the fixed ones.
Title: Re: Bugs & Crash Reports
Post by: Premier on September 07, 2016, 03:35:37 am
I'm playing... not the recentmost version, but whichever was up-to-date on the 2nd of August, and I have two things to report (alas, no screenshots).

One: the inventory screen graphics for a mortally wounded (i.e. little red crosses) Guild G.O. seems to be buggy. Instead of a proper full-colour image, it's sort of a weird outline in strange colours, and has a red background.

Two: just now, my radar has spotted a UFO travelling at Ludicruos Speed. I don't remember the exact number, but the speed was 6 or 7 digits... I clicked 'Center on UFO', and at the next 5 second tick I had a popup for a Mutant Pogrom (not sure if it was related, it was located outside my radar range, but what are the chances of these two things happening in two contiguous ticks?
Title: Re: Bugs & Crash Reports
Post by: Arthanor on September 07, 2016, 04:07:00 am
What you caught was the emergency signal just as the pogrom was starting. That's expected. Certain pogroms start this way instead of having the usual terror ships.
Title: Re: Bugs & Crash Reports
Post by: Premier on September 07, 2016, 04:56:03 pm
Ah, okay, good to know.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on September 07, 2016, 04:59:18 pm
I forgot to mention, the crazy speed you see is the speed of light in knots (or whatever the unit is.. Been playing XComFiles too much!). That's why it's so fast,

Also, the corpse issue should be reported in Ivan's AltCorpse mod (https://openxcom.org/forum/index.php/topic,4424.0.html), not here, as it is a bug in that mod, not in the main Piratez mod.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on September 07, 2016, 06:05:52 pm
I forgot to mention, the crazy speed you see is the speed of light in knots (or whatever the unit is.. Been playing XComFiles too much!). That's why it's so fast,

Also, the corpse issue should be reported in Ivan's AltCorpse mod (https://openxcom.org/forum/index.php/topic,4424.0.html), not here, as it is a bug in that mod, not in the main Piratez mod.

Right: Bug fix is here:
https://openxcom.org/forum/index.php/topic,4424.msg68172.html#msg68172
Title: Re: Bugs & Crash Reports
Post by: xaphias on September 08, 2016, 07:27:41 am
game crashes when I get a base defense mission, crash code 0xc0000005
happens in save after a few hours.

it's this mission that crashes the game

  - type: STR_ALIEN_RETALIATION_L
    region: STR_EUROPE
    race: STR_ETHEREAL_WAR
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 480
    liveUfos: 0
    uniqueID: 169
    missionSiteZone: -1

if that helps
Title: Re: Bugs & Crash Reports
Post by: Boltgun on September 08, 2016, 10:58:51 am
The game crashes on 99A, B or C at the geoscape at one specific date. I tried reloading a previous save with savescumming on which led me to crash at another later date.

OpenXcom has crashed: vector::_M_range_check: __n (which is 5) >= this->size() (which is 4)

My save is a bit of a mess, having gone through so many versions. Assuming it's caused by a specific UFO, if I wipe the alien strategy, does the mod will generate new missions for me?
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 08, 2016, 11:34:04 am
game crashes when I get a base defense mission, crash code 0xc0000005
happens in save after a few hours.

MapBlock on position [x=5,y=1] (Sickbay) is NULL.
I guess Dioxine needs to test if it works as it should.
Map "XBR_66" probably doesn't exist.

The game crashes on 99A, B or C at the geoscape at one specific date. I tried reloading a previous save with savescumming on which led me to crash at another later date.
OpenXcom has crashed: vector::_M_range_check: __n (which is 5) >= this->size() (which is 4)
My save is a bit of a mess, having gone through so many versions. Assuming it's caused by a specific UFO, if I wipe the alien strategy, does the mod will generate new missions for me?

A broken messy save is infinitely better than no save.
If you have anything, attach it pls.
Title: Re: Bugs & Crash Reports
Post by: Boltgun on September 08, 2016, 02:21:43 pm
A broken messy save is infinitely better than no save.
If you have anything, attach it pls.

I knew I forgot something, here you go.

Crashes on 29 May 2602 after 11:30.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 08, 2016, 03:22:55 pm
I knew I forgot something, here you go.

Crashes on 29 May 2602 after 11:30.

It crashes when determining town to terrorize.
Details in attachment.
I don't know exactly what needs to be fixed... if ruleset or code... I don't understand this alienMission->region->missionZones[objective]->areas[missionZoneSite] concept very well. But I'd guess it's the ruleset that's missing something (or your save got messed up).
Title: Re: Bugs & Crash Reports
Post by: Bartojan on September 08, 2016, 04:26:30 pm
STR_CAT_PAWS_UFOPEDIA ... "...Skill: Skill: MELEE/2..."
Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 08, 2016, 05:03:41 pm
MapBlock on position [x=5,y=1] (Sickbay) is NULL.
I guess Dioxine needs to test if it works as it should.
Map "XBR_66" probably doesn't exist.

It does, just forgot to declare it in ruleset... Whoops.
Title: Re: Bugs & Crash Reports
Post by: Boltgun on September 08, 2016, 08:13:51 pm
It crashes when determining town to terrorize.
Details in attachment.
I don't know exactly what needs to be fixed... if ruleset or code... I don't understand this alienMission->region->missionZones[objective]->areas[missionZoneSite] concept very well. But I'd guess it's the ruleset that's missing something (or your save got messed up).

I got a spartan terror mission aiming missionSiteZone 5. So this is the problem. Editing this removes the crash.
Code: [Select]
  - spawnCountdown: 2340
    uniqueID: 72
    liveUfos: 0
    type: STR_ALIEN_TERROR
    region: STR_SOUTHERN_AFRICA
    nextWave: 4
    race: STR_SPARTANS
    nextUfoCounter: 0
    missionSiteZone: 5

So, if cities has changed, this is only a save issue. Either way, the campaign can continue, thank you.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 08, 2016, 08:17:02 pm
These mission are always aimed at Zone 3; I have no idea why and how a mission aimed at Zone 5 was generated.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 08, 2016, 11:20:41 pm
These mission are always aimed at Zone 3; I have no idea why and how a mission aimed at Zone 5 was generated.

It's just very poor naming in the code... and very confusing too.

They are always in the zone with index 3 (resp. objective=3). As you can see variable objective is used for indexing missionZones array.
But there is also a variable called missionZoneSite.... which is the worst name ever... indexing the areas array... and that one is 5.
I don't even know what it means exactly, I just know that the name is confusing as hell.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 08, 2016, 11:30:55 pm
Speaking about confusing things... I now have almost all enemy vessels researched, missing one or two only.
But the pilots I have in prison are gladly telling me about the same craft again... so far 6 pilots interrogated and they all told me about craft I already knew about.

This is ridiculously irritating and confusing.
I guess a cleanup of SHIPNAME vs SHIPNAME_DOCUMENTATION is necessary.
Telling me about the same ship twice is really unpleasant... and even more unpleasant is that having SHIPNAME_DOCUMENTATION doesn't unlock other technologies, which are unlocked by SHIPNAME for example... so I am forced to research the same ship twice. Grrrrr.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 09, 2016, 12:52:02 am
It has been cleaned up - maybe some odd bugs and omisions still linger, but it has been cleaned up a long, long time ago. You can check this yourself. However I've noticed people giving stuff I already know about as well, not only ships.

EDIT: the only error I found was on Govt Elite, who was giving STR_FIGHTER instead of STR_FIGHTER_BLUEPRINT.

I think it's the code what needs to be scrutinized.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 10, 2016, 01:49:37 pm
It has been cleaned up - maybe some odd bugs and omisions still linger, but it has been cleaned up a long, long time ago. You can check this yourself. However I've noticed people giving stuff I already know about as well, not only ships.

EDIT: the only error I found was on Govt Elite, who was giving STR_FIGHTER instead of STR_FIGHTER_BLUEPRINT. I think it's the code what needs to be scrutinized.

It looks OK in the ruleset, I must have researched them when they were still messed up... I'll add the missing stuff into my save manually.
Code is OK too btw.
Title: Re: Bugs & Crash Reports
Post by: khade on September 11, 2016, 08:00:34 am
On a pogrom, my last gal fainted, gave me the victory message when someone was wounded, I think the last enemy collapsed too, though I didn't see it.  still an abysmal failure.  I think I can figure out how to put a recent save up.

Also, looked through the full bootypedia, and ghost armor and the magical bullets research that I mentioned last time both went past where you could read them.

Finally, I believe space is default for next unit don't come back to this one, so maybe assisted vision should go elsewhere or the default should be changed.

Edit

Turned out the autosave was right when the last gal fainted.

I believe what I've put here is the autosave?
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 11, 2016, 09:52:19 am
On a pogrom, my last gal fainted, gave me the victory message when someone was wounded, I think the last enemy collapsed too, though I didn't see it.  still an abysmal failure.  I think I can figure out how to put a recent save up.

Finally, I believe space is default for next unit don't come back to this one, so maybe assisted vision should go elsewhere or the default should be changed.

Thanks, fixed.

PS: space key is not a default for 'Next unit'. default is tab key.
Title: Re: Bugs & Crash Reports
Post by: Asheram on September 11, 2016, 02:43:57 pm
Not sure if it has been mentioned, but some walls of the Warehouse Wars (Can't remember their actual name) structures are thicker than they should be.
Some of the walls, (like the east of the major building) can be pressed up against, while the east of the smaller buildings (just below the large one) force you to stay a square away from them.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 11, 2016, 03:08:04 pm
It's a normal X-com 'feature'. Fixing it requires writing a manual-override MCD patch, which frankly doesn't seem exciting enough for me, at least these walls aren't see-through thanks to this. When/if the 'see-through nightly' bug is fixed (reverted), it might be worth it.
Title: Re: Bugs & Crash Reports
Post by: Drasnighta on September 12, 2016, 03:40:55 am
Thanks, fixed.

PS: space key is not a default for 'Next unit'. default is tab key.

Well, I've never changed any key binds, so I assume that "Space" was a Default in-use Key...


Tab is next Unit

Space is "Next Unit, Don't Come back To this one."

Took me a few hits to see what was going on, before I hit my own config page to check.
Title: Re: Bugs & Crash Reports
Post by: khade on September 12, 2016, 04:52:24 am
Another one I noticed was the shambler not being a valid melee target in all four spaces it takes up, and even if you can target it at times, it doesn't actually connect when you get a hit sound. Not sure if the last bit is a dodge related thing, though.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 12, 2016, 09:24:05 am
Well, I've never changed any key binds, so I assume that "Space" was a Default in-use Key...


Tab is next Unit

Space is "Next Unit, Don't Come back To this one."

Took me a few hits to see what was going on, before I hit my own config page to check.

The default for "next unit, dont come back" is empty/undefined, not space.
Maybe you changed it by accident.
To change it back, just use right click.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on September 12, 2016, 09:34:47 am
listing for number bullets in autofire is listed as: [x(0)] for all autofire items.

Also if the pedia entry for tome of lighting is accurate it does at most 2 base damage per pellet with max possible voodoo mastery on a gal and a 200% dmg roll. Even if the secondary stun effect effect is a massive multiplier IF its derived from normal damage range of 0-2 well.....Even with 80% armor pen feature its appears functionally useless. Which it most certainly is not from my testing.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 12, 2016, 10:13:51 am
When/if the 'see-through nightly' bug is fixed (reverted), it might be worth it.

Are you referring to any specific commit?
If so, can you link it?

Another one I noticed was the shambler not being a valid melee target in all four spaces it takes up, and even if you can target it at times, it doesn't actually connect when you get a hit sound. Not sure if the last bit is a dodge related thing, though.

I could attack when positioned diagonally only.
But it took 20+ attempts with Tech Blade (with max stats girl) to kill him.
Not sure if that was the intention or not... let's wait what Dioxine says.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 12, 2016, 11:50:58 am
It's a normal 2x2 unit, nothing special about it, at least as far as I know. Copied from XCom-files.

Also if the pedia entry for tome of lighting is accurate it does at most 2 base damage per pellet with max possible voodoo mastery on a gal and a 200% dmg roll. Even if the secondary stun effect effect is a massive multiplier IF its derived from normal damage range of 0-2 well.....Even with 80% armor pen feature its appears functionally useless. Which it most certainly is not from my testing.

max v. mastery (before armor buffs) is 60*40 = 2400, divided by 100 it's 24, so it's not quite useless...

Are you referring to any specific commit?
If so, can you link it?

Of course not, I'm not a programmer who commited his life to OXC. I just recall that the objects used to be non-transparent if they were blocking the whole LoS (like UFO back walls).
Title: Re: Bugs & Crash Reports
Post by: Drasnighta on September 12, 2016, 05:56:42 pm
The default for "next unit, dont come back" is empty/undefined, not space.
Maybe you changed it by accident.
To change it back, just use right click.


No idea how it was done.  I actually had to look up where to go to fix it :D   

Maybe it was part of a config that got copied over or something...   

But it also appears like I'm not the only one with that - so perhaps there is some merit to the statement :)
Title: Re: Bugs & Crash Reports
Post by: legionof1 on September 12, 2016, 06:08:46 pm
Snip
max v. mastery (before armor buffs) is 60*40 = 2400, divided by 100 it's 24, so it's not quite useless...
snip
Ah right multiplicative ooops my bad.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 12, 2016, 06:19:59 pm
It's a normal 2x2 unit, nothing special about it, at least as far as I know. Copied from XCom-files.

Well, LOFTemps are unusual, changing them to something else used more often in piratez helps.
Title: Re: Bugs & Crash Reports
Post by: niculinux [RETIRED/QUIT] on September 12, 2016, 06:36:02 pm
In a fresh 0.99C.1 game - at the very beginning - in the black market appears, as for items used for manifacture, only scrap metal, and not also the superconductive wire and chemicals. Is it a bug?

Edit: if not sorry, must take a looooong break from the game...
Title: Re: Bugs & Crash Reports
Post by: Ridаn on September 13, 2016, 04:49:10 pm
Not sure where to report it, but I got a bad mapblock, poor GO is stuck inside.

Also, it was probably reported already, but some of warehouse map "UFO"eastern walls block the tiles next to them. Which is inconvenient.
Title: Re: Bugs & Crash Reports
Post by: H0lyD4wg on September 15, 2016, 02:03:37 pm
Game crashed when I tried to start a pogrom mission. More specifically:

I have also tried to diff the two save files and see if there are any differences beside the in-game clock and the gals' equipment, but as it turns out openxcom arbitrarily re-orders the contents of save files, and that makes diffs hopelessly noisy.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 15, 2016, 02:20:48 pm
It fails during map generation, trying to place a frag grenade... probably trying to place it outside of map boundaries.

I'll have a closer look in the evening.
Title: Re: Bugs & Crash Reports
Post by: H0lyD4wg on September 15, 2016, 02:32:25 pm
This one is more of a nitpick than an actual bug, but here goes:

When taking the Airbus, the 6th girl in the crew list (that is, the one piloting the craft) is positioned at the front-right corner of the craft, facing the front. This makes sense if you assume that vehicles in this setting (and the Airbus in particular) have their steering wheels on the right.

In the Aircar, on the other hand, gal #4 (the pilot) is in the back of the car, which makes less sense.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 15, 2016, 04:51:41 pm
Code: [Select]
      - name: AREA51BASE79
        width: 10
        length: 10
        items:
          STR_COLT45:
            - [4, 1, 0]
          STR_COLT45_CLIP:
            - [4, 1, 0]
            - [4, 1, 0]
          STR_GRENADE_FRAG:
            - [2, 14, 1]

Map block size is only 10x10, but frag grenade is on position [2, 14, 1]... in case when this block is on the edges of the map, it will crash, because it will be outside of map borders.

In this case:
- map size(60, 60, 10)
- position(2, 14, 1) + offset(10, 50, 0) = position(12, 64, 1)
Title: Re: Bugs & Crash Reports
Post by: Ridаn on September 15, 2016, 07:02:53 pm
A couple more blocked tiles.
Title: Re: Bugs & Crash Reports
Post by: Yankes on September 15, 2016, 08:30:52 pm
this is standard map, I find exactly same bugged tiles when I was testing TFTD
Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 15, 2016, 08:54:33 pm
This one is more of a nitpick than an actual bug, but here goes:

When taking the Airbus, the 6th girl in the crew list (that is, the one piloting the craft) is positioned at the front-right corner of the craft, facing the front. This makes sense if you assume that vehicles in this setting (and the Airbus in particular) have their steering wheels on the right.

In the Aircar, on the other hand, gal #4 (the pilot) is in the back of the car, which makes less sense.

Changed this to conform to the pattern, but pilots can be chosen freely anyway, so does it even makes sense to bother?
Title: Blocked Watchtower Entrance - Every Mission
Post by: tormodino on September 15, 2016, 11:16:54 pm
Every Watchtower mission I get has the entrance blocked by the robot statue and a single enemy on the outside.
It goes down to a single hammerblow.
The issue is more one of the mission being a total cakewalk as well as the poor people inside starving to death unless I... rescue them.
Happens in all games I start.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 15, 2016, 11:33:34 pm
Read the mission briefing for the solution of this mystery.
Title: Re: Bugs & Crash Reports
Post by: tormodino on September 15, 2016, 11:44:12 pm
Missed that detail, so I retract that and will learn to read.
I still think it's a fair point. The mission is incredibly easy because of how it is set up.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on September 15, 2016, 11:54:14 pm
Missed that detail, so I retract that and will learn to read.
I still think it's a fair point. The mission is incredibly easy because of how it is set up.

I think it's one of the mercy missions, there to ensure you have something to do even if you really suck... :)
Title: Re: Bugs & Crash Reports
Post by: tormodino on September 16, 2016, 12:20:05 am
That's fair enough, and it's a good little starter mission. This is bugs, so I'll leave it. I'll post something if I actually have a decent suggestion about how to make it different.
Thanks for taking the time to reply.
Title: Re: Bugs & Crash Reports
Post by: khade on September 16, 2016, 02:53:26 am
It looks like the assorted starting missions are supposed to change as the game progresses, or will eventually, so as your crew gets more bold, they attack bigger and stronger targets from those specific guilds.  However, those missions aren't put in yet.
Title: Re: Bugs & Crash Reports
Post by: H0lyD4wg on September 18, 2016, 07:37:14 am
Changed this to conform to the pattern, but pilots can be chosen freely anyway, so does it even makes sense to bother?

That depends on how players assign pilots in practice. If most people are going to assign their pilots manually, it really doesn't make sense to bother with a detail that would only be noticed by the few who use automatic pilot assignment. If, on the other hand, automatic assignment is the rule and manual assignment the exception, consistent positioning of pilots can be a nice touch.
Title: Re: Bugs & Crash Reports
Post by: Ridаn on September 18, 2016, 07:54:41 pm
My game crashed on death of one gal wearing Revenant armour.

I`ve also noticed that something is weird with Academy Engineer death animaton and corpse floor object - both of those werent displayed for me at least once. I got him with a tranquilizer dart from behind and the tile just became empty.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 19, 2016, 07:30:30 am
Try disabling AltCorpses and see if the issue persists.
Title: Re: Bugs & Crash Reports
Post by: karadoc on September 19, 2016, 11:01:45 am
In the tech-tree viewer, if I click the text which says "3 letters required in the Quick Search box.", it causes the game to immediately exit to desktop (with no error message or anything).
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 19, 2016, 11:15:31 am
In the tech-tree viewer, if I click the text which says "3 letters required in the Quick Search box.", it causes the game to immediately exit to desktop (with no error message or anything).

Whoops, my bad, will be fixed.
Title: Re: Bugs & Crash Reports
Post by: rezaf on September 19, 2016, 07:05:00 pm
I get a crash when finishing one of the pink ship missions by either killing or stunning the pilot.

Code: [Select]
[19-09-2016 18:00:50] [FATAL] A fatal error has occurred: code 0xc0000005
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] StackWalk64 failed: 299
[19-09-2016 18:00:50] [FATAL] Crash dump generated at G:\OpenXcom_XPiratez\user\19-09-2016_18-00-50.dmp
[19-09-2016 18:00:55] [FATAL] OpenXcom has crashed: code 0xc0000005
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 19, 2016, 07:11:07 pm
I get a crash when finishing one of the pink ship missions by either killing or stunning the pilot.

If you could provide a save, it will be much easier to find the problem.
Title: Re: Bugs & Crash Reports
Post by: Eddie on September 19, 2016, 08:00:41 pm
I found some buggy terrain that costs no tu to walk on.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on September 20, 2016, 04:27:53 pm
I've got a save with the offending map block with no-TU-cost terrain.  Move any gal from the airbus to near Mean Venus and they'll cross by the hill and tree between them without using TUs.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on September 20, 2016, 10:25:17 pm
Got another one, save attached.  Start moving Mean Venus towards Athletic Jasmine along the lake path and you'll find at least 2-3 spots that the TU cost is zero.
Title: Re: Bugs & Crash Reports
Post by: H0lyD4wg on September 22, 2016, 06:55:48 am
I just had a pogrom mission generated without any civilians.
I know that there weren't any civilians on that mission (as opposed to civilians existing but getting killed before I can see them) because in the post-mission debriefing there was no lines for either civilians saved or civilian casualties.
Saves attached.
Title: Re: Bugs & Crash Reports
Post by: Ridаn on September 23, 2016, 05:57:39 pm
Looks like it is impossible to acquire any kind of ammo for Military Shotgun/Blackops Shotgun through buying/manufacturing.
Can someone confirm?

edit: neverming, found the Shotgun AP Shells, manufacturing option is called "Shtg. AP Shells (6x10)", may be rename it to "M-Shtg AP Shells"?
Still cant find a non-AP ammo type though.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on September 23, 2016, 06:20:36 pm
Military/Blackops Shotgun uses the same Shotgun Shells as the Domestic Shotgun for ammo - if you check the Bootypedia, the ammo image/damage is the same for the scatter shells.  Since the shells are shared across multiple weapons, it doesn't make much sense to name it after only one of them.
Title: Re: Bugs & Crash Reports
Post by: Ridаn on September 24, 2016, 05:58:18 pm
Military/Blackops Shotgun uses the same Shotgun Shells as the Domestic Shotgun for ammo - if you check the Bootypedia, the ammo image/damage is the same for the scatter shells.  Since the shells are shared across multiple weapons, it doesn't make much sense to name it after only one of them.
That makes a lot of sense, on many levels even. I feel kinda dumb now, lol.



Heres few tiles costing 0 TU to traverse in Ratman Rodeo map.
Title: Re: Bugs & Crash Reports
Post by: Stoddard on September 25, 2016, 11:05:12 am
On zero TU tiles, I wrote a tool to report floors with 0 TU_Walk, and if it works correctly, there are 2 of them.

Two maps are affected:

ISLANDURBAN03.MAP posn (2,8,0)

ISLANDURBAN2.MCD:17 is a hill slope, not sure if should be used as a floor.

And many instances of  FOREST.MCD:4  in SOLFOREST14.MAP.

This looks like a bug in FOREST.MCD:4 - its death tile is a burned floor one, LOFTs are ones for the floor,  but all TU settings are 0.


This accounts for the bugged forest map, I've met this bug myself. What's up with the ratman village I don't know.

Title: Re: Bugs & Crash Reports
Post by: Dioxine on September 25, 2016, 01:46:02 pm
Thanks for the info, I will fix them.
Title: Re: Bugs & Crash Reports
Post by: Eddie on September 26, 2016, 12:44:57 am
A map where you are stuck on your starting 10x10 tile. Is this a bug or a feature? And can something be done about it?
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on September 26, 2016, 10:59:05 am
A map where you are stuck on your starting 10x10 tile. Is this a bug or a feature? And can something be done about it?

I'm fairly (though not 100%) sure that it can also happen on vanilla polar maps. Preventing it would be hard and would restrict randomness a lot, so I guess it's acceptable.
Title: Re: Bugs & Crash Reports
Post by: Meridian on September 26, 2016, 08:24:11 pm
I just had a pogrom mission generated without any civilians.
I know that there weren't any civilians on that mission (as opposed to civilians existing but getting killed before I can see them) because in the post-mission debriefing there was no lines for either civilians saved or civilian casualties.
Saves attached.

Code: [Select]
missionSites:
  - detected: true
    lon: 1.2757484167452551
    missionCustomDeploy: STR_ATTACK_BANDIT_RAID
    type: STR_MUTANT_POGROM_DISTRESS_NO_PENALTY
    lat: -0.84927721402044065
    race: STR_BANDIT
    secondsRemaining: 36000
    deployment: STR_TERROR_MISSION_NO_PENALTY
    texture: -2
    id: 3

Just a guess here, I didn't study the code too much.
It looks like the generic deployment (STR_TERROR_MISSION_NO_PENALTY with 16 civilians) gets overridden by the bandit race to STR_ATTACK_BANDIT_RAID deployment, which has no civilians.
Can't say if intended or not, but doesn't look like a bug.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on September 26, 2016, 11:53:06 pm
I can't manufacture Night-Ops Gear and it's not visible in Bootypedia after its research. It's visible in debug mode.
Attached save just before the end of research, on the way from base raid.
Title: Re: Bugs & Crash Reports
Post by: Ridаn on September 27, 2016, 01:39:35 am
I can't manufacture Night-Ops Gear and it's not visible in Bootypedia after its research. It's visible in debug mode.
Attached save just before the end of research, on the way from base raid.
Looks like you have to finish building a Workshop to manufacture those, I get Night-ops suit displayed in both Bootypedia and a "facility missing" tab in a manufacture screen.
Title: Re: Bugs & Crash Reports
Post by: xaphias on September 29, 2016, 11:20:56 pm
just a small thing, when filling the production window so it scrolls, you can't scroll all the way down, the last entry can only be seen partly, screenshot provided.
Title: Re: Bugs & Crash Reports
Post by: Ridаn on September 30, 2016, 12:07:50 am
Looks like Deliverator has a hole somewhere. Results of inderect RPG hit below.

edit: also, is there a way to get out of that endless Sway Goverment loop without editing save file? Those are getting annoying and it feels like they are eating up other possible missions that may be more intersting.
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on October 01, 2016, 07:48:51 pm
Upon knocking the cyberdisc out with swings form the power mace the game crashes. Possibly an Alt Corpse issue?

Edit: I did some further testing, and found that the game only crashes, if the cyberdisc is positioned on the map edge and at least one tile over the ufo. It can be knocked down just anywhere else without the game crashing. (I tested this by modifying the savegame.)

Title: Re: Bugs & Crash Reports
Post by: DoktorV on October 02, 2016, 06:46:47 am
Minor thing - the Stun Baton takes up 0.75 units of storage space, which is probably at least ten times more than intended.
Title: Re: Bugs & Crash Reports
Post by: xaphias on October 02, 2016, 01:39:42 pm
found a bug/exploit where if you finish a mission and your prison is full, you sell off some, and then load the autosave that saves just after a completed mission, then you get all the prisoners you sold off back, and your prison is overpopulated.

Title: Re: Bugs & Crash Reports
Post by: Hashtastrophe on October 02, 2016, 03:12:12 pm
Not sure if this has already been reported or not but robbing guild engineers provides only one $1000 blue credit chip whereas their ransom/fence price is $70000.
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 02, 2016, 06:08:37 pm
Upon knocking the cyberdisc out with swings form the power mace the game crashes. Possibly an Alt Corpse issue?

It's not alt corpse issue.
Game tries to access some tiles outside of the map (17,50,1) and (18,50,1) when applying gravity...

@Yankes: could you have a look? You'll probably understand it much quicker than I, since you've played with tile engine so much recently :)
Title: Re: Bugs & Crash Reports
Post by: UnholyAngel on October 04, 2016, 10:22:23 pm
It takes 3 the magical girls to extract one soul, it could be intentional, but it seems rather strange.

Also why does it rely on STR_RETICULAN_CORPSE, but not on magical girl?
Title: Re: Bugs & Crash Reports
Post by: Hashtastrophe on October 06, 2016, 04:08:50 pm
Post-battle when you have multiple bases with prisons the transfer tab doesn't have a string assigned to it in the EN-US language set.
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 06, 2016, 04:25:38 pm
Post-battle when you have multiple bases with prisons the transfer tab doesn't have a string assigned to it in the EN-US language set.

It will be there with the next PirateZ release.
PirateZ didn't (officially) upgrade to the newest OXCE+ exe, which you are using, yet.
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 09, 2016, 11:40:28 am
So, I finally made my first Witch Outfit... and tried it out in a Hopper mission full of mostly unarmed civilians.

Girl's stats:
- voodoo strength: 54, effective 64 with outfit
- voodoo skill: 40, effective 50 with outfit

I tried both panic (terror) and mind control (possession) several times on various civilians from various distances (10 and 4 tiles)... with no effect whatsoever... is this intended?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on October 09, 2016, 06:44:13 pm
Certainly not intended, but I don't know how to explain this. I haven't playtested the newest version for VooDoo but the feedback from Surrealistik's very extensive use of it suggests he was able to MC everything and everyone who's not the very top-tier MC-resistant, and you can see that civilians have average MC resistance (Psi Str). Maybe there is some bug with voodoo attacks that I can't spot?
Title: Re: Bugs & Crash Reports
Post by: legionof1 on October 12, 2016, 04:37:49 am
witches working normally here so far as "new battle" mode is concerned. Don't have witches in my campaign to verify with a "natural" situation though.
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 15, 2016, 04:38:11 pm
Made my first Ghost Outfit... and tried it out in a Hopper mission again.

Girl's stats:
- voodoo strength: 59, effective 69 with outfit
- voodoo skill: 39, effective 49 with outfit

Tried ghost beam on a poor guy next to Bonny, first hit 0% damage, second hit small damage (less than 20%)... ran out of TUs (spends 40% to shoot, so even worse deal than witch outfit)... certainly doesn't feel like "Star God powers". After that I stopped trying and just shot them all with bows out of frustration.

But 10 psi sense is a nice touch... maybe I'll use it at least for the sense if nothing else...
Title: Re: Bugs & Crash Reports
Post by: Dioxine on October 15, 2016, 04:56:10 pm
I can only say that Surrealistik is playing a psi-heavy campaign and is getting great results, or so he says. I don't have my own tests so extensive to verify this. It's probably a question of "firepower"; he's running several witches at once, which makes sense since the crew cap is 18 (or more, later on). Shooting indeed is much simpler.
I'll be adding an alternative psi-amp next ver,. maybe you'll like it better.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on October 15, 2016, 05:34:26 pm
I've come to the conclusion that the ghost outfit is for scouting thanks to the invisibility and now psi-vision. My ghost replaces parrots for scouting and with the vision, they hug ufos on the outside to spot inside where the real boarders do the work.

The offensive power is negligible. I started my game with psi-strength training without thinking and even with capped stats the ghost beam was not very useful. It is a specialized tool for really high armor enemies where the little damage is compensated by ignoring the armor, but for regular use it's unusable. You run out of stamina way too fast and you can often fail to kill even a GO. The dagger is nicely, but getting this close means the enemy sees you and you've got no protection once you're seen.

I had success in a previous game with witches. The emergency mind control through walls was very useful when boarding. Haven't caught a provost in my new game to retry though, so that experience is out of date.
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 16, 2016, 03:02:04 pm
@Arthanor: guess which gal was trying the outfit :P

Anyway, one more thing, the mutated reaper preview icon seems kinda wrong... bug or not? Attached.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on October 16, 2016, 03:13:34 pm
Not really a bug, the proper icons simply aren't painted yet.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on October 17, 2016, 12:55:10 am
@Arthanor: guess which gal was trying the outfit :P

Anyway, one more thing, the mutated reaper preview icon seems kinda wrong... bug or not? Attached.
Looks like a gazer icon to me, which I guess is better than a tank one ;)

Going home next week, then I'll be able to continue watching the game. Very much looking forward to it, especially now :D
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on October 23, 2016, 01:57:58 am
The door on the Triton is see-through for enemies on the outside from a certain angle.  In the attached save, end the turn and some Reticulans should be shooting through the right side of the door.
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 23, 2016, 08:00:36 pm
Just got STR_NEWSPAPER_020, which doesn't seem to exist :(
Title: Re: Bugs & Crash Reports
Post by: Dioxine on October 23, 2016, 08:12:55 pm
Whoops, the pedia entries were missing. It needs the following in Ufopaedia:

Code: [Select]
  - id: STR_NEWSPAPER_020
    type_id: 8
    section: STR_UFO_COMPONENTS
    requires:
      - STR_NEWSPAPER_020
    text: STR_NEWSPAPER_020_UFOPEDIA
    listOrder: 55820
  - id: STR_NEWSPAPER_021
    type_id: 8
    section: STR_UFO_COMPONENTS
    requires:
      - STR_NEWSPAPER_021
    text: STR_NEWSPAPER_021_UFOPEDIA
    listOrder: 55821
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 23, 2016, 08:26:56 pm
Thanks.

STR_NEWSPAPER_021 doesn't exist, only STR_NEWSPAPER_21
same for STR_NEWSPAPER_021_UFOPEDIA vs STR_NEWSPAPER_21_UFOPEDIA

I fixed it on my end, just letting you know.
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 24, 2016, 08:33:19 pm
I'll be adding an alternative psi-amp next ver,. maybe you'll like it better.

Happy to report Tome of Lightning works!
Too bad I sold all my Liber Occulti earlier :)
Title: Re: Bugs & Crash Reports
Post by: Styar Dark on October 27, 2016, 02:38:15 am
Have a problem with last version. Pilots are missing after missions with landed UFO. It works repeatedly with bus, don't verified it with other craft yet. Can attach savefile if needed.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on October 27, 2016, 02:48:16 am
We need a little more than just 'missing' - are they no longer in your roster, like if they died or were outside the craft when you abandoned a mission, or is it just not remembering which hands were the pilots of a craft?  And saves are always useful.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on October 27, 2016, 02:10:53 pm
The usual reason for 'missing' pilot is because she got wounded and left the craft for sickbay.
Title: Re: Bugs & Crash Reports
Post by: Styar Dark on October 27, 2016, 11:57:16 pm
Oh, thanks. I don't know that pilots rooster is the same as healthy hands :) No it is clear. Sorry for my incompetence )
Title: Re: Bugs & Crash Reports
Post by: Eddie on October 29, 2016, 01:49:02 am
I'm at the beginning of June, first year, and so far had only one terror mission (before researching contacts: mutant alliance). Is something wrong with my game? I know recurring terror has execution odds 65%, but just one terror in 5 month seems odd.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on October 29, 2016, 04:06:00 am
35%*5=7% so merely unlikely so far.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on October 30, 2016, 02:18:13 am
I'm at the beginning of June, first year, and so far had only one terror mission (before researching contacts: mutant alliance). Is something wrong with my game? I know recurring terror has execution odds 65%, but just one terror in 5 month seems odd.

The early game has been reshaped so you don't get heavy progroms early.  There have been some replacement missions in their place.  After the first 6 months you should start seeing more.
Title: Re: Bugs & Crash Reports
Post by: thisnameismeta on October 30, 2016, 11:38:19 pm
I'm getting a crash upon researching bullpup carbine through the gun almanach - if I try to scroll to the next topic when the item research screen comes up I get a crash to desktop. Closing the research screen avoids this problem.
Title: Re: Bugs & Crash Reports
Post by: KateMicucci on October 31, 2016, 01:33:23 am
I did a mission against a landed reticulan ship. The last enemy remaining was a mechtoid. He came out and shot down three of my girls, failing the mission for me. In the post-battle screen it said the mechtoid surrendered and indeed, I got a mechtoid as loot, and nothing else.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on October 31, 2016, 02:38:11 am
I did a mission against a landed reticulan ship. The last enemy remaining was a mechtoid. He came out and shot down three of my girls, failing the mission for me. In the post-battle screen it said the mechtoid surrendered and indeed, I got a mechtoid as loot, and nothing else.

Where else was he supposed to go, all alone? :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on October 31, 2016, 02:39:44 am
I did a mission against a landed reticulan ship. The last enemy remaining was a mechtoid. He came out and shot down three of my girls, failing the mission for me. In the post-battle screen it said the mechtoid surrendered and indeed, I got a mechtoid as loot, and nothing else.

What a freakish coincidence :) I even like that; the Mechtoid decided that the best way to end this sad episode is to head to pirate base and surrender himself :)
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 31, 2016, 08:40:41 am
What a freakish coincidence :) I even like that; the Mechtoid decided that the best way to end this sad episode is to head to pirate base and surrender himself :)

Might also be a nasty bug... I didn't test what happens when you lose the mission... it might actually be that all standing enemies capable of surrendering will surrender even if they won.
I'll test/fix it today.

EDIT: unfortunately, it's a critical bug... if you lose the mission (abort doesn't count), remaining enemies count as surrendered... will provide a fix today
Title: Re: Bugs & Crash Reports
Post by: Mobling on October 31, 2016, 10:47:03 am
Hello world, this is my first post on the OpenXcom forums. Props to all of you guys active in developing, supporting, and contributing to this amazing mod. But to cut to the chase, my game crashes immediately before the funding screen at the end of the first month. The error message indicates it has something to do with the new underwater treasure missions. 

Attached is a screencap of the crash and a save file shortly beforehand. Forgive me if I am not reporting bugs the right way.
Title: Re: Bugs & Crash Reports
Post by: Meridian on October 31, 2016, 11:35:01 am
I'm getting a crash upon researching bullpup carbine through the gun almanach - if I try to scroll to the next topic when the item research screen comes up I get a crash to desktop. Closing the research screen avoids this problem.

Do you have a save for this?

It doesn't crash for me, but the "next" button shows the first topic (AIRBUS), since the current article index is reset to zero (which is caused by nonexistence of the pedia article for the gun almanach itself, which the game tries to display as well). Still... it should not crash.

PS: Can you please try if the attached save crashes for you?
Title: Re: Bugs & Crash Reports
Post by: thisnameismeta on October 31, 2016, 02:12:23 pm
Do you have a save for this?

It doesn't crash for me, but the "next" button shows the first topic (AIRBUS), since the current article index is reset to zero (which is caused by nonexistence of the pedia article for the gun almanach itself, which the game tries to display as well). Still... it should not crash.

PS: Can you please try if the attached save crashes for you?

I'll try the attached save tonight. I also have a save for testing that I can attach tonight too.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on October 31, 2016, 06:02:37 pm
The error message indicates it has something to do with the new underwater treasure missions. 

Attached is a screencap of the crash and a save file shortly beforehand. Forgive me if I am not reporting bugs the right way.

Shit Murphy's Law. I made a typo which results in a fatal crash. Repaired file attached to downloads section.
Title: Re: Bugs & Crash Reports
Post by: saladofstones on November 01, 2016, 05:19:37 am
Noticed two entries with reference to strings, instead of a research name
Title: Re: Bugs & Crash Reports
Post by: Mobling on November 01, 2016, 08:11:42 am
So the game crashes when I complete my first giant spider hunt. Attached is a save before the last spider is killed.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 01, 2016, 11:06:26 am
Noticed two entries with reference to strings, instead of a research name

It's an artefact from version upgrade, not a bug.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 01, 2016, 11:43:57 am
So the game crashes when I complete my first giant spider hunt. Attached is a save before the last spider is killed.

Fooog, another typo. That's what I get for not coding at home.

In piratez_factions.rul:
Is:
Code: [Select]
  - type: STR_GIANSPIDER_TERRORIST
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 2500

should be:

Code: [Select]
  - type: STR_GIANTSPIDER_TERRORIST
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 2500
Title: Re: Bugs & Crash Reports
Post by: saladofstones on November 01, 2016, 10:20:47 pm
It's an artefact from version upgrade, not a bug.

I'm guessing nothing bad will happen if I research it then?

Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 01, 2016, 11:20:56 pm
No since normally you'd get them automatically.
Title: Re: Bugs & Crash Reports
Post by: thisnameismeta on November 02, 2016, 12:37:50 am
Do you have a save for this?

It doesn't crash for me, but the "next" button shows the first topic (AIRBUS), since the current article index is reset to zero (which is caused by nonexistence of the pedia article for the gun almanach itself, which the game tries to display as well). Still... it should not crash.

PS: Can you please try if the attached save crashes for you?

The attached save crashes for me when gun almanach research finishes, I click view report, and then I click the arrow to move to the previous topic (rather than the next topic, I misremembered the crash). It doesn't matter what gun is actually researched by the topic, they all seem to crash the same for me. Attached is the save where I originally experienced the bug, but your save does the same thing for me.
Title: Re: Bugs & Crash Reports
Post by: Eddie on November 02, 2016, 01:00:35 am
Reporting a non-critical research bug. Bad Touch Bootypeadia page doesn't show because of a typo.

It's:
Code: [Select]
  - id: AUX_BAD_TOUCH
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: AUX_BAD_TOUCH_UFOPEDIA
    requires:
      - STR_AUX_BAD_TOUCH

While it should be
Code: [Select]
    requires:
      - AUX_BAD_TOUCH
Title: Re: Bugs & Crash Reports
Post by: Bartojan on November 02, 2016, 11:57:34 am
Minor bug. Everytime I change video setting from fullscreen with no filter to windowed with openxcom filter i got error message and game crashes:
Code: [Select]
[02-11-2016 10:37:42] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[02-11-2016 10:38:36] [INFO] Attempting to set display to 1152x648x32...
[02-11-2016 10:38:37] [INFO] Display set to 1152x648x32.
[02-11-2016 10:38:37] [FATAL] A fatal error has occurred: code 0xc0000005
[02-11-2016 10:38:37] [FATAL] 0xa3d7f0 SDL_FillRect (SymGetLineFromAddr64 failed: 487)
[02-11-2016 10:38:37] [FATAL] 0x740033d0 InitOnceExecuteOnce (SymGetLineFromAddr64 failed: 487)
[02-11-2016 10:38:37] [FATAL] SymFromAddr failed: 487
[02-11-2016 10:38:37] [FATAL] SymFromAddr failed: 487
[02-11-2016 10:38:37] [FATAL] SymFromAddr failed: 487
[02-11-2016 10:38:37] [FATAL] SymFromAddr failed: 487
[02-11-2016 10:38:37] [FATAL] SymFromAddr failed: 487
[02-11-2016 10:38:37] [FATAL] 0x759362a0 BaseThreadInitThunk (SymGetLineFromAddr64 failed: 487)
[02-11-2016 10:38:37] [FATAL] 0x772b02e0 RtlSubscribeWnfStateChangeNotification (SymGetLineFromAddr64 failed: 487)
[02-11-2016 10:38:37] [FATAL] 0x772b02e0 RtlSubscribeWnfStateChangeNotification (SymGetLineFromAddr64 failed: 487)
Title: Typo
Post by: Zharkov on November 02, 2016, 09:03:25 pm
Typo
Title: Yes, I still read the texts.
Post by: Zharkov on November 03, 2016, 06:19:39 pm
typo
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on November 04, 2016, 12:22:43 am
Fairy outfit is missing text for the ufopaedia article for the sea version; the ruleset calls for the text STR_MAGICAL_GIRL_OUTFIT_SEA_UC_UFOPEDIA, but the lang.rul file has it under STR_MAGICAL_GIRL_OUTFIT_SEA_UFOPEDIA.

Another missing string: STR_DISASSEMBLY_ELITE_PLASMA_PISTOL
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 04, 2016, 07:43:46 pm
Another missing string: STR_DISASSEMBLY_ELITE_PLASMA_PISTOL

Dammit, 15 seconds too late :)
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on November 04, 2016, 09:56:24 pm
If it makes you feel any better, I think the research for the Sharkman Corpse is missing too. :P
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 04, 2016, 10:31:46 pm
Thanks. I halted the upload anyway, no one plays on weekends :)
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 04, 2016, 11:39:37 pm
I play only on weekends. But maybe wait for new version. New camo is now different during day and during night.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 04, 2016, 11:48:46 pm
If this will be in soon, sure, it'll be better for me to wait.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 05, 2016, 01:39:30 am
"activeCamouflage" will be replaced by "camouflageAtDay" and "camouflageAtDark"
"predatorVision" will be replaced by "antiCamouflageAtDay" and"antiCamouflageAtDark"

the AtDay and AtDark variants are applied together with "visibilityAtDay" and "visibilityAtDark" respectively

Build tomorrow... need to get some sleep now :)

The attached save crashes for me when gun almanach research finishes, I click view report, and then I click the arrow to move to the previous topic (rather than the next topic, I misremembered the crash). It doesn't matter what gun is actually researched by the topic, they all seem to crash the same for me. Attached is the save where I originally experienced the bug, but your save does the same thing for me.

Fixed.
Well, sort of. it doesn't crash anymore... but proper fix would be for dioxine to add an entry for gun almanach itself.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 05, 2016, 03:13:57 pm
Well, sort of. it doesn't crash anymore... but proper fix would be for dioxine to add an entry for gun almanach itself.

Is this really neccessary? I want the almanach to show guns, not itself, when researched... It's kinda stupid if its shows itself since it's of no consequence (same story with the data disk).
Title: Re: Bugs & Crash Reports
Post by: KateMicucci on November 05, 2016, 03:46:43 pm
I frequently get swamp maps that are divided in half by water with the UFO on the other side, making navigating to the other side of the map without flying suits impossible.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 05, 2016, 04:46:10 pm
It requires creating more mapblocks and will be handled in due time, with general upgrades to terrain. As of now, flying armor is readily available even in fairly early game.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 05, 2016, 05:28:45 pm
Is this really neccessary? I want the almanach to show guns, not itself, when researched... It's kinda stupid if its shows itself since it's of no consequence (same story with the data disk).

The game was simply designed this way. You get the topic you have researched plus one free topic. There is no option to get only the free topic.

It doesn't crash anymore, so it's not absolutely necessary... until someone finds another crash somewhere else.
There will just be a small confusion that clicking on Previous and then on Next button doesn't bring you back to the same topic... caused by the game not being able to find an index for the non-existing almanach/disk topic (yes, game tries to open it, even if it doesn't exist).

As already explained somewhere, I could rework the whole research system to actually be consistent... but it would break all mods and vanilla too... so, yeah...
Title: Re: Bugs & Crash Reports
Post by: khade on November 06, 2016, 02:46:03 am
Having the books and data disks give a snarky and amusing description could be fun.  I'm not really good at this sort of thing, but I know there are funny people out there. Maybe the player base could come up with something.  I'm willing to try after I get over work.  :)
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 06, 2016, 11:55:59 am
Yeah, the Courier has its own description page, so why not the Almanach?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 06, 2016, 12:41:01 pm
More.... work... :/ You monsters. At least it's very easy.
Title: Re: Bugs & Crash Reports
Post by: Geneoce on November 06, 2016, 01:34:54 pm
I've gotten a crash when capturing unconscious giant spiders in a monster hunt mission, and a STR string on capturing live mutant fish that mentioned something to the tune of no alien containment. I dont have the saves but i'll keep an eye out for the next hunting mission/sea adventure. First time i've had a crash using this mod!

PS: typo in "Soldier: Female Uber" pedia first word in forth line "iterrogating" should be "interrogating"
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 06, 2016, 05:14:54 pm
I've gotten a crash when capturing unconscious giant spiders

See several posts up for the fix.
Title: Re: Bugs & Crash Reports
Post by: KateMicucci on November 06, 2016, 05:27:03 pm
I researched a bounty hunting missions thing a while ago and it said that I'd get missions graded from A to C or something within the next few months. Haven't seen any.

Haven't gotten any underwater missions. Do I need to shoot down UFOs over water to get these?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 06, 2016, 05:51:28 pm
The bounty hunting arc is still only a rump. Currently it only gives access to underwater missions. As for them not happening... They work in tests, so must be bad luck. I've messed around a bit with it in the update, but I won't release it until the new camo engine is properly tested, I think.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 06, 2016, 07:26:17 pm
...but I won't release it until the new camo engine is properly tested, I think.

I may have interpreted the code incorrectly, but I think we have a bigger problem than camo: https://openxcom.org/forum/index.php/topic,4822.msg73841.html#msg73841
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 06, 2016, 08:06:58 pm
Wonky or not, at least its bugs are beneficial in equal amount to player and AI, so while it might be an engine problem, it's not a serious gameplay problem... At least I hope so. I will make some more tests.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 06, 2016, 08:10:57 pm
I will publish a workaround today.
Yankes' visibility scripts won't work properly anymore (they actually don't really work 100% now either because of psi vision), but I think you're not using them atm.

Also ohartenstein's dogfight stuff will be in.
Title: Re: Bugs & Crash Reports
Post by: Zharkov on November 08, 2016, 08:20:07 pm
More.... work... :/ You monsters. At least it's very easy.

It never Ends. I wish, I had the energy to do some real modding, but alas...

But if you want me to write some flavour texts again, I could do that!
Title: Re: Bugs & Crash Reports
Post by: Bartojan on November 09, 2016, 04:17:37 pm
typo:
Code: [Select]
STR_DART_PISTOL_UFOPEDIA ... [BUTY] -> [BUY]; SKIL: -> Skill:
Minor inconsistency:
Code: [Select]
new armors have: Melee Dodge: REACTIONS*30%
old ones: Melee Dodge %: REACTIONS*0.3
Title: Re: Bugs & Crash Reports
Post by: Ethereal_Medic on November 09, 2016, 06:28:30 pm
Thx for nerfing the flechette gun, never thought I could convince you to take actions that quickly. Thanks skipper!

I found out something nasty with the new ship "Scorpion".
The cockpit spawnpoint (using the 6th soldier slot) is a dead end. There is no door and the elevator-platform doesn't work. I tried to use a flying outfit but every soldier is just *stuck* inside the cockpit for the entire mission.

I know that this ship is designed for dogfights but it's a 6man dropship for the early game after all.

Thx for the zombie-hordes btw :D
Title: Re: Bugs & Crash Reports
Post by: Zharkov on November 09, 2016, 06:45:43 pm
Either it's an artifact from updating and old .sav or something is missing.
Title: Re: Bugs & Crash Reports
Post by: Drasnighta on November 09, 2016, 06:54:45 pm
No Savegame, but a Crash at Geoscape while trying to advance time...  Been playing less than 30 mins...

Hope I'm attaching the right file.


I'll see if its replicatable from Autosave...  But was just random - not even end of month or anything, so possibly research or mission spawn related...


EDIT:

Yep, Advancing on 1 day into the 23rd and just Crashes out...    So Savegame attached !...


EDIT2:

Dicking around with the Research (dropped Hoe to 0, increased Survival to 2) got me right through...  As did doing the *opposite*...  So regardless, its not fatal, I can move on, and I have no real clue as to what it could be... 

Apologies for not much useful advice!
Title: Re: Bugs & Crash Reports
Post by: Ethereal_Medic on November 09, 2016, 07:56:46 pm
@Zharkov

No typo, just new stat-strings and rule-sets for the growing techtree.

Usually those can only be seen if someone upgrades his current game.
New Games don't show those strings.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 10, 2016, 10:40:29 am
Either it's an artifact from updating and old .sav or something is missing.

Same here. I have not dared research one of them, but I suspect that the name is simply missing.
I started the game with 99D.1 and upgraded to 99E to get rid of the spider crash bug.

A possibly new crash bug: I sent my craft (that shiny fast bike) after a civilian ship, told it to shoot it down, but it missed with all three of those balls. then the game crashed.

Both issues show up in the attached log.

Another minor issue is that I could not catch the fish in the underwater mission (haven't tried sharkmen yet). The Message I get is also such a variable name, mentioning lack of alien containment facility.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 10, 2016, 10:41:49 am
Attach a save please, logs are useless.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 10, 2016, 10:51:13 am
Ok, too bad. I would have had a spider crash bug save, but none for this one, sorry. I will post one if it happens again.

Another possible bug I just remembered: One month I had ~ -1800 Reputation while it was positive in all other months so far. I have no idea where I got that reputation hit. The only thing I can imagine is that some research that is supposed to give 1000 or 2000 reputation actually subtracts it instead.
Title: Re: Bugs & Crash Reports
Post by: Ethereal_Medic on November 10, 2016, 05:04:07 pm
@CaptainCorkscrew

Is it possible that the opposing factions (mercs/church/traders/academy) did alot of missions like "Sway Local Government" or "Bombardment"?
Are there any left-over hideouts on the globe?

Enemy hideout hits for -5 every day of existence and each successful supply-ship adds to the negative score.

What kind of research topics do you finished for reputation-gain/loss?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 10, 2016, 05:48:09 pm
Same here. I have not dared research one of them, but I suspect that the name is simply missing.

Yeah, like Zharkov says, these topics result from an upgrade and are invisible in a new game. Research them ASAP, probably even 0 Brainers will get them researched in 1 day.


A possibly new crash bug: I sent my craft (that shiny fast bike) after a civilian ship, told it to shoot it down, but it missed with all three of those balls. then the game crashed.

No idea. Save is needed.

Another minor issue is that I could not catch the fish in the underwater mission (haven't tried sharkmen yet). The Message I get is also such a variable name, mentioning lack of alien containment facility.

The only bug is the misplaced string. No screenshot? Please be precise about what the message was. I cannot really playtest live capture in the QC.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 10, 2016, 08:15:53 pm
@Ethereal_Medic

No idea what those factions do, I am not that far yet and I have been rather low profile. I am close to a year of ingame time and have just begun to shoot down craft (100+ cargo/supply ships, some of which I captured on the ground).
I researched some stuff that gave 1000 reputation, one gave 2000. They were called something with economy, military something, I don't recall exactly. I had about five of those so far.
If there are hideouts they are all still there, I have no idea.

All I can say that my reputation/month was always positive, roughly in the 200-3500 range, and only once in between it was -1800. That's why I suspect a bug in those reputation research thingies.

Dioxine: I will keep save games in the future. I guess I will easily reproduce the fish thingy with the next underwater mission.
Title: Re: Bugs & Crash Reports
Post by: khade on November 11, 2016, 12:57:41 pm
I don't know if this is a bug or not, but it was interesting and could be useful.

If the last enemy is taken out with berserker fire, does it count them in the score?  I have a map that had 4 enemies, ninjas. 1 was definitely killed, 2 were stunned, and the last was hit by a berserking hand, I don't know if she was killed or stunned, and 1 lokk'narr was killed. ended up with 1 kill, 2 captures, and 2 looted corpses. I don't know if you ever loot civilians.

Actually would be useful to know in general if berserk kills count to the score, either positive or negative.
Title: Crash
Post by: Zharkov on November 11, 2016, 04:37:24 pm
Might not be so usefull, but says it should be reported to the developers - so here it is.

Edit after some testing: It runs fine, if the "savvy girl"- research is canceled.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 11, 2016, 06:35:58 pm
Yes, it was a non-existent reasearch... thank you.
Title: Re: Bugs & Crash Reports
Post by: Zharkov on November 11, 2016, 09:09:01 pm
I am not sure what happened here. I am drunk and I tried to catch one of those fishs alive.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 11, 2016, 10:02:47 pm
I *HOPE* the string is STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_1, but who knows...? Meridian?
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 12, 2016, 12:13:27 am
I *HOPE* the string is STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_1, but who knows...? Meridian?

How should I know? It's whatever is written in the "prisonType" attribute...

https://openxcom.org/forum/index.php/topic,4830.msg69933.html#msg69933
Title: Re: Bugs & Crash Reports
Post by: stepbystep on November 12, 2016, 12:53:12 am
Playing in 0.99E, found a building that has a second level but the stairs don't connect.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 12, 2016, 02:07:41 am
How should I know? It's whatever is written in the "prisonType" attribute...

https://openxcom.org/forum/index.php/topic,4830.msg69933.html#msg69933

That helped a lot, thank youuu...
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 12, 2016, 03:18:30 pm
I had a crash on the geoscape just now and I guess the log is helpful in this case. It says it misses some files.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 12, 2016, 03:29:00 pm
Dicking around with the Research (dropped Hoe to 0, increased Survival to 2) got me right through...  As did doing the *opposite*...  So regardless, its not fatal, I can move on, and I have no real clue as to what it could be... 

Apologies for not much useful advice!

The STR_REVOLVER_LT research topic is missing in the ruleset.
Just avoid researching "Hoe" and "Savvy Girl" until it is fixed...

I had a crash on the geoscape just now and I guess the log is helpful in this case. It says it misses some files.

It's the same missing research bug.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 12, 2016, 10:08:31 pm
As far as I can see there is no way to get rid of runts or brainers. IMHO they should be sellable.

A minor bug: The leather whip has a range of three, if it misses however it can have a far greater range. that's a bit odd.

It is possible to look into the regular raider ships near the front from the backside of the ship. From there you can see people walking up the stairs.I should have made a screenshot...
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 12, 2016, 10:23:32 pm
As far as I can see there is no way to get rid of runts or brainers. IMHO they should be sellable.

You can sell them, just like anything else.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 12, 2016, 10:28:08 pm
An Enemy ship just turned up in the area of a base with regular hi-res radar, then flew into the area of another base with hyperwave decoder. The ship still showed up with only the information from the regular radar instead of the details from the hyperwave decoder.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 12, 2016, 10:29:59 pm
An Enemy ship just turned up in the area of a base with regular hi-res radar, then flew into the area of another base with hyperwave decoder. The ship still showed up with only the information from the regular radar instead of the details from the hyperwave decoder.

The information is refreshed only every half an hour... wait a little bit more, until xx:00 or xx:30 :)
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 12, 2016, 10:33:54 pm
You can sell them, just like anything else.

Not for me... see acreenshots and savegame.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 12, 2016, 10:44:47 pm
All your runts are working and all your brainers are researching.

If you want to sack them, first tell them to stop working...
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 12, 2016, 10:49:30 pm
All your runts are working and all your brainers are researching.

If you want to sack them, first tell them to stop working...

Right, sorry, that was stupid of me...
Title: Re: Bugs & Crash Reports
Post by: khade on November 13, 2016, 01:08:51 am
So is there a specific place to look for the temporary fixes with each version?  I'm most interested in the newest one, naturally.  This topic is a bit too big and covers a few too many different versions to easily find the fixes I'd need.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 13, 2016, 01:54:13 pm
I got that air combat crash again. This time I have a save game but was unable to reproduce it reliably. What both crashes had in common: My ship ran out of ammo and the enemy ship moved away.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 13, 2016, 02:04:57 pm
I haven't been able to reproduce it either... I keep losing the Jetbike :) But it has to be a recent thing.... maybe has to do with Ohartenstein's air combat upgrades, or my implementation of them...?
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on November 13, 2016, 04:19:28 pm
It's a strange time to crash if it's due to the upgrades; the only changes are on the ufo firing or being hit.  Maybe it's an interaction with how pilot experience is handled?  But that doesn't make much sense either.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 13, 2016, 04:35:55 pm
I got that air combat crash again. This time I have a save game but was unable to reproduce it reliably. What both crashes had in common: My ship ran out of ammo and the enemy ship moved away.

Are you using OpenGL filters?
If yes, could you try reproducing the issue without them (on "Disabled" option)?
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 13, 2016, 05:48:41 pm
I had the filter on 'scale', changed to disabled now and will see whether it happens again. Is there a way to get more debug information in the log or something like that?

Reproducing is a bit hard in this case, jetbike with 50 mm cannon vs. shrine ship... but all three outcomes (win, lose, out of ammo) are possible.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 13, 2016, 05:50:59 pm
You could try to increase Jetbike's HP in the ruleset.
Title: Re: Bugs & Crash Reports
Post by: Zharkov on November 13, 2016, 06:38:53 pm
Is it intentional the Military Police is cooperating with humanists?
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 13, 2016, 06:54:49 pm
Yes, it's quite common. People keep asking about it and I don't really understand why. :)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 13, 2016, 09:56:10 pm
Historically, local police was always friendly to the KKK. Play Piratez, learn history :)
Title: Re: Bugs & Crash Reports
Post by: Zharkov on November 13, 2016, 10:02:31 pm
Historically, local police was always friendly to the KKK. Play Piratez, learn history :)

Historically?
Title: Re: Bugs & Crash Reports
Post by: Eddie on November 13, 2016, 10:15:16 pm
Possible non-critical bug in research:

Code: [Select]
  - name: STR_CODEX_RED
    requiresBaseFunc: [CPU]
    cost: 5
    points: 100
    needItem: true
    lookup: STR_LITTLE_ILYA_REPORT
    unlocks:
      - STR_CODEX_GR_RD
      - STR_CODEX_GY_RD
      - STR_FLAME_CANNON_REPORT

Should that really unlock flame cannon report?
Title: Re: Bugs & Crash Reports
Post by: RSSwizard on November 14, 2016, 05:10:29 am
New 3.5 extended is crashing when loading x-piratez. I deleted my cfg file so it would load normally and it did, but when I selected to load the mod (no other mods) it crashed.

type of crash is 'appcrash', log file doesnt show anything unusual, program loaded fine without having any mods selected though.

edit: I also upgraded to the latest xpiratez (99E1) in addition to 3.5
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 14, 2016, 06:10:02 am
It will crash, since it's incompatible. Piratez use OXCE+ 3.3, not OXCE 3.5. Should probably work with OXCE+ 3.5, once Meridian finishes it, but in all probability I will have to release a new Piratez version after that as well; so it'll probably take around a month.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 14, 2016, 09:02:42 am
It will run only with oxce+ 3.3
3.5 will not be compatible and will require a new piratez release.
Title: Re: Bugs & Crash Reports
Post by: Ashghan on November 14, 2016, 07:00:06 pm
I've actually had to register to do it, but...

I want to report a fatal crash - on trying to manufacture a Fortuna (I'm fairly certain it goes the same for other Bonny variants) I get a full shutdown-to-desktop crash - "A fatal error has occurred: code 0xc0000005". See the log attached for details. I can research it and so on, but the moment I select it for manufacture and click "Begin manufacture" button, the crash occurs.

I've tried to do a fresh install, thinking it was a punishment for my fiddling with the rules file too much. Modified the rules file on a fresh install only to remove dependecies and reduce time to 1 for appropriate research (to short-cut into manufacture option). Also removed the cloaking device from requirements (to not have to wait for it). Crash still occurs when trying to build the damn thing.

Attached all the relevant info.

EDIT: I'd attach the .dmp file as well, but the boards won't let me add a file with that extension. Give me a shout if you need it.

ps. Tee research topic for the space missions is missing a text -  STR_SPACE_MISSIONS_PREQ shows up in my research instead of  something less... 'code'.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on November 14, 2016, 07:28:50 pm
I was able to reproduce the bug by doctoring up a new game save by adding all the materials and research for each different hull, and it crashes for all of the menacing hull variants.  See attached save, try any of the first four manufacturing projects, CTD.
Title: Re: Bugs & Crash Reports
Post by: Ashghan on November 14, 2016, 07:44:37 pm
Addendum - I cheated in a Fortuna successfully by adding it to a save, so it's not an issue with the craft itself.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on November 14, 2016, 08:10:24 pm
Code: [Select]
  - name: STR_USE_DRILL_GOLD
    category: STR_SPECIAL_PROJECT
    requires:
      - STR_TINY_DRILL_INVESTIGATION
    space: 30
    time: 1
    cost: 0
    requiredItems:
      STR_TINY_DRILL: 1
      STR_FUEGO_HULL: 1
    producedItems:
      STR_MENACING_HULL: 1
      STR_CODEX_GOLD: 1
      STR_FLAME_CANNON: 1
      STR_GOLD_BAR: 6
      STR_SPACE_SUIT: 3
      STR_PIRATE_FLAG: 1

Edit:  Oops, deleted the first part of my post.  The STR_FUEGO_HULL and STR_MENACING_HULL should be switched in this manufacturing project, otherwise the gold codex/El Fuego are not available without editing the save.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on November 14, 2016, 08:23:09 pm
Found a fix for the manufacturing issue - if you change the category of the manufacturing project from STR_SPECIAL_PROJECT to STR_CRAFT, you can successfully start and complete the manufacturing of a craft.

Conversely, to make sure the category was the issue, I changed the Hunter-Killer category to STR_SPECIAL_PROJECT and got a CTD on it.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 14, 2016, 11:26:41 pm
I think STR_FUEGO_HULL should be in produced items and STR_MENACING_HULL in required items, no?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 15, 2016, 12:41:17 am
Yes, I mismatched them. I will release bugfix edition soon.
Title: Re: Bugs & Crash Reports
Post by: RSSwizard on November 16, 2016, 11:41:18 pm
It will run only with oxce+ 3.3
3.5 will not be compatible and will require a new piratez release.

Didnt know there was a difference between oxce+ and oxce.

Also bug report for Dioxine:

The metal grate stairs still sound like "water splashing" when walking up them, while some other tiles such as the metal walkway in front of the blue warehouse (warehouse wars) sound metallic like they should.

If it was left that way because of the metal staircases in underwater maps, I honestly dont think anyone is going to mind if they sound like metal stomping even underwater.

And with that, a suggestion while im still reminded of it:
Something that has always irked me about xcom is the inability of xcom agents or anything else to Climb up ruined structures. Like someone blows up a grenade and destroys a staircase, you cannot get up there now. While in real life (and based on the demands of the game to finish off all targets) people would find a way to do it. Some maps have buildings that can only be surmounted by one staircase.

The way that could be fixed is, having staircases not completely unusable, and retain their same walkability when destroyed, maybe even make them go through 3 phases of destruction so it takes alot of foolish demolitions to remove that capacity. Just that, the TU cost of moving on that staircase goes through the roof, like 30 TU then 50 TU. This simulates the soldier climbing up ruined stairs, though in reality it would probably take multiple turns to do so the game mechanics just arent available.

Which reminds me of the wooden staircases in the domestic/resort maps that completely disappear even if you just shoot them with a rifle.

Definitely an MCD issue, and thus could be turned into a standard mod as well, though for the best chips would include levels of visible destruction.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 17, 2016, 12:30:30 am
A very good idea with the stairs, but it'd require an insane amount of work, modifying ALL the maps, ALL the tilesets... I'll pass. Bright side, it makes flying suits vital in any build.

Also, which metal stairs are bugged? On which map?
Title: Re: Bugs & Crash Reports
Post by: RSSwizard on November 17, 2016, 01:27:00 am
A very good idea with the stairs, but it'd require an insane amount of work, modifying ALL the maps, ALL the tilesets... I'll pass. Bright side, it makes flying suits vital in any build.
yeah it was more of a public suggestion

bugged staircases: All the metal staircases in the adapted tftd port terror map blocks, such as the ones on the outside of buildings
Title: Re: Bugs & Crash Reports
Post by: Ashghan on November 17, 2016, 06:57:36 pm
Oh, this reminds me - the same map type. There's a building like a small, two-story tower with it's stairs pre-destroyed (not usable from the start), yet it is a spawn point for enemies. Once it took me 20 turns of running around with 4 aye-phones (only ones I had) to pinpoint it as the hiding spot of a last enemy (a humanist I think) that just refused to leave the building. If I had no a-p's (and no flying armors) I probably would have to abort, having no way to find that soldier. A fix would be either to make the stairs usable or remove the spawnpoint from the building. I'll attach a screenshot if I see the building.
Title: Re: Bugs & Crash Reports
Post by: Dyne on November 17, 2016, 11:02:37 pm
Love the mod, awesome work.

Trouble: game crashes to desktop on attempting to assemble FORTUNA.
Any known cures?
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 17, 2016, 11:09:45 pm
Love the mod, awesome work.

Trouble: game crashes to desktop on attempting to assemble FORTUNA.
Any known cures?

Yes, there's a bug in the ruleset, was already reported a few times.
Title: Re: Bugs & Crash Reports
Post by: khade on November 18, 2016, 04:11:33 am
I just randomly didn't get information on a weapon through a gun almanac, is that a bug or is it possible to just not get a get one free?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 18, 2016, 09:39:21 am
I need a save to be able to say something constructive.
Title: Re: Bugs & Crash Reports
Post by: Ethereal_Medic on November 18, 2016, 10:40:07 pm
@Khade

I could have the conclusion: If you researched a gun AND researched the almanach at the same time and both finished the same day, you got the result for the normal gun research AND with bad luck you got the almanach to research you the exact same gun, losing you the free entry.
Title: Re: Bugs & Crash Reports
Post by: Drasnighta on November 18, 2016, 11:14:58 pm
I need a save to be able to say something constructive.


...  I legitimately enjoy almost everything you write in response to people, Diox.  I've long been a fan of that simple fact that YOU are the Creator.  You are the Designer.  You are the Arbitrator.  You are the decision maker.  You take no Crap.  Advice, on occasion, where warranted, sure...  But no Crap :D


I for one would love to see what you'd say, even if it was "not constructive"  :D
Title: Re: Bugs & Crash Reports
Post by: Narvi on November 19, 2016, 09:43:18 am
Open XCOM crashes during enemy turn.

OpenXcom has crashed: code 0xc0000005

Save attached, just press end turn.

I'll do a bit more testing after lunch.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 19, 2016, 11:37:53 am
Open XCOM crashes during enemy turn.
OpenXcom has crashed: code 0xc0000005
Save attached, just press end turn.

There are a few nodes in the map with z = -1.
Alien is trying to throw a grenade to one of them: [6,41,-1]
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 19, 2016, 12:10:46 pm
How do you find/fix these nodes? All DESERT RMPs look perfectly fine in the mapview tool...
Title: Re: Bugs & Crash Reports
Post by: Zharkov on November 20, 2016, 12:25:36 pm
typo
Title: Re: Bugs & Crash Reports
Post by: BTAxis on November 21, 2016, 08:29:26 pm
Hey. I've made a list of small issues I've come across so far (all still in the early game so far).

First, the grammar nazi section.
- Angel of Death: typo "ciivilians"
- Crate of Violence: typo "wider area that you'd think"
- Red Codex: "unlock ship's armory", should be "the ship's armory"
- Green Codex: "unlock Hull's medical facility", should be "the Hull"
- Red Revolution: "the evil" should be simply "evil"
- Contact: Smugglers: "the space" should be simply "space"
- Electro-flare: typo "nigh-gem"
- Recruit: Warriors: typo "Standarized"
- Contacts: Ship Junkyard: typo "crafts"
- Hidden Expanse: "worship Deep Ones' gods" should be "the Deep Ones' gods"
- #007: "make a break" should me "take a break"
- #056: typo "TU's"
- #058: pretty mangled overall. Suggest phrasing: "There is nothing shameful about the human body, yet there's a time and a place for everything."
- Bikini (Sea): "offers least" should be "offers the least"
- Eurosyndicate: "neither of which" should be "none of which", alternatively "none of whom".
- California Republic: typo "Allmighty"
- Forgery: "need to figure out yet" should be "have yet to figure out", alternatively "haven't figured out yet".
- Plastasteel Munitions: "Replacing the bullet mantle" should be ""By replacing the bullet mantle".
- Spartan Lieutenant: "without questions" should be "without question"
- Phobos Hits the Charts: There's a full stop at the end that shouldn't be there.
- Chem Grenade: This says "Demolitions: 100%", should that be +100%, as with the pickaxe?
- Ghostgates: "death-like state" should be "a death-like state", "a notion" should be "the notion" and "less so" should be "let alone". Moreover fully the second half of this article is one long, rambling sentence that meanders from one subject to another. and has little coherence. Suggest the following rewrite:
Quote
STR_GHOSTGATES_UFOPEDIA: "Rumours say the country is haunted, and if you take a wrong turn, you could find a vampire or worse. Legend has it, just after conquering the Earth, the Star Gods had to curb excess population levels of that time, so they resettled billions of people from the whole Euroasia onto the isolated subcontinent, only to destroy them with a host of nasty plagues, some killing outright, some causing slow agony, some putting people in a death-like state or doing even more bizarre things. While the notion that there could ever be a billion people living on the planet (let alone multiple billions) seems a bit of a stretch, Ghostgates is lush enough to make it plausible. However it also is definitely spooky, with its endless old boneyards and ruins, and its silent, big-eyed inhabitants, living in dozens of disparate counties and towns. Not to mention that the five aristocratic families of old, who have the right to elect the local Patriarch, could well be the vampires of legend judging by their looks and decadence."


Some other assorted things.
- The White Shambler disassembly numbers are wrong. They show 5/12/4 for the live specimen and 3/9/6 for the corpse. The final number is swapped between the two.
- Some grenades, including Willie Pete, Stun Grenade and Frag Grenade appear in the upper corner of a tile instead of the center.
- I think armors with "standard" inventory space, such as the Warrior Armor, should still show 25/25 in the description to avoid confusion. Personal preference.
- There is no "Skill" description for the Hammer, Chainsaw, and grenades-as-weapons items. These use ranged fire modes, but are not based on Firing Accuracy so I think the paedia should mention that.
- Integrated Devices counts as "Them", should probably be "Treasure".
- Ditto with Imp Corpse, Megascorpion Carcass. (Dark One Corpse and Demon Corpse are Treasure).
- Bad Touch benefits from kneeling bonuses. Seems unintentional, though I'm really not sure about that one.
- Suggest rephrasing STR_OK_5_SECONDS to "Aye - 5 secs", because it feels like an omission to leave it as default.
- [Edit] I also found an issue with the Pachyderm map. The starboard support is walkable:
(https://s17.postimg.org/mcqvj3h2n/pachydermstrut.jpg)
(note also the misaligned Willie Pete in that image)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 21, 2016, 09:21:09 pm
Thanks for the pointers, fixes made.

As for the skills/kneelbonus on the 1-tile-range weapons, what difference does it make since they always hit.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on November 21, 2016, 09:24:21 pm
Yeah, I guess. Consistency, I guess, since the paedia makes diligent mention of this everywhere else.
Title: Re: Bugs & Crash Reports
Post by: khade on November 22, 2016, 01:58:26 am
Bad Touch and Good Touch getting a kneeling bonus amuses me a great deal.


On that Almanac thing I posted about a few days ago, I do have a save a bit before it, but it hasn't been consistent.  I'll see what I can do about it, I'm guessing a misspelling but don't have the know-how to check that out.  I can probably get a save to you though, will likely be on this post.

Edit

I started a new game, since I'm consistent like that, and ran into a bug involving raiders.  I've been stabilizing the unconscious gal, then rushing the other wounded gal to my ship where I foolishly left the grog. Then throwing a Molotov at that big guy near the ship entrance, hitting him with a heavy shotgun shell and sending the gals there running like pansies. I don't know what's going on, but crashing happens after that, sometimes. I hear a door open first, though.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 22, 2016, 01:24:52 pm
Looks like another instance of a z -1 node. I'll ask again, does anyone know how to find/fix such nodes?

As for how to avoid it, it is caused by AI trying to throw a grenade into a place that doesn't exist. Do not create grenade magnets on this map until it gets fixed.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 22, 2016, 08:43:05 pm
I have built the El Fuego. It seems to be asymmetrical near the to stairs. On the outside places that look like you could walk onto can not be walked on. It also seems to posses quite a lot of holes for me to look out and possibly enemies to look in. Are this bugs?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 22, 2016, 08:57:57 pm
Can you be more specific? Screenshots, saves?
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 22, 2016, 11:16:15 pm
I'll post them when I have them.

In the meantime I researched 'Magischen-Motors'. If this is supposed to be German for 'magical engine', then it should be either 'Magischer Motor' (singular) or 'Magische Motoren' (plural).
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 22, 2016, 11:30:34 pm
In the meantime I researched 'Magischen-Motors'. If this is supposed to be German for 'magical engine', then it should be either 'Magischer Motor' (singular) or 'Magische Motoren' (plural).

Not this again please.
It's been discussed multiple times already.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 22, 2016, 11:41:59 pm
In the meantime I researched 'Magischen-Motors'. If this is supposed to be German for 'magical engine', then it should be either 'Magischer Motor' (singular) or 'Magische Motoren' (plural).

Who said it was Goethe's German?
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 23, 2016, 12:26:59 am
At least I have the reference this time:

(https://i.imgur.com/l6QII1m.jpg?1)

Guessing the source will get you a cookie.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 23, 2016, 01:36:05 am
At least I have the reference this time:

(https://i.imgur.com/l6QII1m.jpg?1)

Guessing the source will get you a cookie.

No idea what the source is, but guessing by the language used it was an American.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on November 23, 2016, 12:23:58 pm
STR_NEWSPAPER_018_UFOPEDIA ends with '!.'

These texts should be one line shorter:
STR_MERCENARY_SUIT_UFOPEDIA
STR_CHRYSSALID_AUTOPSY_UFOPEDIA
STR_SPACE_MISSIONS_UFOPEDIA
Title: Re: Bugs & Crash Reports
Post by: legionof1 on November 23, 2016, 01:27:53 pm
Found a visual gap. Screenshot attached.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 23, 2016, 07:12:30 pm
Is it a bug that you can not open doors if you know that someone is standing on the other side while you can when you do not know? Am I missing something? That applies not only to swinging but sliding doors as well and is very annoying.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on November 23, 2016, 07:17:48 pm
Is it a bug that you can not open doors if you know that someone is standing on the other side while you can when you do not know? Am I missing something? That applies not only to swinging but sliding doors as well and is very annoying.

Are you right clicking on them to open them? 
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 23, 2016, 07:26:57 pm
Oh, that works? So far I have just walked through them... enemies do the very same and have not once just opened the door. Thanks, I will try.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 23, 2016, 07:54:39 pm
The attached savegame shows one occasion where I think that my guy should not be able to see the enemy. However, in some other map it was a lot worse, I should have saved then...
You can also check that you are not able to step vertically onto the upper stairs from the left, but I think that should be possible.
Some soldier should be able to fly and you can check that you can not fly onto and around a lot of areas that look like you can walk or fly onto.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 23, 2016, 07:56:32 pm
I have encountered a bug where you can see enemies but can not aim at them. At least the crosshair does not get yellow. There are two save games of such instances attached. Just try to aim at the spiders you can see.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 23, 2016, 08:25:52 pm
No 'aim bug'. All works fine.

However, the map of Fuego (and Fortuna) was indeed faulty, fix will be available in the next release.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 24, 2016, 04:01:16 am
No 'aim bug'. All works fine.

However, the map of Fuego (and Fortuna) was indeed faulty, fix will be available in the next release.

Weird that you did not get the aim behavior... I did not get a yellow crosshair on the critter near the edge (first save) and another one (second save).
Maybe a different oxce+ version is a fault? I use 3.3+29be0a5 at the moment.

Another thing I noticed: the 'spend all time units' button does not do anything, or rather it can not be pressed at all.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 24, 2016, 04:01:59 am
Another thing I noticed: the 'spend all time units' button does not do anything, or rather it can not be pressed at all.

Right-click.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 24, 2016, 04:10:01 am
So all buttons are left-click, except this one? What logic is that?
Can someone please create a complete reference of all keys and mouse buttons of every screen in the entire game? It is a completely inconsistent mess.
You can right click the same thing on one screen but it does nothing on another, left click here, right click there, middle click somewhere else, why not introduce a compose key or something emacs-like...
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 24, 2016, 04:15:58 am
So all buttons are left-click, except this one? What logic is that?

Vanilla developers set it like this to avoid misclicks.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on November 24, 2016, 06:59:10 am
can someone double check the school graduation requirements please? I have everything according to the tech-tree viewer but its only updated to .99a1
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 24, 2016, 09:41:32 am
At least I'm not the only one who does not know all the click/key combinations...
Just use the feature you didn't even know was there: use the built-in tech-tree viewer.
I think it's middle click on a research item. Then you get to a screen where you can move to other research items using left click. On that screen there's a button on the left bottom that gets you to a search screen. Use that to search for graduation and you should get a screen that shows you all requirements. The ones you do not have are pink if I remember correctly.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on November 24, 2016, 10:02:21 am
Well okay that narrows down the problem at least. What the heck is human powered armor and where do i get it?
Title: Re: Bugs & Crash Reports
Post by: Drasnighta on November 24, 2016, 04:13:07 pm
Well okay that narrows down the problem at least. What the heck is human powered armor and where do i get it?

Larger Guild UFOs will have guys in Power Armour.   (MARSEC Bodyguards).  Typically, these UFOs have Guild Reps on them, too.

Shoot them.  Lots.

The Bodyguards, that is.

Cap the reps if you can.;
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 24, 2016, 06:48:02 pm
Ah, the good old days, when Marsec Bodyguards were as prevalent as they were feared... :)
Title: Re: Bugs & Crash Reports
Post by: legionof1 on November 24, 2016, 08:53:12 pm
Fucking christ, it's the damn power armor parts isnt it. Which you do NOT get from researching live marsec bodyguards. That means i lost 5 gals in live captures, too actually hinder my own progress....fucking hell.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 24, 2016, 08:55:59 pm
Looks like another instance of a z -1 node. I'll ask again, does anyone know how to find/fix such nodes?

As for how to avoid it, it is caused by AI trying to throw a grenade into a place that doesn't exist. Do not create grenade magnets on this map until it gets fixed.

The culprit is the RMP files... one example is DESERT13.RMP.

I'll add some checks and logging to report such problems and prevent crashes.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on November 24, 2016, 10:37:04 pm
I have another round of fiddly nitpicks.

- Ghoul Scientist: "The 'Scientist'" should be "The 'Scientists'", "abhorring" should be "abhorrent".
- Imp Demon: "with seemingly" should be "with a seemingly".
- Possessed Sarge: "arguing to be" should be "arguing that to be", "had clearly female" should be "had a clearly female".
- Auto-Ax: "Yet another proof" is fine per se, but the next sentence treats "proof" as an uncountable noun so "Yet more proof" is a better fit.
- Light Craft Weapons: ""and better stock" should be "and you'd better stock".
- #062: "Eyes can deceive you" should be "Your eyes can deceive you".
- Church Warmaiden: "called Maidens" should be "called the Maidens", "of Church's" should be "of the Church's", "Maiden's training" should be "The Maiden's training", "Maids" should be "Maidens", "of all Church's" should be "of all Church" (given space constraints).
- Gnome Tome #*: All commas between "type of gnome" and "who" should be removed.
- Gnome Tome #6: "she choose" should be "she chose".
- Test Flight: "crafts" should be "craft".
- Ancient Log AC06-B5: Felt the need to edit this a little for readability:
Quote
      STR_HISTORY_010_UFOPEDIA: "After Earth was flooded with alien artifacts, given to governments by the Star Gods or left after the Majestic 12 were dissolved, a vibrant black market for these goods soon emerged. This was initially a vast, global network of ruthless individuals who knew where to get the alien stuff and how to sell it well. This network was an arena of struggle between several criminal cartels, and the last one standing was known as Osiron. Thus, Osiron became the biggest player on the alien artifact market, both clandestine and legitimate. Then at some point they were approached by the Star Gods themselves, who offered them a deal: Osiron would stop trading psi tech, and the Star Gods would express gratitude with a steady supply of their devices. Moreover, Osiron would hold the exclusive right to develop psionic abilities, as well as manage wild psions by training or eliminating them. Osiron agreed and the Psi Academy was opened.{NEWLINE}Over time Osiron invested more and more in the Psi Academy, which eventually gained so much power that it gradually overgrew Osiron. The Academy by this point was ruled by an order of female Espers who spoke for themselves, while Osiron survived as their subordinate order."
- Catgirl: "Smuggler's" should be "Smugglers'", "scratching-proof" works better as "scratch-proof".
- Swimsuit (Sea): "out all" should be "of all"
- The Solar Governor: "get hold on all the passes" should be "get hold of all of the passes".
- Basic Engineering: "knowledge how" should be "knowledge on how".
- Dark Ones Summary: Suggest rephrasing of "I've ordered butchering of its fresh corpse" as "I had its fresh corpse butchered".
- Marsec Operative: "Trade Guild's military department, the" should be "The Trade Guild's military department,".
- Humongous Raider: "the Raider parties" works better as simply "Raider parties". Also, the last comma is best removed.
- Master's Cane: As "60% = Mastery*0.012" makes no sense, I suspect that should be a +.
- Better Tranquilizers: "given our knowledge" should be "given us knowledge".
- Marsec: "Under Star Gods'" should be "Under the Star Gods'", "an authority" should be "the authority", "protect Guild's" should be "protect the Guild's"
- Zero-G Missions: "the orbit" should be simply "orbit". Suggest rephrasing "there's the least interference with our Cloaking Devices" as "that's where our Cloaking Devices suffer the least interference". Also, this article is too long, the last sentence is not readable.


The following strings are fairly visible when inspecting items with middle-click, but have no translation. Suggest:
Quote
      STR_DIRECT_DEPENDENCIES: "Dependencies"
      STR_LEVEL_2_DEPENDENCIES: "Secondary Dependencies"
      STR_LEVEL_3_DEPENDENCIES: "Tertiary Dependencies"
      STR_LEVEL_4_DEPENDENCIES: "Quaternary Dependencies"
      STR_END_OF_SEARCH: ""
- Sniper Armor: It seems inconsistent to refer to negative "encumb" here while everywhere else this concept is treated as positive "carrying capacity". Suggest changing it to "+7 Carrying Capacity".
- Sniper Rifle PS clip manufacturing title is incorrect; it claims 12x5 but each clip only holds 10 rounds.
- It seems odd that the WP mortar shell has a blast radius of only 2 tiles while the WP grenade has a radius of 3.
- There's an issue with the stairway leading to the roof on the mall map tile; the roof extends over the upper-most tile of the stairway.

Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 25, 2016, 01:13:53 am
Fucking christ, it's the damn power armor parts isnt it. Which you do NOT get from researching live marsec bodyguards. That means i lost 5 gals in live captures, too actually hinder my own progress....fucking hell.

It pays off to capture them alive... to rob/enslave them for extras in addition to these parts. However I might add the power armor parts as one of things they talk about.

@BTAxis: nitpicks are fine, I don't give many fucks about English grammar anyway,  but please upgrade to the damned latest version before nitpicking, since some of these are false alarms, like these missing strings, which is wasted time for the both of us.
Title: Re: Bugs & Crash Reports
Post by: R1dO on November 25, 2016, 01:33:59 am
The culprit is the RMP files... one example is DESERT13.RMP.

I'll add some checks and logging to report such problems and prevent crashes.

Perhaps you're lucky, the latest merge on 3.5+proto (18 nov) included some nighly fixes in that department
sha's: 3e64d7d ; 4f40084 ; 12f1212 ; 0731b64 and 98400bb
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 25, 2016, 01:57:48 am
These fixes aren't 100% dependable. The map has been repaired anyway.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on November 25, 2016, 04:53:49 am
I would agree putting power armor parts in the Marsec BG get one list. Given the relative importance of school graduation prerequisites missing out on one because your successful at capture on low frequency target feels janky. Now that i know what happened i find i could have shaved 8 months off my tech progression by sucking at tactical combat.
Title: Re: Bugs & Crash Reports
Post by: Arthanor on November 25, 2016, 05:31:46 am
If only interrogating live subjects gave you the loot that you'd get from killing them so you can research/use that too. Oh... wait...  ::)

Generally, it's not really worth the trouble to capture those guys. You can get most of what they tell you from other people and what they really matter for (at least for a good part of the game) is the power armor parts they give. The removal of the "gain body item from interrogation" might have been nice for things like not getting cultist bodies when interrogating humans in XComFiles, but for stuff like this it doesn't really work.

Boss brainer should be like: I don't care what you've got to say now. Strip naked, then maybe we can talk  ;)
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 25, 2016, 09:27:52 am
Perhaps you're lucky, the latest merge on 3.5+proto (18 nov) included some nighly fixes in that department
sha's: 3e64d7d ; 4f40084 ; 12f1212 ; 0731b64 and 98400bb

I have tested/debugged on 3.5 actually.
The z level checks are not sufficient.
Title: Re: Bugs & Crash Reports
Post by: Eddie on November 26, 2016, 12:55:01 am
Found some more buggy terrain with no Tu cost to move across.
Title: Re: Bugs & Crash Reports
Post by: R1dO on November 26, 2016, 01:43:21 am
I have tested/debugged on 3.5 actually.
The z level checks are not sufficient.

Oh .. ok. Too bad it wasn't that easy.
Is it due to some changes in extended or do you consider it a 'bug' in regular OXC?
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 26, 2016, 08:13:45 am
Oh .. ok. Too bad it wasn't that easy.
Is it due to some changes in extended or do you consider it a 'bug' in regular OXC?

Also in OXC. Warboy fixed it yesterday.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on November 27, 2016, 09:08:05 pm
More bits and bobs.

- Armored Church Beastmaster: "revealing pretty much unharmed" should be "revealing a pretty much unharmed".
- Reticulan Fusion Reactor: "get good market price" should be "get a good market price".
- Church Beastmaster: "who tends" should be "that tends", "idea on what" should be "idea of what", "wrong in the heads" should be "wrong in the head".
- Govt Enforcer: "of Trader's security" should be "of the Trader's security".
- Interstellar Travel: "limited number of vessels are" should be "limited number of vessels is". "otherwise" works better as "other means".
- Strange Message (1): "coincidence the base" is okay as is, but works better as "coincidence that the base", to fit the rest of the article. "Why nobody knows" should be "Why does nobody know".
- Coral X-Bow: "complex mechanism" should be "complex mechanisms".
- The Deep Ones: "have risen" should be "rose".
- Cyberdisc Examination: "is Star Gods'" should be "is the Star Gods'".
- Chucrch Zealot: "The Church" should be "the Church".
- Sectogre: "mammal's" should be "mammals'". Suggest changing "These are used" to "They are used" to avoid the suggestion that it is the creature's "equipment" that is used. "a very good protection" should be "very good protection".
- Spartan Scout: suggest changing "being" to "they are".
- Self-Charging Laspistol: "to hideout's" should be "to the hideout's".
- Hellerium Batteries: "such arrangement" should be "such an arrangement".
- Heavy Gunship: "in air" should be "in the air". Suggest rephrasing "Its sight means business" as "Its presence tells you the faction means business".
- Warship Hull: "gives them both" should be simply "gives them", "planet's" should be "the planet's" (alternatively "a planet's), "the amount" works better as "an amount".
- #002: "TU's" should be "TUs".
- Ancient Log UAC7-X1: "of Star Gods" should be "of the Star Gods", "Stellar Empire" should be "the Stellar Empire", "swan's song" should be "swan song", "in the earnest" should be "in earnest".
- Space Rangers' Law Pistol: Suggest changing "their military" to "Imperial military".
- Ancient Log 506A-22: "since early 1900s" should be "since the early 1900s", "that planet's" should be "that the planet's", "can fight" should be "could fight", "Stellar Empire's" should be "the Stellar Empire's".
- #005: "to you hand" should be "to your hand".


- AUX_SENTRY_CLUSTER_MISSILE does not have a translation (appears in the hit log)
- "D-A: Laser Rifle" should probably be "D-A: Lasgun", since the item is called Lasgun.
- Ditto "D-A: Laser Pistol" (Laspistol).
- Ditto "E: Cash Bag" (Bag of Cash).
- "E: Kevlar Mesh" doesn't follow the naming scheme. The Kevlar Mesh is the product, not the requirement. It should be named "E: Kevlar Armor Parts".
- *Stop Targeting Civilian Traffic* is in the Mysteries section while all other mission research (so far) is in Lore. Not sure if this is a problem.


- When using a Sentry Gun with the Fortuna craft, the sentry gun blocks the item stash. Perhaps the stash could be moved back a couple of tiles?
- Perhaps the Fortuna could have a ladder leading down from the egress hatch in the bottom so Hands without flying armor can get back inside if a Sentry Gun is blocking the main bay hatch.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 28, 2016, 09:01:54 am
Regarding names: I found it very confusing for a while that the traders guild is named very inconsistently. Half the time it is abbreviated to guild, the other half with Trader or Trd. It took me quite a while to figure out that the traders and the guild are one and the same. I would suggest to make it consistent, one way or the other.

I also noticed that Meridian in his LP had the stash in the back of his craft, in what is probably the sickbay. Mine is at the door. There are benefits to having it right at the open door, but in Siberia it posed a problem.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 28, 2016, 09:20:55 am
It's the Traders' Guild, d'oh.

As for the stash position, it was a bug. The code for bonaventura variants was written before the stash location was changeable. Now it was moved to the proper place.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on November 28, 2016, 12:11:14 pm
I know that now, but who says it's the only guild? Maybe there's something called just 'The Guild', maybe there's a Mercenary's Guild, A seamstresses Guild, whatever.
Seeing trader in some places and guild in others is confusing until one realizes that guild always means traders.
Title: Re: Bugs & Crash Reports
Post by: Zharkov on November 28, 2016, 12:31:48 pm
I know that now, but who says it's the only guild? Maybe there's something called just 'The Guild', maybe there's a Mercenary's Guild, A seamstresses Guild, whatever.
Seeing trader in some places and guild in others is confusing until one realizes that guild always means traders.

AFAIK, there is a seamstresses' guild.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on November 28, 2016, 02:21:57 pm
AFAIK, there is a seamstresses' guild.

I've set mine up in China.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on November 28, 2016, 05:12:07 pm
Undersea adventure, Advanced launcher is valid object. Ammo not so much.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on November 28, 2016, 05:15:09 pm
Not standard rockets, but I think one or two of the special rocket loads can be brought underwater.
Title: Re: Bugs & Crash Reports
Post by: Zharkov on November 28, 2016, 08:24:39 pm
I'd suggest to sort the knockout grenades somewhere by the other grenades.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on November 28, 2016, 08:35:35 pm
Not standard rockets, but I think one or two of the special rocket loads can be brought underwater.
IF that's the case carry on.
Title: Typos
Post by: Zharkov on November 29, 2016, 05:41:38 pm
-
Title: Re: Bugs & Crash Reports
Post by: KateMicucci on November 30, 2016, 01:27:44 am
On space mission Gals can't walk out the back door of the pachyderm
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 30, 2016, 10:16:42 am
On space mission Gals can't walk out the back door of the pachyderm

It's an engine limitation; that's why all spaceworthy ships have an exit on a higher level.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 30, 2016, 10:52:55 am
It's an engine limitation; that's why all spaceworthy ships have an exit on a higher level.

What kind of limitation?
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 30, 2016, 11:33:35 am
There is no floor on level 0, so a soldier can't walk on it, but the craft is still there.
Title: Re: Bugs & Crash Reports
Post by: Meridian on November 30, 2016, 11:39:55 am
There is no floor on level 0, so a soldier can't walk on it, but the craft is still there.

Is it possible to add invisible floor?

If not, maybe we can place the craft on level 1 instead (I could add support for that I guess, not sure).
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on November 30, 2016, 11:45:31 am
Is it possible to add invisible floor?

If not, maybe we can place the craft on level 1 instead (I could add support for that I guess, not sure).

 If Dioxine is interested, maybe. I'm not really that familiar with space maps.

EDIT: What certainly has already been requested is some sort of skybox or something with stars in the background!
Title: Re: Bugs & Crash Reports
Post by: Dioxine on November 30, 2016, 12:15:53 pm
It's a trick to make the player unable to reach the lowest floor and walk on it, d'oh, you can all laugh now :/
A real upgrade would be a support for some sort of parallax background.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on November 30, 2016, 01:10:20 pm
By the way, why does the accuracy of weapons sometimes change from one frame to the next? It's not really a problem for me, I'm just curious.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on December 01, 2016, 06:34:52 pm
Stuff.

- Guild Engineering: "Traders'" should be "the Traders'". Suggest rephrasing "knowledge to advance" as "knowledge that will let us advance".
- Join The Gold Rush, Get Rich!: "of human race" should be "of the human race", "in Alpha Centauri system" should be "in the Alpha Centauri system", "is all-time high" should be "is at an all-time high". Suggest replacing "crew" with "serve on". "in Guild Offices" works better as "from the Guild Offices".
- Smooth Captive: "and right amount" should be "and the right amount", "an we can" should be "and we can", "ransom they" should be "ransom them".
- Reapers Attack Again: "Eurasian Autonomy" should be "the Eurasian Autonomy", "a hamlet" should be "the hamlet", "the ban" should be "a ban".
- EuroSyndicate Lasrifle: "from where" should be "from whence".
- Large Barracks: "of Living Quarters" should be "of the Barracks", "contains small storage" should be "contains a small storage". Suggest rephrasing "expensive materials used" as "as the materials used are more expensive".
- Ghoul: "suffer the horrible Necron disease" should be "suffer from the horrible Necron disease", "the surroundings" should be "their surroundings", "falling organs" should be "failing organs", "disease they suffer" should be "disease they suffer from", "during the battle" works better as "during battles", "at a cost" should be "at the cost". Suggest changing "concussion" to "concussive damage" for consistency.
- Regeneration Chamber: Suggest replacing the second hyphen with a comma. "can provide" should be "it can provide".
- Ancient Log RX22-11: "outposts can be built" should be "outposts could be built", "only Marsec will" should be "only Marsec would", "the Marsec" should be simple "Marsec".
- Advanced Firearms: Suggest rephrasing "are known to be underpowered" as "are said to be underpowered".
- Crashed craft briefing: "while you takeoff" should be "when you take off".
- Warehouse Wars briefing: "we can turn" should be "we could turn".


- HAMMERMITE does not have a "class" designation (not that it's unclear what class it is mind you).
- When a craft is destroyed in air combat the message is "IS BLOWN TO PIECES". Maybe add "SHIPPING" there?
- Perhaps the Mining Laser should have a bonus to demolition. It feels underwhelming as both a weapon (it is outperformed by many other close range weapons) and a demolition tool (it is outperformed handily by the Pickaxe).
- The Shrine Ship writeup claims there is always a Reverend on board, but there has not been one in any of the Shrine Ships I've boarded. Also it claims a crew complement of max 16, but on high difficulties the number is in excess of this.
- Some articles, such as Church Warmaiden, Regeneration Chamber and Reaper are written on the explicit premise that the player obtained and researched the item in question, while it is much more likely they got it for free from an interrogation. Not comfortable with this. I think the articles should either be reworded, or not be given for free.
- Upon researching Old Earth Books for the first time, a message appears saying "We can now research Old Earth Books".
- The Canister Launcher is not shown in the Dmg: Chem equipment filter.
- Flintlock Gas Balls can't be used in the Musket. Not sure if this is intentional.


- Found a runabout with a walkable engine (apparently).
- A building that appears on the overpass slum map has a floor tile that extends over the stairs. This is also true for the boarded-up version.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 01, 2016, 07:55:09 pm
- Upon researching Old Earth Books for the first time, a message appears saying "We can now research Old Earth Books".oarded-up version.

Could the "get one free" volumes be called something different: "Old Earth Encylclopedias" ?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 02, 2016, 01:46:07 am
They cannot, really, since it's simply Old Earth Books (item) having a Get One Free list.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on December 02, 2016, 01:48:08 am
Gals can extract tips on military tactics even from Twilight.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 02, 2016, 02:03:32 am
They cannot, really, since it's simply Old Earth Books (item) having a Get One Free list.

Thanks.  I wasn't sure how it worked.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 03, 2016, 05:25:52 pm
Confirming that the Shambler Loftemps for melee is still buggy.

I have Swagging Thug with a Tech Blade able to swing 5 times at 99%.  All are misses.  When reloading and trying other aspects, the only direction from which I was able to hit was the rear.  Three swings did down it from this side though.

Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 03, 2016, 06:22:51 pm
Shambler was lifted from XCOMFiles. I have killed it in melee many times, but indeed it has strange loftemps. I'll reset them to normal.
Title: Re: Bugs & Crash Reports
Post by: Thyl on December 04, 2016, 04:18:41 pm
Homing RPG exists in game data, and even have appropriate research topics, but unobtainable.
It can not be bought or produced and it's not present in loot enemy equipment tables.
Title: Re: Bugs & Crash Reports
Post by: Eddie on December 04, 2016, 10:19:21 pm
This terrain looks wierd. It seems as if the tiles are floating in the air.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on December 05, 2016, 12:16:28 am
 :o looks like a case of map tile edge mismatch. Some map structures take more then one tile to create. This happens most often on the slum tileset but there it's less noticeable due to general dilapidation.

From what i can tell it looks like part of a cave got cut off.

Though with the rocks like that map data corruption is also a possibility.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on December 05, 2016, 12:47:38 am
Pretty sure that's just a map tile. I've seen it lots of times on desert maps.
Title: Re: Bugs & Crash Reports
Post by: pacotaco on December 05, 2016, 08:01:02 pm
Never had a problem with the game crashing before, first post ever. Also after activating debug mode I think I should just abort this mission anyway LOL

The culprit seems to be this Osiron soldier during hidden movement. I am playing on plunder me mode so the save is at the beginning of the mission, but it only takes two turns to crash. Also, can't upload the .dmp file?
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 05, 2016, 11:13:50 pm
Never had a problem with the game crashing before, first post ever.

Hi pacotaco, welcome to the forum!

This is the same issue as reported already before few days ago. There is a map node with negative Z coordinate (probably in DESERT13.RMP).
This will be fixed in the next piratez release.

In the meantime, since you know how to turn on debug mode, I suggest to cheat a little and kill all aliens (Ctrl+K).
Or just abort the mission before it crashes.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on December 06, 2016, 12:05:57 am
Or slightly less cheaty, killing just the offending orison should allow for play to continue. The faulty nodes are relatively few and the battlefield has to be just so to trigger the crash. Killing off a few foes and/or moving in a different way is sufficient to prevent that instance of a crash.
Title: Re: Bugs & Crash Reports
Post by: pacotaco on December 06, 2016, 06:05:13 am
Given my skill level and loadout of my crew I think only the first option is feasible. I ended up aborting and now the game has aborted me. This game is tough! Thanks for the help, I hope that gets fixed soon!
Title: Re: Bugs & Crash Reports
Post by: legionof1 on December 08, 2016, 11:36:51 am
something unusual. Turn 1 of mansion.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 08, 2016, 11:59:33 am
something unusual. Turn 1 of mansion.

and what exactly is unusual?

Commendation do not seem to count gun melee and delayed deaths properly. Gun melee is treated like DT_NONE, while delayed deaths caused by bleeding and fire are counted as unknown type of damage (and probably unknown weapon too).

Also, the commendations for wound healing do not work; ditto BT_GRENADE, BT_PROXIMITYGRENADE since they do not explode on player's turn (might be caused by changes introduced by OXCE).

ALSO! OXCE introduces owner-less items that can kill (timed explosives on the map, for example). Commendations probably do not know what to do with it. This might be the real cause of the crash.

Can you please re-test all these in OXCE 3.5?
Now we have the latest state and can start fixing what's still missing.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on December 08, 2016, 05:22:38 pm
The fact that an enemy is spawned directly adjacent to gal spawn. Not something i have ever encountered.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on December 08, 2016, 05:50:45 pm
The fact that an enemy is spawned directly adjacent to gal spawn. Not something i have ever encountered.

They just got out of bed...
Title: Re: Bugs & Crash Reports
Post by: Arthanor on December 08, 2016, 06:02:19 pm
Normally: Gal and Penthouse owner do their business, owner gets up and goes somewhere, alarm goes off and gal is in position near the roof.

In this case: Gal and Penthouse owner do their business, owner gets up and... Alarm goes off! Gal punches owner in the face and gal is in position near the roof. :D
Title: Re: Bugs & Crash Reports
Post by: BTAxis on December 08, 2016, 07:31:11 pm
Next:

- The Attack Of Violent Flare Females: Suggest renaming "Attack Of The Violent Flare Females". "eyewitness of" should be "eyewitness to", "were the flares" should be "was the flares", "just like they were having fun" works better as "as if they were having fun". There should be no comma in "pose, suggest".
- #086: "Only Mun Tzu could a tank and 4 girls at the same time." is missing a verb. Suggest "eat".
- #003: "a half" should be simply "half".
- Bossar: "Highly effective" should be "A highly effective", "sustained barrage" should be "a sustained barrage".
- DEFENDER (-): Suggest changing "dead pirate corpse" to "dead pirate's corpse".
- Pectoids: Threat or Hoax?: lots of issues here, did a full edit:
Quote
      STR_NEWSPAPER_020_UFOPEDIA: "Horror and panic have gripped the borough of Edinburg, Iron Tribe. The locals are reluctant to leave their homes after dark for fear of so-called 'Pectoids', animalistic creatures resembling Reticulans but possessed of great physical agility and aggression. As the locals have it, they glow in the dark with unholy light and leap to claw and bite their victims to slake their thirst of blood. The Academy has already issued a statement, informing that Pectoid sightings have been reported in various places for decades, and an investigation of every house in Edinburg would be a good idea. The Iron Tribe government, however, stubbornly refuses to give permission to do so. The Courier was able to interrogate a Reticulan who was recently arrested in Edinburg for Immoral Behaviour. 'Man, there are no Pectoids' said Mr. Dunk. 'We were simply so high on Atom Beer that we were glowing. We were unable to walk upright, much less harm anybody. That's all there is to this story.'"


- There does not appear to be a "0-G" filter in the equipment menu, though one can filter on it using quicksearch in the soldier equip screen.
- Canister Launchers, Small Launchers and Stun Bombs (and possibly other items) count as "strange treasure" even after they have been researched. Taking these items on missions and leaving them in the stash will inflate your score after a mission.
- "Data Mining (1 Disk)" should be spelled "Data Mining (1 Disc)" for consistency.
- Disassembly projects are prefixed with alternately "D-A" or "D/A". Suggest making this consistent either way.
- The Electro-Whip description does not mention it does Stun damage instead of health damage (unlike the descriptions for similar stun weaponry).
- The elevator tiles on the Pachyderm map are not considered to be inside the craft. This appears to be a fixable issue, as the elevators in the Deliverator are considered to be inside the craft.
- I found an Alien Base entrance map block where you can walk through a corner without opening either of the doors. This map block appears in FMP as well (with the same issue), so maybe this isn't the place to report it, but I don't know where else to turn.
- #056 claims the reaction check depends on Reactions multiplied by TUs. I'm convinced this is false. I've taken reaction fire from enemies who had lower Reactions AND fewer TUs than my unit (Cyclopses). Also, vanilla X-Com uses a different formula (Reactions * TUs / TUMax).
Title: Re: Bugs & Crash Reports
Post by: legionof1 on December 08, 2016, 07:49:35 pm
How/when are you determining enemy reactions and TU? Reaction fire costs TU according to weapon snap fire cost, in addition to TU cost for changing facing to fire. Observing a unit after reaction fire has occurred could lead to false conclusions. 
Title: Re: Bugs & Crash Reports
Post by: BTAxis on December 08, 2016, 07:53:10 pm
I'm using a Mind Probe. The Cyclopses have less than 40 TUs maximum, and about 37 Reactions (this is on Superhuman). My unit that got reactioned had more than each at the time, though she DID spend over half her max TUS while the Cyclopses tend to reserve about 75%.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on December 08, 2016, 07:54:28 pm
The formula isn't changed from vanilla.  It's still percent TUs remaining multiplied by reactions to get the reaction check score.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 09, 2016, 05:55:47 pm
something unusual. Turn 1 of mansion.

Fully intentional but rare to occur.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on December 09, 2016, 08:45:44 pm
What I figured but good to check.
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 11, 2016, 03:01:41 pm
Confirming that Gold Drill project is still messed up in 99E.2

"I think STR_FUEGO_HULL should be in produced items and STR_MENACING_HULL in required items, no?"
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 11, 2016, 03:36:45 pm
Code: [Select]
  - name: STR_USE_DRILL_GOLD
    category: STR_SPECIAL_PROJECT
    requires:
      - STR_TINY_DRILL_INVESTIGATION
    space: 30
    time: 1
    cost: 0
    requiredItems:
      STR_TINY_DRILL: 1
      STR_MENACING_HULL: 1
    producedItems:
      STR_FUEGO_HULL: 1
      STR_CODEX_GOLD: 1
      STR_FLAME_CANNON: 1
      STR_GOLD_BAR: 6
      STR_SPACE_SUIT: 3
      STR_PIRATE_FLAG: 1
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on December 11, 2016, 04:54:02 pm
hmm.. maybe I didn't have the latest version.  :-\  thought for sure I did.
Title: Re: Bugs & Crash Reports
Post by: LadonLegend on December 11, 2016, 10:33:18 pm
Plasma Weapons Disassembly article in Bootypedia says "Plasma weapons can be broken into 4 main compontents: ", when it should say 5.
Title: Re: Bugs & Crash Reports
Post by: Vesparco on December 12, 2016, 01:35:02 am
hi there,

After starting a new game and stunning what seems a civilian pilot. the game crashes (the guy near the gal in pirate outfit).

Log and savegame attached.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 12, 2016, 01:20:41 pm
hi there,
After starting a new game and stunning what seems a civilian pilot. the game crashes (the guy near the gal in pirate outfit).
Log and savegame attached.

The piratez_crowbar mod crashes on missing sound.

Code: [Select]
items:
  - type: STR_CROWBAR
    meleeHitSound: 79 # <----- missing
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on December 12, 2016, 02:24:44 pm
Hmm, apparently the Crowbar needs its own sound definition, even though Piratez is the master mod. This is surprising.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 12, 2016, 02:40:35 pm
Hmm, apparently the Crowbar needs its own sound definition, even though Piratez is the master mod. This is surprising.

Why is this surprising?
It works the same way as all other file-based resources (sprites, sounds, ...).
Vanilla BATTLE.CAT values go up to 55... everything else is mods content and starts at 1000 (e.g. in piratez 79 translates to 1079, in crowbar mod (depending on its position) 79 translates let's say to 6079).
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on December 12, 2016, 02:51:21 pm
Why is this surprising?

Because you don't have to do that for vanilla sounds.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 12, 2016, 02:54:22 pm
That's how it always was.

Mods can use & override vanilla (vanilla != master) file-based resources... but mods cannot share file-based resources between each other, nor override other mod's resources directly (except for music files, since these are not technically vanilla)... unless you go over 1000 (or x000 in oxce) or below 0, in which case you're asking for trouble :)

EDIT: and piratez isn't even a master anyway... it's a servant mod of xcom1 master
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on December 12, 2016, 03:22:41 pm
EDIT: and piratez isn't even a master anyway... it's a servant mod of xcom1 master

Yes, and that's the whole point. :) I thought it had the same status as vanilla X-Com, and apparently I was very wrong.

BTW: can you even make a reference to a file in a different mod?
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on December 12, 2016, 03:26:21 pm
Do the file definitions in the ruleset support using ".." to mean up one directory?  You could try using that, i.e. ../Piratez/Resources/Sounds/path/to/the/sound/you/want
Title: Re: Bugs & Crash Reports
Post by: Vesparco on December 12, 2016, 06:25:19 pm
The piratez_crowbar mod crashes on missing sound.

Good to know, I may disable it as there's plenty of other options to stun people.
Title: Re: Bugs & Crash Reports
Post by: Stoddard on December 12, 2016, 09:14:29 pm
Do the file definitions in the ruleset support using ".." to mean up one directory?  You could try using that, i.e. ../Piratez/Resources/Sounds/path/to/the/sound/you/want

I don't remember if this could even work code-wise, but in any case this is a nightmare from the mod maintenance/debugging side and a thing one just doesn't do. Please leave the mods dependencies explicit.
Title: Re: Bugs & Crash Reports
Post by: karadoc on December 14, 2016, 12:28:46 pm
When selling stuff at the end of a mission, items which are automatically selected to sell are not counted by the change-in-space-used calculation. And if you choose to keep them rather than sell them, the space used shows an increase rather than a decrease.

(This would be ok if the total space used wasn't including the auto-sell items; but that isn't the case.)
Title: Re: Bugs & Crash Reports
Post by: Stoddard on December 15, 2016, 01:56:25 am
When selling stuff at the end of a mission, items which are automatically selected to sell are not counted by the change-in-space-used calculation. And if you choose to keep them rather than sell them, the space used shows an increase rather than a decrease.

(This would be ok if the total space used wasn't including the auto-sell items; but that isn't the case.)

This one-liner fixes it:

Code: [Select]
diff --git a/src/Basescape/SellState.cpp b/src/Basescape/SellState.cpp
index c2effc9..e62eebe 100644
--- a/src/Basescape/SellState.cpp
+++ b/src/Basescape/SellState.cpp
@@ -240,6 +240,7 @@ SellState::SellState(Base *base, DebriefingState *debriefingState, OptionsOrigin
                        {
                                row.amount = qty;
                                _total += row.cost * qty;
+                               _spaceChange -= qty * rule->getSize();
                        }
                        _items.push_back(row);
                        std::string cat = getCategory(_items.size() - 1);


sorry no pull request, i'm in the middle of revamping my git repoes.
Title: Re: Bugs & Crash Reports
Post by: karadoc on December 16, 2016, 05:53:31 am
Looks good, Stoddard. :)


--

I have another bug to report, but unfortunately I don't have a lot of information. All I can say is that the a cat girl dropped on top of one of my soldiers who was flying; the soldier was pushed to the side and the game crashed when the cat girl hit the ground. I have a screenshot of what it looked like after the crash; but unfortunately I wasn't able to reproduce the situation. Note that my soldier was originally positioned directly above where the cat girl is, but was pushed aside as she fell.

Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on December 16, 2016, 08:57:50 am
I am a bit confused as to who dropped on whom.

I know there is such a  mechanic in the game, but I guess it is very rarely used. It happened to me once in XCOM with OXCE+ 3.3 that en enemy dropped on one of my soldiers, knocking him aside and unconscious. No crash though, so it my be cat girl or XPiratez related somehow.
Title: Re: Bugs & Crash Reports
Post by: Roxis231 on December 16, 2016, 10:31:28 am
I have another bug to report, but unfortunately I don't have a lot of information. All I can say is that the a cat girl dropped on top of one of my soldiers who was flying; the soldier was pushed to the side and the game crashed when the cat girl hit the ground. I have a screenshot of what it looked like after the crash; but unfortunately I wasn't able to reproduce the situation. Note that my soldier was originally positioned directly above where the cat girl is, but was pushed aside as she fell.

The good old Gomba-Stomp. It happens sometimes, however I think the problem is your gal was flying.

What I think happend is that the gomba-stomp is supposed to knock your gal into a random nearby tile, knocked out, but troops since can't be both flying and knocked out, it caused the game to crash.

Title: Re: Bugs & Crash Reports
Post by: Meridian on December 16, 2016, 11:08:47 am
I have another bug to report, but unfortunately I don't have a lot of information. All I can say is that the a cat girl dropped on top of one of my soldiers who was flying; the soldier was pushed to the side and the game crashed when the cat girl hit the ground. I have a screenshot of what it looked like after the crash; but unfortunately I wasn't able to reproduce the situation. Note that my soldier was originally positioned directly above where the cat girl is, but was pushed aside as she fell.

I have managed to reproduce goomba-stomping, even on the exactly same place as you, but my game didn't crash.
Also, I tried about 10x and my girl was never pushed... always just knocked unconscious.
There is a save attached... just load and click on end turn a few times... eventually a green catgirl should goomba-stomp one of your two girls... let me know if it crashes for you.

EDIT: ok, I could reproduce the crash on earlier version (OXCE 3.3+)... should be fixed in 3.5+ tho

EDIT2: the fix: https://github.com/SupSuper/OpenXcom/commit/e489d5d44ab7c402c55ddfbb4b06c86307050c10
Title: Re: Bugs & Crash Reports
Post by: Starving Poet on December 17, 2016, 12:43:54 am
All the Ventura variants seem to be missing their craftInventoryTile definitions.  Unless they are meant to have their inventories exposed, then I'm just going to straight up cheat on end.   :)

Title: Re: Bugs & Crash Reports
Post by: juff on December 17, 2016, 04:04:13 pm
I get a 0xc0000005 error halfway through ground battles against academy ships. I once got past it by stunning an explorer

[17-12-2016 21:55:03]   [FATAL]   SymFromAddr failed: 487
[17-12-2016 21:55:03]   [FATAL]   0x74ed62a0 BaseThreadInitThunk (SymGetLineFromAddr64 failed: 487)
[17-12-2016 21:55:03]   [FATAL]   0x77110ba0 RtlSubscribeWnfStateChangeNotification (SymGetLineFromAddr64 failed: 487)
[17-12-2016 21:55:03]   [FATAL]   0x77110ba0 RtlSubscribeWnfStateChangeNotification (SymGetLineFromAddr64 failed: 487)
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on December 17, 2016, 04:23:15 pm
That log tells us nothing - do you have a save where you can replicate the crash?
Title: Re: Bugs & Crash Reports
Post by: juff on December 17, 2016, 04:39:08 pm
oops, sorry, no. would the .dmp file help?
edit: oh, got it again. just end turn.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 17, 2016, 04:53:01 pm
oops, sorry, no. would the .dmp file help?
edit: oh, got it again. just end turn.

It's the famous z=-1 node crash.
If you can't avoid it, just kill all aliens via debug mode and continue...
Title: Re: Bugs & Crash Reports
Post by: juff on December 17, 2016, 04:59:22 pm
ok, thanks. is there anything i can do to avoid it?
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 17, 2016, 05:12:20 pm
ok, thanks. is there anything i can do to avoid it?

Not really. Just need to wait for next piratez release.
You can decrease the probability by avoiding desert terrain missions.
Title: Re: Bugs & Crash Reports
Post by: Colonel Rick on December 18, 2016, 06:37:22 am
I haven't seen anything about it, but I also didn't want to dig through all 87 pages.  But when I do any mission with civilians, any civilian casualties caused by something like explosions or being set on fire count as though I killed them.  While it's mostly a minor concern, I just did a Progrom with the Dark Ones who like to use fire more than the church.

While I'm at it, I'm losing points for seizing treasure on base defenses.  That I do have a screenshot for.

(https://imgur.com/a/bhvaD)
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on December 18, 2016, 07:04:26 am
Who was doing the Crackdown mission?  Certain items cause negative points when recovered from a mission, usual items from the corpses of government soldiers or civilians.  Also, do you have a save just before the mission ends?
Title: Re: Bugs & Crash Reports
Post by: Colonel Rick on December 18, 2016, 01:03:27 pm
Who was doing the Crackdown mission?  Certain items cause negative points when recovered from a mission, usual items from the corpses of government soldiers or civilians.  Also, do you have a save just before the mission ends?

It was the Spartans.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 18, 2016, 02:28:25 pm
It was the Spartans.

A save would help clarify.

But basically, for scoring purposes, everything you have in your base (that is not marked as irrelevant by a new ruleset flag) will be salvaged (again), i.e. most probably the negative points come from something you had in your base already before, not something the spartans brought with them.
Title: Re: Bugs & Crash Reports
Post by: Colonel Rick on December 19, 2016, 12:56:32 am
I didn't even think about a save and I'm well passed it now.  Normally, I would concede to you, but this was a fresh base with only 4 Gals, 5 Merc Security, and some Euro Las Rifles.  The Gals didn't even have any armor yet.
Title: Re: Bugs & Crash Reports
Post by: Ethereal_Medic on December 19, 2016, 05:19:51 pm
@Colonel Rick

I might got the solution for your problem (which is not a problem rather than a balancing tool)

Every Merc. Security carries a green paper in his inventory. This paper has the following effect:
[Strange Treasure Seized] - Score will be reduced by -50 !

Since you got 5 of those guys, your score has been decreased by -250 but you won the battle and got new loot thus your score has been increased by around +130 at the same time, resulting in only -120 score.
Title: Re: Bugs & Crash Reports
Post by: Colonel Rick on December 20, 2016, 01:31:39 am
That makes a lot of sense.  Thanks for the info.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on December 20, 2016, 08:56:43 pm
More things.

- Waspite Examination: There's a superfluous full stop at the end of the article.
- Cyclops: Suggest rephrasing "dog like" as "dog-like".
- Heavy Craft Weapons: "sample of troubles" should be "sample of the troubles".
- Ancient Log 221R-17: "commited" should be "committed".
- UAC Plasmagun: Suggest rephrasing "someone called UAC Corporation" as "a corporation called the UAC".
- Gauss Ammo Basics: Suggest rephrasing "luck and error" as "luck, trial and error".
- Fuild Rep: Suggest rephrasing "large security forces" as "a large security force".
- LOADER (SEA): "First" should be "Firstly", "second" should be "secondly". Suggest rephrasing "it allows to retain" as "it retains".
- LASCANNON: "into ship's power source" should be "into the ship's power source".
- Explosions Rock Downtown!: "in almost 1km radius" works better as "in a radius of almost 1km", "get your travel permission" works better as "get your travel permit".
- "Sleping Sattelite" mission should be spelled "Sleeping Satellite".
- School Graduation: Various issues. Suggest rewrite:
Quote
      STR_SCHOOLING_2_B_UFOPEDIA: "Long and arduous work has borne forbidden fruit. By bringing our knowledge to this level we have gained an understanding of sophisticated technologies. Still, it is possible to attain even greater power - but it's unclear what that's going to take."


- Several base blocks (including the empty block and the access lift block) don't have floors underneath the dirt on the upper ducts level, which means you can't tunnel through them without flying armor. Could floors please be added?
- Meridian's Special Autogun description claims all regular stats are the same as the Gyro-Stabilized Autogun, but they're not.
- I found a gal whose face changes when putting on Defender armor. As far as I can tell it only happens with this armor, though I haven't researched all the armors yet.
- I have a crash upon abandoning a botched base defense mission. Save attached.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 20, 2016, 09:21:53 pm
- I found a gal whose face changes when putting on Defender armor. As far as I can tell it only happens with this armor, though I haven't researched all the armors yet.

That's a funny one :P I'll leave that to Dioxine.

- I have a crash upon abandoning a botched base defense mission. Save attached.

I don't get the crash.
Can someone else try please?
Or maybe it's something from your mod (piratezBTCustom)?

But I get enemy surrenders, which is wrong, I'll fix that.

EDIT: fixed the crash too
Title: Re: Bugs & Crash Reports
Post by: BTAxis on December 20, 2016, 09:32:42 pm
Oh yeah, that, I forgot I had that active. It's just a few strings for the dependencies though. The entirety of that mod reads:
Quote
extraStrings:
  - type: en-US
    strings:
      STR_DIRECT_DEPENDENCIES: "Dependencies"
      STR_LEVEL_2_DEPENDENCIES: "Secondary Dependencies"
      STR_LEVEL_3_DEPENDENCIES: "Tertiary Dependencies"
      STR_LEVEL_4_DEPENDENCIES: "Quaternary Dependencies"
      STR_END_OF_SEARCH: ""
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 20, 2016, 09:40:21 pm
That's harmless.
I don't know then... I really don't get the crash... let's wait if anyone else gets it.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on December 20, 2016, 09:57:42 pm
Actually, it seems like it's intermittent. I just tested it again and could abort "properly" (yeah, there's surrenders), but trying it a second time caused the crash. Perhaps try aborting that mission a few times and see if it blows up?

On that note I had a crash earlier today when starting a Chupacabra Hunt mission, but that same mission started fine on the second attempt so sadly I can't provide you with a way to reproduce. But it's a data point so there you go.

[Edit] Attached the dump file for that crash in case it helps.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on December 22, 2016, 12:17:53 am
A possible oversight, Blood axe is dependent on red codex only unlike the other deamon derived weapons. Additionally Hellblade is red or green codex.
Title: Re: Bugs & Crash Reports
Post by: khade on December 22, 2016, 12:36:10 am
I'm assuming it's a bug for healing gel to be available for manufacturing at game start.  Alternately, it's probably supposed to have a bootypedia article.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on December 22, 2016, 01:41:04 am
Yep, I noticed the same thing. IMHO it should be behind synthetic biosomethingorother research.
Title: Re: Bugs & Crash Reports
Post by: khade on December 22, 2016, 05:15:03 am
Cloaking device description doesn't fit.  Is the space limit on those things hardcoded or is it possible to change things like font size or something?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 22, 2016, 01:36:16 pm
Yep, I noticed the same thing. IMHO it should be behind synthetic biosomethingorother research.

It should be behind 'healing gel' research, lol.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 23, 2016, 03:35:39 pm
Actually, it seems like it's intermittent. I just tested it again and could abort "properly" (yeah, there's surrenders), but trying it a second time caused the crash. Perhaps try aborting that mission a few times and see if it blows up?

FOUND IT!!!

It never crashed for me (tried 20x)... but when I traced it step by step, I saw that I try working with the base's storage already after the base is destroyed (deleted from globe and from memory).
This instinctively should crash every time... but instead it most probably just read/wrote somewhere random in the memory :(

I'll fix that, and also set the base pointer explicitly to 0 to prevent any similar oversight in the future.
And I'll try to prepare a pull request for vanilla xcom too... this is potentially too dangerous... even though in vanilla nobody ever loses a base this way :)
Title: Re: Bugs & Crash Reports
Post by: KateMicucci on December 25, 2016, 02:59:35 am
1. Surrender bug. When a warmaiden who started the mission knocked out and wounded was revived, she didn't count as a surrendered enemy and the mission didn't end until I knocked her out again.

2. It's possible to send chips to a base with no storage space, and then get stuck in the screen that forces you to sell your loot with nothing to sell (because the chips haven't arrived yet?)
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 25, 2016, 03:25:39 am
1) Doesn't sound like a bug, since it wasn't you who stunned her first, if I read that correctly?
Title: Re: Bugs & Crash Reports
Post by: KateMicucci on December 25, 2016, 04:42:47 pm
They have no weapons and were knocked out already, no reason why they shouldn't count as surrendered.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 25, 2016, 04:55:30 pm
They have no weapons and were knocked out already, no reason why they shouldn't count as surrendered.

Opinion against opinion.

Not having to do anything on your side... is a reason enough for me not to give it to you for free.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on December 25, 2016, 05:02:29 pm
Well, she wakes up, she notices that she was apparently saved and bandaged by some good soul... Morale restored! :)
Title: Re: Bugs & Crash Reports
Post by: karadoc on December 26, 2016, 11:05:41 am
Sometimes the list of active manufacturing projects doesn't fit. As in, I still can't see the bottom one when I scroll all the way to the bottom.

I'm pretty sure this is caused by the total length being miscalculated when there are multi-line projects.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 26, 2016, 12:01:12 pm
Sometimes the list of active manufacturing projects doesn't fit. As in, I still can't see the bottom one when I scroll all the way to the bottom.
I'm pretty sure this is caused by the total length being miscalculated when there are multi-line projects.

Already fixed in vanilla and oxce+ 3.5.
And it's just a wrong size of the table, happens also when you have only 1-line projects.
Title: Re: Bugs & Crash Reports
Post by: karadoc on December 27, 2016, 01:01:19 am
Cool. :)


--
Here's something minor:
I just got an end of month rating of "A SURREAL". It should probably just be "SURREAL".
Title: Re: Bugs & Crash Reports
Post by: Marza on December 27, 2016, 07:43:00 pm
I think I've found a few bugs with commendations.

The following commendations don't seem to ever be awarded:

Some commendations are only awarded once when they imply they should be awarded multiple times, which includes this lot:

The Assaulter and Psycho commendations call for STR_MEDAL_ARCHER_DESCRIPTION as their description and stunning enemies by hitting them with gunbutts awards the Arouser commendation

I've had a look through the files in the Ruleset folder (In particular Piratez_planet) but I don't know why the above commendations are only being awarded once, or not at all. For Tank killer, Attitude problem and Dots I've noticed are the only commendations that call for a specific unit in their kill criteria. Beyond that I haven't got a clue.
Title: Re: Bugs & Crash Reports
Post by: karadoc on December 29, 2016, 02:13:43 am
I've discovered a very minor graphical glitch with the fire extinguisher. When it is held and the gal is facing the camera, there is are a a couple of pixels of junk at the edge of the image.


Also, law article #013 has "strenght" instead of "strength".
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 29, 2016, 05:02:16 am
Thanks, fixed.
Title: Re: Bugs & Crash Reports
Post by: Kharim on December 29, 2016, 08:02:42 pm
Hello recently I had xpiratez crash to desktop. During battlescape mission (against raiders destroyer) I came to a point when game crashes after I end turn. Even when loaded the game and played it differently it seems that every time I end turn 6, game crashes. I got a windows message saying:

"OpenXcom  Error
OpenXcom has crashed: code 0xc0000005"

I also get this log and dump file (attached).

Could somebody help me? I would be very thankful!

Forum wouldn't let me attach dump file, so I had to zip it.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 29, 2016, 08:06:00 pm
Can you attach a save file before the crash?
Title: Re: Bugs & Crash Reports
Post by: karadoc on December 30, 2016, 01:06:21 am

In the manufacturing screen it is possible for the list of available categories to get messed up. Here's how:

Search for something (which narrows the list of items), then middle click to open the research screen, then return to the manufacturing screen. After doing this, the list of available manufacturing categories will only include things which matched the original search, even clearing the search or searching for something else.

(You can return the full list by closing and reopening the manufacturing screen.)
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 30, 2016, 10:39:27 am
In the manufacturing screen it is possible for the list of available categories to get messed up. Here's how:

Search for something (which narrows the list of items), then middle click to open the research screen, then return to the manufacturing screen. After doing this, the list of available manufacturing categories will only include things which matched the original search, even clearing the search or searching for something else.

(You can return the full list by closing and reopening the manufacturing screen.)

I cannot reproduce this, can someone confirm?
Title: Re: Bugs & Crash Reports
Post by: juff on December 30, 2016, 10:42:10 am
I'm having trouble healing a mercenary engineer. When I try it says there's no one there. I've also tried healing his unconscious form but it also doesn't work.

Also, I'm having trouble sometimes with my girls' TUs going to zero after sprinting. It happens a lot on mansion maps. Reloading always solves the issue though, so no problem there.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 30, 2016, 10:59:02 am
I'm having trouble healing a mercenary engineer. When I try it says there's no one there. I've also tried healing his unconscious form but it also doesn't work.

Looks like you cannot heal mind-controlled enemies... not sure if that's a bug or a feature.

Also, I'm having trouble sometimes with my girls' TUs going to zero after sprinting. It happens a lot on mansion maps. Reloading always solves the issue though, so no problem there.

And how is that a problem? If you spend all your TUs, they go to zero... maybe there's something missing in your description?
Title: Re: Bugs & Crash Reports
Post by: juff on December 30, 2016, 11:03:52 am
Looks like you cannot heal mind-controlled enemies... not sure if that's a bug or a feature.

And how is that a problem? If you spend all your TUs, they go to zero... maybe there's something missing in your description?

sorry, I meant they go to zero regardless of how many TUs the move should cost. especially for mansion missions, sometimes walking through a door will zero out TUs even if it's just a couple of steps away. When it occurs, the UI grays out (as if under reaction fire) even if no one shoots.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 30, 2016, 11:26:52 am
sorry, I meant they go to zero regardless of how many TUs the move should cost. especially for mansion missions, sometimes walking through a door will zero out TUs even if it's just a couple of steps away. When it occurs, the UI grays out (as if under reaction fire) even if no one shoots.

OK, that's better :)
I have never seen it though, if you (or anyone) would have a save for it, that would help me find the cause.

EDIT: Btw. it's a bug that you can't heal mind-controlled enemies, I will fix that.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on December 30, 2016, 01:11:52 pm
I noticed that when playing base OXC as well actually - maybe it ought to be fixed at that level?
Title: Re: Bugs & Crash Reports
Post by: juff on December 30, 2016, 01:41:26 pm
OK, that's better :)
I have never seen it though, if you (or anyone) would have a save for it, that would help me find the cause.

EDIT: Btw. it's a bug that you can't heal mind-controlled enemies, I will fix that.

Loading always fixes the problem, so I've got no saves for it.

Also, I just got the power mace and had a rude surprise when a cyberdisc exploded after being hit by it. I was under the impression that they don't explode when killed by melee weapons.
Title: Re: Bugs & Crash Reports
Post by: BTAxis on December 30, 2016, 03:01:40 pm
They don't explode when stunned. The weapon type has nothing to do with it.
Title: Re: Bugs & Crash Reports
Post by: Kharim on December 30, 2016, 04:34:19 pm
Here is the mentioned save file.
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 30, 2016, 04:43:52 pm
Also, I just got the power mace and had a rude surprise when a cyberdisc exploded after being hit by it. I was under the impression that they don't explode when killed by melee weapons.

It's not melee weapon, but melee attack/type.
You have probably used the ranged snap attack of the power mace... that's why it exploded.

EDIT: If you would use the melee "swing" attack, it would not explode. Power mace doesn't have melee attack, but plasma attack, so it would explode even with "swing" action.

They don't explode when stunned. The weapon type has nothing to do with it.

That's not true.
It doesn't depend on stun, depends on the type of attack... melee attack for example with a Bardiche, will not trigger the explosion.
See attached.

EDIT: along with melee type and stun type, also HE type and Incendiary type don't trigger the explosion by default
Title: Re: Bugs & Crash Reports
Post by: Dioxine on December 30, 2016, 05:14:11 pm
Afaik they don't explode if hit by Fire, HE, Stun or Melee damage, possibly also Chem. They explode from AP, Laser and Plasma (which is the type of damage Power Mace is using).
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 30, 2016, 05:38:41 pm
Here is the mentioned save file.

Well, that's a rather nasty bug.

There's a dying reaper (see attached), which dies when turn ends... and the game tries to convert it to corpse... but in the process it checks some tiles outside of map boundaries, where it fails on null pointer exception.

I don't know what it is, could be:
- a bug in oxce, yankes has been doing some changes there recently
- a wrong merge
- an incomplete merge (I noticed vanilla has some more conditions around calling this function than oxce)
- a bug in vanilla

I'll report to Yankes, he'll probably deal with it better than I can.

I also don't know how to avoid this bug in your save... killing all enemies in debug mode won't help either.
If you have an earlier save... try reloading... and don't kill a reaper if it's at the map border... wait until it is at least one tile away from border.

EDIT: my feeling is that lastPosition of the reaper should not be [59,24,0] but [58,23,0]... someone who knows more should confirm tho
Title: Re: Bugs & Crash Reports
Post by: Kharim on December 30, 2016, 05:44:52 pm
Thanks, gonna reload whole mission. Catching those reapers alive was one of my main objectives, I didn't suppose any of them was wounded and is gonna die. Is there any in game possibility to check the status of stunned big enemy, a corpse left behind perhaps?
Title: Re: Bugs & Crash Reports
Post by: Meridian on December 30, 2016, 05:51:57 pm
Thanks, gonna reload whole mission. Catching those reapers alive was one of my main objectives, I didn't suppose any of them was wounded and is gonna die. Is there any in game possibility to check the status of stunned big enemy, a corpse left behind perhaps?

In the next version of piratez, they will have a "burning" indicator over them when they are on fire (and thus dying)... something similar to that you already see in my screenshot... just a bit nicer I guess :)
Title: Re: Bugs & Crash Reports
Post by: Kharim on December 30, 2016, 10:39:43 pm
Oh that would be usefull- you can tell when enemy is burning as long as unit is not stunned. I thought smoke would extinguish fire but apparently it didn't.
Title: Re: Bugs & Crash Reports
Post by: R1dO on December 31, 2016, 03:44:47 am
Well, that's a rather nasty bug.

There's a dying reaper (see attached), which dies when turn ends... and the game tries to convert it to corpse... but in the process it checks some tiles outside of map boundaries, where it fails on null pointer exception.

That sounds an awful lot similar to a crash when a player tank died on the south-west boundary of a map, reported by hellrazor for OXC some months ago. It was supposed to be fixed by commit: fa60079
If i remember correctly the most important part was:
Code: [Select]
+ if (_unit == _parent->getSave()->getSelectedUnit())
+ {
+ _parent->getSave()->setSelectedUnit(0);
+ }
Without that piece of code any tile of the tank can serve as the starting point for the conversion to corpse process. While the conversion assumes the starting point is always the northernmost tile.

Perhaps something similar is needed for enemy units.
Title: Re: Bugs & Crash Reports
Post by: juff on December 31, 2016, 04:54:58 am
Afaik they don't explode if hit by Fire, HE, Stun or Melee damage, possibly also Chem. They explode from AP, Laser and Plasma (which is the type of damage Power Mace is using).
sorry to go off topic, but is it possible to stun cyberdiscs? the existence of their disassembly project implies it's possible, but they are immune to stun and special damage, and the cattle prod doesn't seem to work.
Title: Re: Bugs & Crash Reports
Post by: Yankes on December 31, 2016, 01:07:50 pm
That sounds an awful lot similar to a crash when a player tank died on the south-west boundary of a map, reported by hellrazor for OXC some months ago. It was supposed to be fixed by commit: fa60079
If i remember correctly the most important part was:
Code: [Select]
+ if (_unit == _parent->getSave()->getSelectedUnit())
+ {
+ _parent->getSave()->setSelectedUnit(0);
+ }
Without that piece of code any tile of the tank can serve as the starting point for the conversion to corpse process. While the conversion assumes the starting point is always the northernmost tile.

Perhaps something similar is needed for enemy units.
Thanks for highlighting that even if your example is wrong :D
Correct part of fix is this: https://github.com/Yankes/OpenXcom/commit/fa60079#diff-1e581343c616eb33e909ae1fd9c3bd85R327
I tried yesterday find way to reproduce this bug without any success, game crash but this is because save is "corrupted". Bug happened before save, current reaper position is incorrect.
3.3 still have this bug, 3.5 have this fix from Warboy and I tried find bug in that version :)
Title: Re: Bugs & Crash Reports
Post by: Slaughter on December 31, 2016, 11:14:20 pm
Almost forgot this one!

Weird house in which one can go up the ladder but not down in a Red Light Villa. Gals get trapped there if they can destruct their way out. Twice in fact. Weird.
 
Title: Re: Bugs & Crash Reports
Post by: karadoc on January 01, 2017, 01:42:47 am
I've got a grenade apparently stuck inside a wall. It doesn't _look_ like its inside the wall, but it has landed 1 level below where I'm able to stand; and when I drop other items on that square they land normally (ie. other items land on the level that I can stand on and thus pick up, but I cannot pick up this grenade).

I'm not sure that this one definitely a bug. Maybe it's "normal"... but it is a bit weird and annoying.

By the way, the grenade was thrown by "Twitchy Bastard", from right next where it got stuck.
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 01, 2017, 02:22:01 pm
I'm not sure that this one definitely a bug. Maybe it's "normal"... but it is a bit weird and annoying.

I think it's caused by the "could not throw there fix" for "always missed with a bow fix".

I've seen an alternative fix for missing with a bow by Volutar somewhere... I'll have a look if it can be merged and if it replaces the two fixes above.
Title: Re: Bugs & Crash Reports
Post by: Yankes on January 01, 2017, 02:46:23 pm
I think it's caused by the "could not throw there fix" for "always missed with a bow fix".

I've seen an alternative fix for missing with a bow by Volutar somewhere... I'll have a look if it can be merged and if it replaces the two fixes above.
Or simply before punting item to tile check if fill completely like when unit try move on it. Units are move to upper tile and items should too.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on January 01, 2017, 06:38:20 pm
I just rescued a shipwrecked gal, then added hire shipwrecked gal to manufacture (without any workers assigned), then canceled, and she was gone. I think this is a bug.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on January 01, 2017, 06:49:41 pm
I just rescued a shipwrecked gal, then added hire shipwrecked gal to manufacture (without any workers assigned), then canceled, and she was gone. I think this is a bug.

It's been like this forever, since earliest vanilla. You always lose materials for a cancelled project.

But in this case I think it's totally OK to hack your save and add her back. :)
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on January 01, 2017, 07:43:07 pm
OH! Even if no time has passed and nothing happened? That's very odd.
I cancel projects all the time and never noticed.
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on January 01, 2017, 07:44:20 pm
Maybe a tiny bug: Musket snapshot costs 33% TU, Bayoneted Musket snapshot costs only 30% TU.
Title: Re: Bugs & Crash Reports
Post by: karadoc on January 01, 2017, 10:59:15 pm
I think it's caused by the "could not throw there fix" for "always missed with a bow fix".

I've seen an alternative fix for missing with a bow by Volutar somewhere... I'll have a look if it can be merged and if it replaces the two fixes above.
I thought the fix for the "could not throw there" bug only changed the conditions for when a throw was allowed; and didn't change the dynamics of the throw or where the through would land. So I wouldn't have thought those changes would cause a problem like this. By the way, I wasn't aiming for the spot where it landed. I was aiming for those enemies on the ground.
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 01, 2017, 11:11:20 pm
I thought the fix for the "could not throw there" bug only changed the conditions for when a throw was allowed; and didn't change the dynamics of the throw or where the through would land. So I wouldn't have thought those changes would cause a problem like this. By the way, I wasn't aiming for the spot where it landed. I was aiming for those enemies on the ground.

I honestly don't know... it was just a guess.
I'll have to reproduce and debug it to find out what's wrong... it's on my list, but not highest priority.
Title: Re: Bugs & Crash Reports
Post by: karadoc on January 02, 2017, 03:10:31 am
Fair enough.
---

Here's another small one, which I think should be easy to fix:
When transferring items to another base, the game currently does a simple storage check for the receiving base. This check has a couple of problem problems with negative-space items (i.e. slaves).

In short, when transferring positive space items the game should check the receiving base storage (as it does currently), but when transferring negative space items the game should instead check the sending base storage.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 02, 2017, 04:53:38 pm
Sounds like a good limiter. In balance, you have your space at the receiving base immediately after starting to send slaves, which shouldn't be the case. So I think these 2 things balance themselves out.
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 02, 2017, 10:46:18 pm
Code: [Select]
[02-01-2017_18-33-50] [INFO] Bad node in RMP file: ROUTES/PORTURBAN08.RMP Node #30 is outside map boundaries at X:20 Y:11 Z:1. Culling Node.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on January 02, 2017, 11:32:11 pm
Code: [Select]
[02-01-2017_18-33-50] [INFO] Bad node in RMP file: ROUTES/PORTURBAN08.RMP Node #30 is outside map boundaries at X:20 Y:11 Z:1. Culling Node.

Actually I've just redone these routes on 30.12 - see attachment.
Title: Re: Bugs & Crash Reports
Post by: flying_teabag on January 03, 2017, 10:56:14 am
Hi guys

Been playing the Piratez mod for a while now and really loving it well done guys.

Not sure if this is the right thread to post this but I can't seem to research the "guns 4 us" in the latest.  Version I've have met all the other prerequisites but it never showed up.

Is this a bug or has the research tree changed and I've done something wrong?
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 03, 2017, 11:14:35 am
Is this a bug or has the research tree changed and I've done something wrong?

You need the following (in 0.99e2):
- Firearms & Munitions
- Our Abilities
- SHOTGUNS - Summary

In later versions, you'll probably need "Snubby" too.

Do you have all these topics researched?
Title: Re: Bugs & Crash Reports
Post by: flying_teabag on January 03, 2017, 11:21:05 am
You need the following (in 0.99e2):
- Firearms & Munitions
- Our Abilities
- SHOTGUNS - Summary

Do you have all these topics researched?

Yes I do. Did I have to research them in a specific order? I've got up to "School Graduation" level almost on "Higher Studies".  But without that "guns 4 us" tech my weapons are pretty crap.
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 03, 2017, 11:24:05 am
If you have 0.99e3 or later, you'll need "Snubby" research too.
Order doesn't matter.
Title: Re: Bugs & Crash Reports
Post by: flying_teabag on January 03, 2017, 11:29:23 am
If you have 0.99e3 or later, you'll need "Snubby" research too.
Order doesn't matter.

Ah Thank you very much meridian!  That's what was missing!
Title: Re: Bugs & Crash Reports
Post by: CaptainCorkscrew on January 03, 2017, 01:47:25 pm
I found a hole in the villa, see attached image. There are still some of places that are see-through in the villa and the temple, for example from the stairs at the front door of the villa one can see part of the dungeon.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 03, 2017, 09:42:54 pm
That's not a hole, that's wall/stairs display bug.
Title: Re: Bugs & Crash Reports
Post by: Eddie on January 12, 2017, 01:09:58 am
The new item healing gel has no research requirements to be available for manufacture. I guess this is not intended.
Title: Re: Bugs & Crash Reports
Post by: nrafield on January 15, 2017, 08:48:00 pm
An impassable piece of jungle scenery can spawn under the entrance to the medical outpost, resulting in the entry becoming impossible. I've tried really hard to remove it with multiple black powder bombs and hammer smacks, but the bombs don't seem to do anything to it, and hammer smacks just wind up hitting the door instead. Since this is an early mission I think something should be done not to make it unwinnable just because of unfortunate scenery placement.
Title: Re: Bugs & Crash Reports
Post by: tylor on January 15, 2017, 08:51:09 pm
Yeah, it's a common problem and should be fixed, imho. But, it's possible to break a window with hammer and such to gain access.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on January 16, 2017, 03:32:26 am
Yeah map generation could use some conditional checks to ensure access. I recently had a TFTD map that was completely divided by the double thick walled rail-lines in 3 places. An extra 10 turns due to forced demolition.... >:(

Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on January 16, 2017, 03:50:48 am
Not a map generation error here, it's an issue with the map blocks marked as LZ - the vanilla jungle LZ maps don't always play nice with non-vanilla UFOs, which is how the lab facility is treated in the code.
Title: Re: Bugs & Crash Reports
Post by: tylor on January 16, 2017, 07:22:45 am
Maybe this can be fixed by map design? Not having doors on the edge of block, have some fixed passable tile in front of doors so it is not overwritten by terrain - that sort of things
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 16, 2017, 11:22:26 am
Since this is an early mission I think something should be done not to make it unwinnable just because of unfortunate scenery placement.

Ever heard this game has a feature called "terrain destruction"?
Title: Re: Bugs & Crash Reports
Post by: nrafield on January 16, 2017, 02:13:20 pm
Ever heard this game has a feature called "terrain destruction"?

Have you read my post past the first sentence? I have already stated that I tried hitting it both with a hammer., which kept hitting the door instead of the obstacle no matter how hard I tried, I've also tried throwing black powder bombs to remove it, but they seemed to do nothing to the obstacle, despite clearly damaging the nearby surroundings. I literally don't have anything better as this was my second mission ever in this playthrough.

Anyway, I'm attaching the save if anyone wants to try and break in there. If you manage it, please elaborate in full detail.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 16, 2017, 02:32:15 pm
So the game always targets the door... sheesh. And the map creator made this tile with enough armor to withstand the BP bomb, for some unknown reason. This will be dealth with.
Title: Re: Bugs & Crash Reports
Post by: ajnunezr on January 17, 2017, 09:45:31 pm
Does shipwrecked gal recruit supposed to add a hand to my band? I rescued one and have the option to recruit and to hire. Hire is adding the worker (BTW, I don´t see this workers giving me more vault space My mistake). But recruiting is not adding a gal to the band. Maybe I´m confused? But I read the manufacturing description and say it should add an Escaped Lunatic. I´m attaching the savegame.

Thanks.

Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on January 17, 2017, 10:20:17 pm
Does shipwrecked gal recruit supposed to add a hand to my band? I rescued one and have the option to recruit and to hire. Hire is adding the worker (BTW, I don´t see this workers giving me more vault space). But recruiting is not adding a gal to the band. Maybe I´m confused? But I read the manufacturing description and say it should add an Escaped Lunatic. I´m attaching the savegame.

Thanks.

She needs something to eat and some proper sleep. Wait 72 hours and check again.
Title: Re: Bugs & Crash Reports
Post by: tylor on January 18, 2017, 01:12:19 am
Also, you can check Log->Transfers in hideout for stuff that is about to be received by your base. It includes recruited gals.
Title: Re: Bugs & Crash Reports
Post by: Bartojan on January 24, 2017, 12:57:03 pm
Are STR_GODS_G? strings for future use? They are not visible in Bootypedia.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on January 24, 2017, 05:14:00 pm
Yes, for future use.
Title: Re: Bugs & Crash Reports
Post by: Breki on January 27, 2017, 04:17:11 pm
Hello there

Is there a bug in the 0.99E3 version with the Heavy slugthrowers? They seem to do very little damage against almost every enemy. After shooting an academy drone with two shots and hitting, then I press CTRL + H and get 0 damage on both shots. Anyone else having this problem?
Title: Re: Bugs & Crash Reports
Post by: Meridian on January 27, 2017, 04:27:54 pm
Hello there

Is there a bug in the 0.99E3 version with the Heavy slugthrowers? They seem to do very little damage against almost every enemy. After shooting an academy drone with two shots and hitting, then I press CTRL + H and get 0 damage on both shots. Anyone else having this problem?

Yes, it's a known issue.
Will be fixed in next version.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on January 27, 2017, 04:37:31 pm
Hello there

Is there a bug in the 0.99E3 version with the Heavy slugthrowers? They seem to do very little damage against almost every enemy. After shooting an academy drone with two shots and hitting, then I press CTRL + H and get 0 damage on both shots. Anyone else having this problem?

If you want to fix this before the next version, find Piratez.rul in (XPiratez Folder)/user/mods/Piratez/Ruleset, search for the entry "randomType: 5" - it should be under an item definition called "- type: STR_SLUGTHROWER_SHELLS" - and change it to randomType: 2.
Title: Re: Bugs & Crash Reports
Post by: Breki on January 27, 2017, 04:54:45 pm
Thank you for the assistance. It's my favorite weapon :)
Title: Re: Bugs & Crash Reports
Post by: Bartojan on February 06, 2017, 02:43:28 pm
Ver 0.99F
Can't select another language than English in Options. See the pic.

Edit: The same problem on 3 different PCs. Manual language change in options.cfg doesn't help.
Edit2:
Title: Re: Bugs & Crash Reports
Post by: ivandogovich on February 06, 2017, 04:11:49 pm
Ver 0.99F
Can't select another language than English in Options. See the pic.
This mod is only set up for En-US. 

Derp. Ignore me please.
Title: Re: Bugs & Crash Reports
Post by: Solarius Scorch on February 06, 2017, 05:07:18 pm
But Bartojan is an "official" translator, he's been working on the Czech version of Piratez for ages and never had any issues. So this is a new thing - either on the mod/OXCE+ side, or his side.
Title: Re: Bugs & Crash Reports
Post by: Roxis231 on February 08, 2017, 05:47:39 am
Just a small one here - when viewed in the ufopedia the pictures Loot_Distribution.png & FUS.png show large amounts of pink where there should not be any - Ergo pallet problem

(https://openxcom.org/forum/index.php?action=dlattach;topic=4058.0;attach=26039;image)

I've Included fixed ones below.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on February 08, 2017, 07:34:50 am
Anyone else have there gear pile start cooking off? It's happening about 1 in 5 battles with my fortuna at end of first player turn.  I checked to see if I perhaps left preprimed greandes by accident and that's not it. Whatever is going on reloading the initial battlescape save prevents the cook off.  Any ideas?
Title: Re: Bugs & Crash Reports
Post by: CrazyMode on February 08, 2017, 05:48:10 pm
I got some wierd staff here, in 99f build.

I have grenader build, its just a girl with good throw skil, armor+throw, and bunch pre-primed grenades. After update from 99e.3 to 99f i got this situations on battle fields: if girl have pre-primed grenades in HER inventory, there is chanse this grenades start detonate.
But they are detonate not in HER location, but in location of vehicle inventory.
Like 2 HE grenades in girl inventory, i move her out, check inv, HE still there, pres turn, TWO detonates inside vehicle. Check girl inventory, bout grenades gone/

I start new game, on 99f, edit save(to have gren from start), add grenades on base, take the fight.
Equip girl with pre-primed grenades and... got this bug again.
Any suggestion?
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on February 08, 2017, 06:01:00 pm
This is an issue with an engine upgrade, you need the latest exe from Meridian's thread (https://openxcom.org/forum/index.php/topic,4187.0.html) to fix the bug.  You can also save on turn 1 and reload to fix this, but it might still be buggy until you get the fixed exe.
Title: Re: Bugs & Crash Reports
Post by: Marza on February 09, 2017, 10:58:41 pm
Bootypedia entries for some outfits/armour (https://openxcom.org/forum/index.php/topic,3626.msg78817.html#msg78817) aren't given during a new game with the current version. I haven't researched up to defender armour yet so I don't know the full list of bootypedia entries affected, but so far it includes Ganger, Adventurer, Scout and Tac vest.

There's a research string that simply says WEREWOLF_ARMOR. I assume it's supposed to be STR_WEREWOLF_ARMOR instead? Nevermind, I worked out which bootypedia entry this is.
Title: Re: Bugs & Crash Reports
Post by: CrazyMode on February 10, 2017, 04:25:20 am
This is an issue with an engine upgrade, you need the latest exe from Meridian's thread (https://openxcom.org/forum/index.php/topic,4187.0.html) to fix the bug.  You can also save on turn 1 and reload to fix this, but it might still be buggy until you get the fixed exe.

I update exe file, test a little, and looks like problems with grenades is gone.
Thank you for your advice.
Title: Re: Bugs & Crash Reports
Post by: ajnunezr on February 11, 2017, 01:27:57 am
Hi

Sorry if this is not a bug. In the picture attached, you will find a spot where the gal could be seen and shot.
Or... is that a window?.


Forget it. It is a windows. It is just the angle that make my gal unable to see the guy who is shooting her.
Title: Re: Bugs & Crash Reports
Post by: CrazyMode on February 11, 2017, 08:16:52 pm
After research rebel hybrid got CTD with message in log:
A fatal error has occurred: Research STR_REVOLVER_LT not found.

Original game start on 0.99e3, right now on 0.99f
I upgrade save using string from "Upgrading Saves Between Versions" topic.

Title: Re: Bugs & Crash Reports
Post by: Dioxine on February 11, 2017, 08:38:47 pm
Yeah, it's already fixed for the next release. Just don't research them for now :)
Title: Re: Bugs & Crash Reports
Post by: Carfax on February 12, 2017, 10:48:47 am
Hello to everyone

i just started playing this awsome mod a few days ago. I am enjoying it very much indeed. the research texts are very well writen and funny. i am laughing quiet often reading them. Very well done.

anyway enough of the praise here is my problem.
The Codex researches state they need 30 Workspace but i can´t allocate runts to the project even if i have no other projects running in my extractor (30 Workspace) only when i build a 2nd one i can start the project. So i apparently need more than 30 Workspace to start them buggers. It is not gamebreaking but a nuisance anyway.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on February 12, 2017, 01:54:53 pm
The workshop space is working as intended. Any space requirement for a project is "overhead" above assigning any workers to it. Some projects are intentionally gated in this manner as a limiter on a player advancing without investing in there industry infrastructure. Compared to vanilla a single main base will not cover everything you will need.
Title: Re: Bugs & Crash Reports
Post by: Carfax on February 12, 2017, 02:42:04 pm
Thanks for the information. I didn´t know that the requirements and the workers ad up.
It makes sense to put some of the more potent stuff behind a barrier of some sort.
Title: Re: Bugs & Crash Reports
Post by: Imeryak on February 13, 2017, 08:45:37 am
I downloaded a new version (0.99.f1) of the mod, copied original game data, but i got an error when trying to launch it. Help needed.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on February 13, 2017, 08:51:49 am
BATTLE.CAT is one of the original game's files. You seem to be missing it; try re-launching and changing master mod setting from tftd to ufo, then x-piratez.
Title: Re: Bugs & Crash Reports
Post by: Imeryak on February 13, 2017, 10:16:07 am
BATTLE.CAT is one of the original game's files

But it is not. BATTLE.CAT is alias for battlescape sounds file (SOUND1.CAT or SAMPLE2.CAT), and i have one of them (sample2.cat) in a right place.
Proofs:
https://www.ufopaedia.org/index.php/Ruleset_Reference_(OpenXcom)#Extra_Sounds
https://www.ufopaedia.org/index.php/SOUND

UPD: I plugged in headphones and it all worked somehow. I think problem was that originaly my pc had no audiodevices (its only for work, duh), and that cause this little bug to pop up.
Title: Re: Bugs & Crash Reports
Post by: Ketonur on February 13, 2017, 07:29:19 pm
When i have pre-primed grenades they quite often teleport to the equipment place in craft and explode.
Title: Re: Bugs & Crash Reports
Post by: Meridian on February 13, 2017, 07:31:02 pm
When i have pre-primed grenades they quite often teleport to the equipment place in craft and explode.

They "teleport" when you change armor... and a slot they were in before doesn't exist anymore.
Title: Re: Bugs & Crash Reports
Post by: Ketonur on February 13, 2017, 09:18:47 pm
I don`t think that is the case. Let`s say that i prime grenade in turn one, put it back in my belt and go out from Pachyderm. I hit end turn and that grenade teleport inside of the Pachyderm and explode. I lost all of my stuff inside of Pachy as high explosive teleported from the middle of the map...
Title: Re: Bugs & Crash Reports
Post by: juff on February 14, 2017, 02:54:16 pm
Clearing ship inventory using ctrl-alt-backspace creates duplicates of most of the equipment on the ship. almost everything seems to have been duplicated except for a battleflag, x-grog and xg weapons.
Title: Re: Bugs & Crash Reports
Post by: Meridian on February 14, 2017, 03:33:13 pm
Clearing ship inventory using ctrl-alt-backspace creates duplicates of most of the equipment on the ship. almost everything seems to have been duplicated except for a battleflag, x-grog and xg weapons.

Yes, sorry, probably a merge issue :( ... I'll fix it asap.
Title: Re: Bugs & Crash Reports
Post by: Cristao on February 14, 2017, 09:45:43 pm
Clearing ship inventory using ctrl-alt-backspace creates duplicates of most of the equipment on the ship. almost everything seems to have been duplicated except for a battleflag, x-grog and xg weapons.

Hmmm infinite ammo ...
Title: Re: Bugs & Crash Reports
Post by: Meridian on February 14, 2017, 10:27:40 pm
Hmmm infinite ammo ...

Actually, it only duplicates ammo-less weapons, so no infinite ammo :)
Title: Re: Bugs & Crash Reports
Post by: khade on February 15, 2017, 01:56:00 am
Can we add an outfit that gives infinite ammo to the user? I figure it would include a headband for reasons.   :)
Title: Re: Bugs & Crash Reports
Post by: juff on February 15, 2017, 04:51:49 am
I tried taking a prospector on an orbital mission, but my gals couldn't get out of the ship.
Not sure if its a bug, but I've also encountered 2 raider vessels with pirate clothing on the roof. also, is the mutated reaper's spit supposed to cost only 5 TUs?
Title: Re: Bugs & Crash Reports
Post by: Dioxine on February 15, 2017, 10:17:52 am
I tried taking a prospector on an orbital mission, but my gals couldn't get out of the ship.
Not sure if its a bug, but I've also encountered 2 raider vessels with pirate clothing on the roof. also, is the mutated reaper's spit supposed to cost only 5 TUs?

Ah yes, Prospector needs a fix.
The 5 TU cost is unimportant, since high energy cost should severely limit spit's usage anyway. Reaper is not a stationary turret.
Title: Re: Bugs & Crash Reports
Post by: juff on February 15, 2017, 01:24:43 pm
Ah yes, Prospector needs a fix.
The 5 TU cost is unimportant, since high energy cost should severely limit spit's usage anyway. Reaper is not a stationary turret.
I was going to add that I couldn't use x-grog on the reaper, but I suppose that's by design.
Title: Re: Bugs & Crash Reports
Post by: legionof1 on February 15, 2017, 01:44:47 pm
Not so much a bug as a technical issue with 2x2 units. 2x2 are handled quite differently by the game engine. The usage in Priatez is well beyond what the original engine was made for.
Title: Re: Bugs & Crash Reports
Post by: ohartenstein23 on February 15, 2017, 02:56:00 pm
Ah yes, Prospector needs a fix.
The 5 TU cost is unimportant, since high energy cost should severely limit spit's usage anyway. Reaper is not a stationary turret.

If you wait for OXCE 3.7 (Yankes said a few weeks), it'll include my map generation code that can remove some of the hackishness from the orbital maps, including letting gals disembark the craft at its bottom level.
Title: Re: Bugs & Crash Reports
Post by: Meridian on February 16, 2017, 12:21:53 pm
Clearing ship inventory using ctrl-alt-backspace creates duplicates of most of the equipment on the ship. almost everything seems to have been duplicated except for a battleflag, x-grog and xg weapons.

Fixed: https://openxcom.org/forum/index.php/topic,4187.msg79243.html#msg79243
Title: Re: Bugs & Crash Reports
Post by: juff on February 16, 2017, 04:09:36 pm
syns can use alcohol on themselves, but are unaffected by other gals using them. medikits also can't seem to detect them.
This isn't a bug, but I noticed there are 2 researches named tank/battlecannon, one for building them and one for captured enemy tanks. maybe one should be renamed.
Title: Re: Bugs & Crash Reports
Post by: Martin on February 19, 2017, 12:07:01 pm
Purple turtle claims to have capacity of 12 and indeed 12 gals can fit in, but only 9 units spawn on the battlescape.

IDK if bug or not, but red codex unlocks three different crafts, while gray and golden only get one of them.
Title: Re: Bugs & Crash Reports
Post by: Dioxine on February 20, 2017, 10:10:24 am
Purple turtle claims to have capacity of 12 and indeed 12 gals can fit in, but only 9 units spawn on the battlescape.

IDK if bug