OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Solarius Scorch on November 10, 2016, 03:19:48 pm

Title: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 10, 2016, 03:19:48 pm
Please report found bugs and fatal crashes caused by X-Com Files here.

Each 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 (i.e. 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.

(And yes, I stole most of this text from Arthanor's opening of a similar topic in X-Piratez. Hey, I'm a modder after all.)

EDIT: Changed the topic to make it look different from the Piratez one, as I was getting confused.


EDIT: Do not enable Aliens Pick Up Weapons, as it is already included with this mod.
Title: Re: Bug n' Crash Reports
Post by: Nord on November 11, 2016, 04:09:53 pm
Here some missing strings:
- zombie infector corpse bioextraction project name
-"str_no_alien_containment_for_transfer_2"
- deep one village mission name

And alive zombies still useless (can not be bioextracted)
Title: Re: Bug n' Crash Reports
Post by: Solarius Scorch on November 11, 2016, 07:15:26 pm
Here some missing strings:
- zombie infector corpse bioextraction project name
-"str_no_alien_containment_for_transfer_2"

Indeed, thank you, fixed.

- deep one village mission name

This one seems to be in, are you sure?

And alive zombies still useless (can not be bioextracted)

Should I make it possible to butcher them? Sounds... kinda inappropriate. :)
Title: Re: Bug n' Crash Reports
Post by: Nord on November 11, 2016, 07:55:21 pm
This one seems to be in, are you sure?
Got a savegame.
Should I make it possible to butcher them? Sounds... kinda inappropriate. :)
Well... they are zombies, right? And vivisection of alive alien species is what X-com researchers do most of their time, i think. 8)
Title: Re: Bug n' Crash Reports
Post by: Solarius Scorch on November 11, 2016, 08:41:45 pm
Got a savegame.

What am I supposed to do with it?

Well... they are zombies, right? And vivisection of alive alien species is what X-com researchers do most of their time, i think. 8)

Yes, for science! But this would be industrial butchery of, well, sick people... I just don't know.

EDIT: Moved the Zombies issue to a new thread.
Title: Re: Bug n' Crash Reports
Post by: Nord on November 11, 2016, 10:51:56 pm
Savegame with active mission, named Str_deep_one_village, or something like that.
Title: Re: Bug n' Crash Reports
Post by: Solarius Scorch on November 11, 2016, 10:54:35 pm
Savegame with active mission, named Str_deep_one_village, or something like that.

OK, you're right, sorry. Fixed.
Title: Re: Bug n' Crash Reports
Post by: dorsidwarf on November 11, 2016, 11:35:24 pm
Hey, I've gotten a crash bug. Crash reliably happens at the same time and seems to be an event, see:

Quote
[11-11-2016 20:20:42]   [WARN]   MARK ALL AS SEEN not found in en-GB
[11-11-2016 20:22:00]   [INFO]   requested file not found: UFOGRAPH/MAN_15M0.SPK
[11-11-2016 20:22:03]   [INFO]   requested file not found: UFOGRAPH/MAN_16M0.SPK
[11-11-2016 20:22:04]   [INFO]   requested file not found: UFOGRAPH/MAN_18M0.SPK
[11-11-2016 20:22:06]   [INFO]   requested file not found: UFOGRAPH/MAN_16M0.SPK
[11-11-2016 20:22:06]   [INFO]   requested file not found: UFOGRAPH/MAN_15M0.SPK
[11-11-2016 20:22:07]   [INFO]   requested file not found: UFOGRAPH/MAN_16M0.SPK
[11-11-2016 20:22:09]   [INFO]   requested file not found: UFOGRAPH/MAN_18M0.SPK
[11-11-2016 20:22:11]   [INFO]   requested file not found: UFOGRAPH/MAN_16M0.SPK
[11-11-2016 20:22:11]   [INFO]   requested file not found: UFOGRAPH/MAN_18M0.SPK
[11-11-2016 20:22:12]   [INFO]   requested file not found: UFOGRAPH/MAN_16M0.SPK
[11-11-2016 20:22:15]   [INFO]   requested file not found: UFOGRAPH/MAN_18M0.SPK
[11-11-2016 20:22:17]   [INFO]   requested file not found: UFOGRAPH/MAN_16M0.SPK
[11-11-2016 20:22:18]   [INFO]   requested file not found: UFOGRAPH/MAN_18M0.SPK
[11-11-2016 20:22:19]   [INFO]   requested file not found: UFOGRAPH/MAN_16M0.SPK
[11-11-2016 20:22:21]   [INFO]   requested file not found: UFOGRAPH/MAN_18M0.SPK
[11-11-2016 20:22:21]   [INFO]   requested file not found: UFOGRAPH/MAN_16M0.SPK
[11-11-2016 20:22:22]   [INFO]   requested file not found: UFOGRAPH/MAN_18M0.SPK
[11-11-2016 20:22:25]   [INFO]   requested file not found: UFOGRAPH/MAN_16M0.SPK
[11-11-2016 20:22:25]   [INFO]   requested file not found: UFOGRAPH/MAN_18M0.SPK
[11-11-2016 20:22:26]   [INFO]   requested file not found: UFOGRAPH/MAN_6M0.SPK
[11-11-2016 20:22:27]   [INFO]   requested file not found: UFOGRAPH/MAN_20M0.SPK
[11-11-2016 20:22:28]   [INFO]   requested file not found: UFOGRAPH/MAN_6M0.SPK
[11-11-2016 20:22:29]   [INFO]   requested file not found: UFOGRAPH/MAN_20M0.SPK
[11-11-2016 20:22:31]   [INFO]   requested file not found: UFOGRAPH/MAN_20M0.SPK
[11-11-2016 20:23:48]   [FATAL]   A fatal error has occurred: Error proccessing mission script named: soldierRampage, race: STR_POSTAL1 is not defined
[11-11-2016 20:23:49]   [FATAL]   Crash dump generated at C:\Users\Ben\Documents\OpenXcom_XFiles\user\11-11-2016_20-23-48.dmp
[11-11-2016 20:23:51]   [FATAL]   OpenXcom has crashed: Error proccessing mission script named: soldierRampage, race: STR_POSTAL1 is not defined
Extra information has been saved to openxcom.log.
Please report this to the developers.

Is this a problem on my end or the mod's?
Title: Re: Bug n' Crash Reports
Post by: Solarius Scorch on November 12, 2016, 12:03:50 am
Hey, I've gotten a crash bug. Crash reliably happens at the same time and seems to be an event, see:

Is this a problem on my end or the mod's?

It's a known bug, sorry about it. It'll be fixed in the next version.
Title: Re: Bug n' Crash Reports
Post by: dorsidwarf on November 12, 2016, 01:07:10 am
Good to hear its already being fixed!
Title: Re: Bug n' Crash Reports
Post by: Solarius Scorch on November 12, 2016, 02:43:34 am
Good to hear its already being fixed!

Yeah, just download today's version 0.4.1.
Title: Re: The X-Com Files - 0.4.1 alpha: Dogs of Wow
Post by: NebulaM78 on November 12, 2016, 01:07:56 pm
Glad to see that this mod has come so far. There's a crash in the sole Dangerous Lunatic mission that I got. The crash only occurs if the I try to put the lunatic on my screen, that is to say that if my soldiers can see him it's fine, but if I try to scroll to him to attack the game crashes.

EDIT: Crap I didn't notice that there's a bug report thread. Could someone please move this post to that thread?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 12, 2016, 04:55:04 pm
Yes, indeed there is a missing definition for the unit graphics. Sorry, here's a hotfix - just replace the file in the Ruleset folder.
Title: Re: Bugs, crashes, typos & bad taste
Post by: NebulaM78 on November 13, 2016, 04:11:16 am
Thanks, Solarius.
Title: Re: Bugs, crashes, typos & bad taste
Post by: dorsidwarf on November 13, 2016, 02:33:38 pm
I raided a cult outpost, but couldnt find the last man. Bug Hunt mode activated, but there are no enemies on the map. Why wont the mission end?

Edit: it turns out there was an invisible ninja hiding in a corner waiting to instant-kill the first sucker to walk nearby. Damnit
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 14, 2016, 05:07:18 am
I've got a crash on my first mission.  The error pop-up says the map failed to fully generate.

Edit:  I waited a day and it worked.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 14, 2016, 10:40:24 am
I've got a crash on my first mission.  The error pop-up says the map failed to fully generate.

Edit:  I waited a day and it worked.

Thanks for the report. It appears that the Port terrain doesn't like being 40x40-sized.

I'll remove it from Cult Apprehension, it's not badly needed.

EDIT: Actually, this entire terrain seems broken. Has it been like this before?

EDIT: No, I broke it recently. -_-' Sorry, hotfix attached - please replace the file.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on November 14, 2016, 12:39:51 pm
Got a crash. STEPPEDBITS instead STEPPEBITS in map terrain rules.
Also, interceptor craft has 0 selling price. 
And one more strange thing: Chtonites not always spawn corpse when killled.
Fourth: Psionic laboratory research opens no facilities, no ufopaedia entrys, only mind shield project.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 14, 2016, 01:56:20 pm
Got a crash. STEPPEDBITS instead STEPPEBITS in map terrain rules.

Oops, good catch.

Also, interceptor craft has 0 selling price.

Indeed, my bad.

And one more strange thing: Chtonites not always spawn corpse when killled.

Wasn't it just an overkill? They are not terribly tough, so if you use for example explosives on them...

Fourth: Psionic laboratory research opens no facilities, no ufopaedia entrys, only mind shield project.

Another good catch.

What a horrible version. :P I'll release a new one after work... Will contain just a little new stuff too.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on November 14, 2016, 02:10:09 pm
Wasn't it just an overkill? They are not terribly tough, so if you use for example explosives on them...
Heavy Laser is enough for that?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 14, 2016, 02:15:29 pm
Heavy Laser is enough for that?

Yes. If you want to check the ruleset yourself, look for this:

Code: [Select]
    damageAlter:
      IgnoreOverKill: false

If this code is present, then it means the weapon may potentially vaporize the target.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 17, 2016, 10:36:36 am
I just researched 'Durathread Factory Location' and got this.  Is the actual text not in yet?  Is this just unlocking a new mission or is there something else I need to know?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on November 17, 2016, 11:38:01 am
Now psionic lab can be built, but still no ufopaedia entry.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 17, 2016, 11:42:09 am
I just researched 'Durathread Factory Location' and got this.  Is the actual text not in yet?  Is this just unlocking a new mission or is there something else I need to know?

Yeah, it's unlocking a new mission. There was an error in the strings section...

Now psionic lab can be built, but still no ufopaedia entry.

Please excuse me while I stick my head in the oven.

...Hotfix for both issues attached.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Drasnighta on November 17, 2016, 06:28:04 pm
Please excuse me while I stick my head in the oven.


Well, I don't think the answer is to go and get [b[baked[/b] now...  Unless you Code better that way...  Some people do.  :D
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 17, 2016, 06:29:15 pm

Well, I don't think the answer is to go and get [b[baked[/b] now...  Unless you Code better that way...  Some people do.  :D

I don't code better, but I can code way more. :D
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 18, 2016, 03:44:12 am
Two more.  The first is minor, just another missing text for the durathread factory briefing.  The second is that I installed a large radar in two of my bases but the radar outline isn't showing for my original base.  I haven't had any UFOs yet, so I'm worried about whether it's not working or just a visual bug.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 18, 2016, 10:49:24 am
Thanks for the reports. Yeah, that durathread factory is troublesome... Fix attached.

And as for the radar, the problem is that only the biggest radar range is shown, and since the HQ functions as a radar with global range, no other circle is shown... I can't do anything about it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 18, 2016, 01:40:23 pm
Is there any need for an HQ after labs are available or is it safe for me to replace it?
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on November 18, 2016, 02:58:36 pm
No need if you're concerned about lab space, but as Solar said, it has a low-detection-percentage global radar.  While not great for picking up UFOs initially, the global range means any UFO detected by another radar will stay detected anywhere until it disappears.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 18, 2016, 04:14:14 pm
No need if you're concerned about lab space, but as Solar said, it has a low-detection-percentage global radar.  While not great for picking up UFOs initially, the global range means any UFO detected by another radar will stay detected anywhere until it disappears.

Yeah, it should be particularly useful for very slow UFOs. It's not a much used feature now, but some enemy craft are fairly slow, and therefore even a weak radar should pick them up with enough attempts.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 19, 2016, 02:31:27 am
That sounds useful.  Thanks
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 19, 2016, 12:33:46 pm
By the way... Desert terrain is somewhat bugged, because I used outdated tileset files. So please for now don't freak out if there's a black square somewhere. (Shouldn't be a fatal error.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 21, 2016, 08:39:08 am
When going to the EXALT HQ I found that the default jumpsuit gets removed but the alternate color jumpsuits are are allowed.  In the save the first four agents have various jumpsuits so you can see what gets through.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 21, 2016, 01:05:25 pm
When going to the EXALT HQ I found that the default jumpsuit gets removed but the alternate color jumpsuits are are allowed.  In the save the first four agents have various jumpsuits so you can see what gets through.

Thanks, I missed this one.

EDIT: ...wait, what? How did you manage to put non-standard jumpsuits on your people? They should only appear on certain maps, automatically.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on November 21, 2016, 04:39:46 pm
No, alternative jumpsuits are always available.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 21, 2016, 11:22:43 pm
No, alternative jumpsuits are always available.


...okay, I'll fix it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 22, 2016, 12:07:41 am
I assumed all jumpsuits were meant to be allowed.  The jumpsuits are still thin compared to kevlar, so I figured they were the most advanced 'civilian' armor.  So where are these certain maps that are meant to have the alt-colors?  I haven't run into anything that required jumpsuits yet.

Also, are MiB Demomen meant to carry Blaster Launchers?  It seems rather excessive compared to their other equipment.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 22, 2016, 12:11:35 am
I assumed all jumpsuits were meant to be allowed.  The jumpsuits are still thin compared to kevlar, so I figured they were the most advanced 'civilian' armor.  So where are these certain maps that are meant to have the alt-colors?  I haven't run into anything that required jumpsuits yet.

Well, the intention was for the normal jumpsuit to change colours for certain environment, like green in a forest or brown in the desert. It is to reflect on the fact that it provides camo.

Also, are MiB Demomen meant to carry Blaster Launchers?  It seems rather excessive compared to their other equipment.

It's practically a placeholder.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Ragshak on November 22, 2016, 07:27:14 pm
Theres no UFOapedia entry for "CAFE".

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 22, 2016, 11:01:30 pm
Theres no UFOapedia entry for "CAFE".

Why would it be needed?
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 23, 2016, 07:01:50 am
Why would it be needed?

Maybe to specify that it is a covert insertion at a small cafe and not a vehicle with an acronym name.  I know I didn't realize what it was until I read one of your posts.

Also, I have another crash.  It's on a ground assault of a very large craft.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 23, 2016, 09:14:59 am
Maybe to specify that it is a covert insertion at a small cafe and not a vehicle with an acronym name.  I know I didn't realize what it was until I read one of your posts.

But it only shows up in Quick Battle, what use would a Ufopaedia entry have?

Also, I have another crash.  It's on a ground assault of a very large craft.

Ok, I'll check.

EDIT: No idea what's wrong. MiB bases never caused any trouble. THIS IS WEIRD.

What I can suggest for now it to go to line 22689 in the save, change the number to something small and let it just fly away...
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 23, 2016, 09:34:11 am
I can see it in my Purchase screen.  Is it not supposed to be there?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 23, 2016, 09:37:24 am
I can see it in my Purchase screen.  Is it not supposed to be there?

Oh shit :P
But I don't have it...

Also, still no progress with that bug... NO IDEA WHAT IS WRONG.
What do other modders do with such cases? :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Ragshak on November 23, 2016, 04:38:03 pm
I can also see CAFE from the beginning.
And I was asking about UFOwiki entry because had no idea what it does.

Next one: UFOWiki entry about dogs says that they have 80TU. In fact after buying them they have around 60 and varies from dog to dog.

I wonder about Public transport speed - it seems to be very slow, even for a plane.

EDIT: Is it ok that SELLING abducted farmer corpse COST me 10k? It would be easier to burn them.

Solarius: Jest gdzieś polski odpowiednik tego forum?

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 23, 2016, 04:57:18 pm
I can also see CAFE from the beginning.
And I was asking about UFOwiki entry because had no idea what it does.

Okay, I don't, but I don't doubt you do... I think it is fixed now. Just ignore it at the moment, okay?

Next one: UFOWiki entry about dogs says that they have 80TU. In fact after buying them they have around 60 and varies from dog to dog.

Yeah, I'll fix it too... Thanks.

I wonder about Public transport speed - it seems to be very slow, even for a plane.

It's not just the plane speed, it's more like: get in the car, leave your base in the middle of nowhere, drive up to the airport, get through all the traffic somehow, find a damn parking spot, wait for an hour in the hall, board the plane, wait another hour until the plane is finally actually ready, take the trip, get to the customs, sped ten hours in detention because some idiot forgot to declare your guns, collect your rented car, get to the hotel, get yourself reeeaaally drunk because it was a stressful day, wake up late with a hangover, get to the car, drive to the crime site in the middle of nowhere, get to actual work. Repeat on your way back.

EDIT: Is it ok that SELLING abducted farmer corpse COST me 10k? It would be easier to burn them.

Well, you were supposed to save them! Now use your money to cover up the ugly truth that you failed them! Boo! Boo! :)

Solarius: Jest gdzieś polski odpowiednik tego forum?

Polskie forum OpenXCom? Nie mam pojęcia :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 24, 2016, 03:57:36 am
Regarding the farmers, I'm pretty sure it costs 10k to get rid of a live one too.  Shouldn't that cost less?

Also update on that Mib base bug.  I don't know if you tried, but I waited a day and it worked.  Maybe it's another map generation problem?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 24, 2016, 04:01:20 am
Regarding the farmers, I'm pretty sure it costs 10k to get rid of a live one too.  Shouldn't that cost less?

OK, I'll have a look.

Also update on that Mib base bug.  I don't know if you tried, but I waited a day and it worked.  Maybe it's another map generation problem?

Thanks. I suppose one terrain doesn't like the base for some reason.
Title: Re: Bugs, crashes, typos & bad taste
Post by: arrakis69ct on November 24, 2016, 10:53:25 am
I can see it in my Purchase screen.  Is it not supposed to be there?
I comment this in other post in my case if i open the aircraft rules is the 1st aircaraft

Enviado desde mi ECOO E04 3GB mediante Tapatalk

Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on November 24, 2016, 05:37:48 pm
More missing strings:
hybrid farm alert - mission name
uso arrived - mission name
stormlance missile - name of ammo
flame glove use - name of project (and no ufopedia entry)
dagon staff use - name of project (and no ufopedia entry)

Also, hovertank laser/gauss  ufopedia provided when research ufo construction, not proper techs.

P.S. Because i am again lying in hospital, and there is nothing to do, tomorrow will post zombie ufopedia sprites. I hope so.  ::)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 24, 2016, 06:44:40 pm
More missing strings:
hybrid farm alert - mission name
uso arrived - mission name
stormlance missile - name of ammo
flame glove use - name of project (and no ufopedia entry)
dagon staff use - name of project (and no ufopedia entry)

Also, hovertank laser/gauss  ufopedia provided when research ufo construction, not proper techs.

Thanks, found and fixed most of these. This is some invaluable input!

P.S. Because i am again lying in hospital, and there is nothing to do, tomorrow will post zombie ufopedia sprites. I hope so.  ::)

Yeah, many thanks. Good luck with this stuff... Are you taking requests maybe? :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on November 24, 2016, 06:56:03 pm
Yeah, of course. Just dont expect wondrous quality.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 26, 2016, 05:02:55 am
I can choose to equip the underwater variant of stormtrooper armor.  I assume it's the same issue as the alt-jumpsuits.  The underwater variant also gets past the armor check at the EXALT HQ.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 26, 2016, 12:14:07 pm
Thanks, it looks I screwed up this part. I fixed it now, we'll see if I did it right...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Ragshak on November 27, 2016, 12:28:05 am
In my new run I cant get missions with EXALT. Needt o catch one to do EXALT Network reaserch. It is random which faction will show on the map?

Got Stragne Monsters missions with... Reapers. The problemis that UFOpedia entry says that this unit is connected with Floaters. Invasion didnt start yet so Reapers should be removed from those missions or UFOpeia entry should be tweaked a little bit.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 27, 2016, 12:32:38 am
In my new run I cant get missions with EXALT. Needt o catch one to do EXALT Network reaserch. It is random which faction will show on the map?

They should spawn... Sometimes they take a break and disappear for a month or two, so it's probably this. If this continues for several months, please tell me, but it seems fine at the moment.

Got Stragne Monsters missions with... Reapers. The problemis that UFOpedia entry says that this unit is connected with Floaters. Invasion didnt start yet so Reapers should be removed from those missions or UFOpeia entry should be tweaked a little bit.

Damn! I forgot to edit this. Thanks.

(Also I should make wild Reapers without the harness...)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 27, 2016, 04:41:01 am
I killed a new enemy during a base defense and the corpse was called STR_REPTOID_DRAKE_CORPSE.  I didn't get an entry for researching it.

Edit: A live werecat is also showing an STR name.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dioxine on November 27, 2016, 01:28:05 pm
One cause for weird crashes/behaviour that looks fine on modder's part is failing to purge all old content before installing a new version, or using a wrong executable, or using non-supported mods.
This explains the Cafe bug, and might explain MiB base bug, since unlike Geoscape, much of data is generated on user's end when a mission starts.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 27, 2016, 04:46:10 pm
One cause for weird crashes/behaviour that looks fine on modder's part is failing to purge all old content before installing a new version, or using a wrong executable, or using non-supported mods.
This explains the Cafe bug, and might explain MiB base bug, since unlike Geoscape, much of data is generated on user's end when a mission starts.

Regarding that MiB base, there was only one other mod active, Aliens Pick Up Weapons. While it's redundant, since OXC already has this element included, it shouldn't cause any problems... But wrong version/executable could.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Ragshak on November 28, 2016, 12:32:20 am
I have issues with Strange Monster missions. So far only Chupacabras and Spikeboears were aggresive at some degree. Spiders, if left uncontrolled, had few lucky bites.
Reapers, Zombies,  Mogwars(?) (...that white ugly gorilla*), Scorpions just go here and there and dont do much. The more I play the more I find Strange Monster missions boring and unatractive. Its quite frustrating to kill - with low tier weapons - 20+ Zombies  or those white/grey Gorillaz. My gyus just sit near the Van and shot everything that moves... its more a accuracy training than interesing mission. I often kill few enemies to get some score and then abandom mission.
Would be cool to see more of hunt like missions. So for example Strange Monster starts on one corner of the map and have to escape by going to specific place on the map OR force player to hunt by giving only X turns to complete the missions (I dont like missions with time limit but this is one of many solutions).
Also briefing tells about locals helping to locate Strange Monsters. Would be cool to see some locals with weapons as allies (But dont know is this even technically possible).

*UFOpedia entry tells that they are higly agressive... but they are not.
 
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 28, 2016, 12:40:45 am
Monster aggression has at some point became a problem, but it was fixed... Make sure you are using the latest available version of the mod.

But I don't agree that they aren't aggressive, I always get bitten by a stealthy spider in the ass.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Ragshak on November 28, 2016, 12:54:43 am
v0.4.2 on my end
Title: Re: Bugs, crashes, typos & bad taste
Post by: Arthanor on November 28, 2016, 12:58:44 am
After turn 20 or whatever, they can become really annoying. The problem is that they don't seem to spot you and act aggressively (potentially because the AI isn't very good at the "walking up to enemies and hiding so you can attack them next turn"). There's also the thing where wounded enemies have a tendency to flee, which means you can safely shoot the closest enemies and they will retreat, then reconsider and move in, (or the opposite) which amounts to not making much progress.

It might be interesting to give them knowledge of the player location but reduce their aggression. This means they'll either sulk or, knowing that they are in range, strike at you. That's a behaviour that's pretty close to animals. Charging from long distances, especially under fire, isn't. Doing their thing/hiding until threatened (by the hunter coming close) and then striking out would be much more like it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 28, 2016, 01:57:03 am
In the next version it should be a little better.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 29, 2016, 12:46:06 pm
In a recent mission I noticed I was getting damaged personal armor from nowhere.  It seems my unconscious soldier in personal armor counts for the drop.  I tested it by knocking one of my other personal armor troops (near the skymarshall) unconscious and I got a second damaged armor.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Ragshak on November 29, 2016, 05:22:51 pm
About missing faction...

They should spawn... Sometimes they take a break and disappear for a month or two, so it's probably this. If this continues for several months, please tell me, but it seems fine at the moment.

Finally they showed up.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 29, 2016, 10:21:08 pm
In a recent mission I noticed I was getting damaged personal armor from nowhere.  It seems my unconscious soldier in personal armor counts for the drop.  I tested it by knocking one of my other personal armor troops (near the skymarshall) unconscious and I got a second damaged armor.

That's ultra weird, recoverable items have been in for 2 years at least and thre were no problems. I haven't changed anything there, at least with the personal armour...

Are you sure this damaged armour didn't come from some other (dead) soldier?
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on November 30, 2016, 03:56:19 am
None of my soldiers died, so it wasn't from a dead body.  And like I said, when I knocked out one of my other personal armor soldiers it caused a second damaged armor to appear on the loot screen.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 30, 2016, 10:07:48 am
None of my soldiers died, so it wasn't from a dead body.  And like I said, when I knocked out one of my other personal armor soldiers it caused a second damaged armor to appear on the loot screen.

OK, thanks for the report. I'll try to look at it ASAP.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on December 01, 2016, 03:07:20 am
I've noticed a few problems with the UFOpedia.  The entries for 'X-COM Summary Report #3,' 'Sectopod Construction,' and 'UFO Construction' get re-marked as new when I restart the game after closing it.  I remember Piratez having a similar problem a few updates ago.  Worse is that attempting to view the 'Hybrid Storage Facility' entry causes a crash.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 01, 2016, 06:06:06 pm
I've noticed a few problems with the UFOpedia.  The entries for 'X-COM Summary Report #3,' 'Sectopod Construction,' and 'UFO Construction' get re-marked as new when I restart the game after closing it.  I remember Piratez having a similar problem a few updates ago.  Worse is that attempting to view the 'Hybrid Storage Facility' entry causes a crash.

Sorry about the crash, to fix it add this to items_XCOMFILES:

Code: [Select]
  - type: STR_HYBRID_STORAGE
    bigSprite: 299
    weight: 0
    invWidth: 2
    invHeight: 3

As for the unmarking of research, I'll ask Dioxine what the deal was.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Ragshak on December 01, 2016, 08:59:24 pm
Promotion II  issue. Screen shows High Explosives as a reward but I cant buy it and see in UFOpedia. Instead I get Smoke Granade which isn't listed on the Promotion screen.

Edit: At this stage I have access to BlackOps arsenal and Contract weapons (Dagon in my case) seems pointless.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 01, 2016, 10:11:48 pm
As for the unmarking of research, I'll ask Dioxine what the deal was.

When opening UFO construction, Hovertank rocket launcher is marked as read;
when opening Sectopod construction, Sectopod laser is marked as read;
when opening the report #3, HMG is marked as read

Not sure, WTF is going on... but I think Dioxine is using those _ZZZ requirements to workaround it?

I'll have a look in more detail into it later... I don't think it's problem in my code (of course it may very well be), but I guess it's some extremely well hidden vanilla bug or some stupid copy-paste error; or some other fauna or flora.

Code: [Select]
  - id: STR_HOVERTANK_ROCKET_LAUNCHER
    type_id: 3
    section: STR_WEAPONS_AND_EQUIPMENT
    weapon: STR_ROCKET_LAUNCHER
    requires:
      - STR_UFO_CONSTRUCTION
    text: STR_HOVERTANK_ROCKET_LAUNCHER_UFOPEDIA
    listOrder: 1117

  - id: STR_SECTOPOD_LASER
    type_id: 3
    section: STR_WEAPONS_AND_EQUIPMENT
    weapon: STR_LASER_CANNON
    requires:
      - STR_LASER_CANNON
      - STR_SECTOPOD_CONSTRUCTION
    text: STR_SECTOPOD_LASER_UFOPEDIA
    listOrder: 1640

  - id: STR_HMG
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_HMG_UFOPEDIA
    requires:
      - STR_MILESTONE_3
    listOrder: 3120
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 02, 2016, 12:18:19 am
Thanks Meridian. To be honest, I'd prefer if you looked at X-Com Files files (lol), since I don't understand at 100% what the issue is.

@Ragshak: Yes, that info is incorrect, thanks.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on December 03, 2016, 03:00:13 am
I finished researching plasma defenses but couldn't build it and didn't get the entry.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 03, 2016, 03:27:24 am
I finished researching plasma defenses but couldn't build it and didn't get the entry.

Sorry, fixing right now.
Title: Re: Bugs, crashes, typos & bad taste
Post by: doctoxic on December 03, 2016, 01:20:13 pm
very new to mod so not sure if these are even bugs

1) The GYM - i can't find a way to use it, maybe put something in the UFOPEDIA?

2) In one mission i had the little squares pop up when you see an enemy, however when i clicked on it it centered on my own man - can't remember now but it may have been the wounded guys

3) I assume its WAD that you can't build labs and workshops at the start, however i can't see any research that gets them or even leads to them

anyway, great work and lovin it so far

cheers
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 03, 2016, 01:31:13 pm
very new to mod so not sure if these are even bugs

Welcome, Comrade!

1) The GYM - i can't find a way to use it, maybe put something in the UFOPEDIA?

Well, it depends if you have the "Psi Training at any time" enabled, but generally you send people to train exactly like with the Psi training... Either from the Soldiers menu, or by right-clicking on the building. I can expand the description, just please tell me what exactly you'd like to see.

2) In one mission i had the little squares pop up when you see an enemy, however when i clicked on it it centered on my own man - can't remember now but it may have been the wounded guys

Blue are for your wounded, yes. Meridian's work, very useful. :)

3) I assume its WAD that you can't build labs and workshops at the start, however i can't see any research that gets them or even leads to them

Yes?

anyway, great work and lovin it so far

cheers

Thank you, good luck ,and don't forget to update when the new version is available! (hopefully very soon)
Title: Re: Bugs, crashes, typos & bad taste
Post by: doctoxic on December 03, 2016, 02:38:19 pm

Well, it depends if you have the "Psi Training at any time" enabled, but generally you send people to train exactly like with the Psi training... Either from the Soldiers menu, or by right-clicking on the building. I can expand the description, just please tell me what exactly you'd like to see.


thanks - i hadn't, but enabling it fixed everything

perhaps in the UFOPEDIA you could just add a comment that training is offered only once a month and specifiy whether soldiers on training are still available for missions



Blue are for your wounded, yes. Meridian's work, very useful.
got it - i think i better have a closer look at that mod to see what else i am missing





Yes?

sorry, but can you clarify when labs are available - i quickly ran all the available research without doing any missions and still no option to build labs/workshop - i don't have a problem with this if its intended but was just afraid i was missing something obvious about labs and ruining my game


Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 03, 2016, 05:35:03 pm
thanks - i hadn't, but enabling it fixed everything

Good!

perhaps in the UFOPEDIA you could just add a comment that training is offered only once a month and specifiy whether soldiers on training are still available for missions

I can do that, yeah... But it'd be hard when I don't know which option the player uses.

got it - i think i better have a closer look at that mod to see what else i am missing

Yeah, I've added some articles to document it, but it's not nearly enough.

sorry, but can you clarify when labs are available - i quickly ran all the available research without doing any missions and still no option to build labs/workshop - i don't have a problem with this if its intended but was just afraid i was missing something obvious about labs and ruining my game

I could, but what's next? How to Get Plasma Weapons Early Guide? :) You can use the Tech Tree Viewer (middle-click on any research topic) when in doubt whether something works correctly, but I don't recommend it for normal game, as I consider it spoilers. It's up to you though.
Title: Re: Bugs, crashes, typos & bad taste
Post by: doctoxic on December 04, 2016, 01:29:48 pm

I could, but what's next? How to Get Plasma Weapons Early Guide? :) You can use the Tech Tree Viewer (middle-click on any research topic) when in doubt whether something works correctly, but I don't recommend it for normal game, as I consider it spoilers. It's up to you though.
no problem - as long as its not something silly i have missed

on a separate note i had my first crash today - logfile attached.  It was after i had done all the initial cult research stuff and got my first cult mission with about 8 bad guys and maybe some sort of "cult leader" (as there was one guy all in green and one in green and white whereas all the rest were in white)

some feedback/observations

1) i now have a second base with an HQ so have 10 scientists and getting through all research very quick

2) reason for second base is money seems easy to get, have had no problems (so far at least)

3) i haven't managed to complete any of the strange creature missions with multiple enemies e.g. spiders/skorpions etc) as it looks like there are too many - though things like the yeti and wolf were ok

4) training seems to increase stats very quickly
Title: Re: Bugs, crashes, typos & bad taste
Post by: Ragshak on December 04, 2016, 06:05:50 pm
Screen after finishing Durathread Factory Location

Edit: MiB Agent Corpses reasearch doesnt do much - no UFOpedia entry.
Surrendin enemies gives STR_ENEMY_SURRENDER entry at sfter mission summary score screen.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 04, 2016, 11:43:58 pm
on a separate note i had my first crash today - logfile attached.  It was after i had done all the initial cult research stuff and got my first cult mission with about 8 bad guys and maybe some sort of "cult leader" (as there was one guy all in green and one in green and white whereas all the rest were in white)

Can you please post a save? I can't see enough from the log.

2) reason for second base is money seems easy to get, have had no problems (so far at least)

Yes, I'm still trying to balance this. And any changes will only work in a new campaign anyway.

3) i haven't managed to complete any of the strange creature missions with multiple enemies e.g. spiders/skorpions etc) as it looks like there are too many - though things like the yeti and wolf were ok

Don't worry and keep trying. Different enemies pose bigger problems for different players.

4) training seems to increase stats very quickly

Kind of, but only to a certain moment - then you must go on missions to increase them further.

Screen after finishing Durathread Factory Location

Thanks, this was reported before and fixed. Next update!

Edit: MiB Agent Corpses reasearch doesnt do much - no UFOpedia entry.

I guess I'll have to recheck this part... It's very old.

Surrendin enemies gives STR_ENEMY_SURRENDER entry at sfter mission summary score screen.

Thanks! Who was it that surrendered? I can't get anyone to surrender.:P
Title: Re: Bugs, crashes, typos & bad taste
Post by: doctoxic on December 05, 2016, 11:30:38 am
Can you please post a save? I can't see enough from the log.


here you are
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 05, 2016, 02:04:06 pm
Yeah, there's a segmentation fault. I have no idea why it happens, I checked many scenarios, but there's zero information on what the culprit is. It doesn't look like missing resources, but it almost certainly is linked to an enemy action. They have no grenades, so it's not a node problem.
For debugging purposes, I managed to create a save where the crash always happens in the enemy turn. Help would be appreciated...

Sorry, but lately I've become less and less able to deal with errors due to exatly nil information from the game. That's probably because I make fewer mistakes like missing graphics, so the most errors are actually related to deeper issues, and I am not a coder... Not sure what I could do, but I can't ask Meridian every time to do what should be my job.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 05, 2016, 11:24:19 pm
They have no grenades, so it's not a node problem.
For debugging purposes, I managed to create a save where the crash always happens in the enemy turn. Help would be appreciated...

It is indeed a node issue, z = -1.

... and I am not a coder... Not sure what I could do, but I can't ask Meridian every time to do what should be my job.

Of course you can.

EDIT: The 3.5+ catches the error already: New Battle > Tundra Desert terrain:

Code: [Select]
[05-12-2016_22-35-21] [INFO] Bad node in RMP file: ROUTES/DESERT13.RMP Node #0 is outside map boundaries at X:6 Y:1 Z:1. Culling Node.
[05-12-2016_22-35-21] [INFO] Bad node in RMP file: ROUTES/DESERT13.RMP Node #1 is outside map boundaries at X:8 Y:5 Z:1. Culling Node.
[05-12-2016_22-35-21] [INFO] Bad node in RMP file: ROUTES/DESERT13.RMP Node #2 is outside map boundaries at X:6 Y:8 Z:1. Culling Node.
[05-12-2016_22-35-21] [INFO] Bad node in RMP file: ROUTES/DESERT13.RMP Node #3 is outside map boundaries at X:3 Y:7 Z:1. Culling Node.
[05-12-2016_22-35-21] [INFO] Bad node in RMP file: ROUTES/DESERT13.RMP Node #4 is outside map boundaries at X:1 Y:3 Z:1. Culling Node.
[05-12-2016_22-35-22] [WARN] STR_MAP_GEN_ERROR not found in en-US
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 06, 2016, 12:54:05 am
Meridian, you da man! :)

By the way, do I need to activate these warnings somehow? I got nothing, and I'm using the newest version of OXCE+. (Also, it still crashed for me.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 06, 2016, 09:50:38 am
Meridian, you da man! :)

By the way, do I need to activate these warnings somehow? I got nothing, and I'm using the newest version of OXCE+. (Also, it still crashed for me.)

The map was generated in 3.3+ so it will still crash.
Only if the map was generated in 3.5+ it would be OK.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 08, 2016, 06:52:48 pm
The map was generated in 3.3+ so it will still crash.
Only if the map was generated in 3.5+ it would be OK.

Ah, I see. Thank you.

EDIT:

It is indeed a node issue, z = -1.

I checked the offending map, and I don't understand what the problem is... The block's height is only 1, the nodes are there on level 0 (the only level), I don't think I've ever changed map height... What could be wrong?

(https://i.imgur.com/O9xDic0.png)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 09, 2016, 12:06:35 am
I checked the offending map, and I don't understand what the problem is... The block's height is only 1, the nodes are there on level 0 (the only level), I don't think I've ever changed map height... What could be wrong?

The nodes were on level 1, not on level 0... you have probably fixed that already for piratez, that's why you see it correctly.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 09, 2016, 12:49:04 am
The nodes were on level 1, not on level 0... you have probably fixed that already for piratez, that's why you see it correctly.

Perhaps. I can't remember fixing it, but I'm doing way too much to remember everything. Thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: dorsidwarf on December 12, 2016, 07:54:00 pm
Attacking a red dawn base, killed most of them, last guy (one of the shirtless ones with rifles and a beret) charges out, I flumph all my reaction fire, go to his turn - and game crashes.

Code: [Select]
[12-12-2016 16:26:56] [INFO] Data search is:
[12-12-2016 16:26:56] [INFO] - C:\Users\Ben\Documents\OpenXcom\
[12-12-2016 16:26:56] [INFO] - C:\Users\Ben\Documents\OpenXcom_XFiles
[12-12-2016 16:26:56] [INFO] - C:\Users\Ben\Documents\OpenXcom_XFiles
[12-12-2016 16:26:56] [INFO] User folder is: C:\Users\Ben\Documents\OpenXcom_XFiles\user\
[12-12-2016 16:26:56] [INFO] Config folder is: C:\Users\Ben\Documents\OpenXcom_XFiles\user\
[12-12-2016 16:26:56] [INFO] Options loaded successfully.
[12-12-2016 16:26:56] [INFO] SDL initialized successfully.
[12-12-2016 16:26:56] [INFO] SDL_mixer initialized successfully.
[12-12-2016 16:26:56] [INFO] Attempting to set display to 640x400x8...
[12-12-2016 16:26:56] [INFO] Display set to 640x400x8.
[12-12-2016 16:26:56] [INFO] Loading data...
[12-12-2016 16:26:56] [INFO] Scanning standard mods in 'standard'...
[12-12-2016 16:26:56] [INFO] Scanning user mods in 'C:\Users\Ben\Documents\OpenXcom_XFiles\user\mods'...
[12-12-2016 16:26:56] [INFO] Mapping resource files...
[12-12-2016 16:26:57] [INFO] Resources files mapped successfully.
[12-12-2016 16:26:59] [INFO] Loading font... Font.dat
[12-12-2016 16:26:59] [INFO] Loading extra resources from ruleset...
[12-12-2016 16:27:02] [INFO] Loading custom palettes from ruleset...
[12-12-2016 16:27:02] [INFO] Data loaded successfully.
[12-12-2016 16:27:02] [INFO] Loading language...
[12-12-2016 16:27:02] [INFO] Language loaded successfully.
[12-12-2016 16:27:02] [INFO] OpenXcom started successfully!
[12-12-2016 16:27:02] [INFO] Playing flx, 320x200, 890 frames
[12-12-2016 16:27:02] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[12-12-2016 16:27:04] [INFO] SDL_mixer initialized successfully.
[12-12-2016 16:27:04] [INFO] SDL_mixer initialized successfully.
[12-12-2016 16:27:37] [INFO] Attempting to set display to 640x400x8...
[12-12-2016 16:27:37] [INFO] Display set to 640x400x8.
[12-12-2016 16:52:36] [ERROR] Map Script not found
[12-12-2016 16:52:37] [WARN] TU not found in en-GB
[12-12-2016 16:52:37] [WARN] STA not found in en-GB
[12-12-2016 16:52:37] [WARN] HP not found in en-GB
[12-12-2016 16:52:37] [WARN] BRA not found in en-GB
[12-12-2016 16:52:37] [WARN] REA not found in en-GB
[12-12-2016 16:52:37] [WARN] ACC not found in en-GB
[12-12-2016 16:52:37] [WARN] THR not found in en-GB
[12-12-2016 16:52:37] [WARN] MEL not found in en-GB
[12-12-2016 16:52:37] [WARN] STR not found in en-GB
[12-12-2016 16:53:27] [ERROR] Map Script not found
[12-12-2016 16:56:20] [WARN] STR_DOGE_BITE not found in en-GB
[12-12-2016 16:57:28] [WARN] ORIGINAL ORDER not found in en-GB
[12-12-2016 16:57:28] [WARN] ID not found in en-GB
[12-12-2016 16:57:28] [WARN] FIRST LETTER not found in en-GB
[12-12-2016 16:57:28] [WARN] RANK not found in en-GB
[12-12-2016 16:57:28] [WARN] MISSIONS not found in en-GB
[12-12-2016 16:57:28] [WARN] KILLS not found in en-GB
[12-12-2016 16:57:28] [WARN] WOUND RECOVERY not found in en-GB
[12-12-2016 16:57:28] [WARN] SORT BY... not found in en-GB
[12-12-2016 16:58:51] [ERROR] Map Script not found
[12-12-2016 17:02:17] [ERROR] Map Script not found
[12-12-2016 17:04:27] [ERROR] Map Script not found
[12-12-2016 17:06:20] [ERROR] Map Script not found
[12-12-2016 17:08:52] [ERROR] Map Script not found
[12-12-2016 17:12:09] [ERROR] Map Script not found
[12-12-2016 17:20:00] [ERROR] Map Script not found
[12-12-2016 17:21:47] [ERROR] Map Script not found
[12-12-2016 17:38:11] [ERROR] Map Script not found
[12-12-2016 17:51:44] [FATAL] A fatal error has occurred: code 0xc0000005
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] 0x73d562a0 BaseThreadInitThunk (SymGetLineFromAddr64 failed: 487)
[12-12-2016 17:51:44] [FATAL] 0x77030ba0 RtlSubscribeWnfStateChangeNotification (SymGetLineFromAddr64 failed: 487)
[12-12-2016 17:51:44] [FATAL] 0x77030ba0 RtlSubscribeWnfStateChangeNotification (SymGetLineFromAddr64 failed: 487)
[12-12-2016 17:51:45] [FATAL] Crash dump generated at C:\Users\Ben\Documents\OpenXcom_XFiles\user\12-12-2016_17-51-44.dmp
[12-12-2016 17:51:47] [FATAL] OpenXcom has crashed: code 0xc0000005
Extra information has been saved to openxcom.log.
Please report this to the developers.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 12, 2016, 07:59:19 pm
Probably a missing corpse or something... would need a save (even earlier save is probably ok)... log file doesn't contain anything useful.
Title: Re: Bugs, crashes, typos & bad taste
Post by: dorsidwarf on December 12, 2016, 08:51:10 pm
Hmm. Reloading the autosave from 2 turns earlier meant that nothing happened and the bad guys all died. I guess it remains a mystery, then.

--- posts merged - Solarius Scorch ---

Bug report: The Durathingie factory mission, if it takes place in the artic, will spawn enemies in a nest of unshootable unassailable walls from whence they can barely ever be seen, are never in LOS, but can still snipe your guys off from an invincible position, and you cant get near them. Also it -deleted- my medic - no corpse, no items, there was a shot, a scream, she vanished
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on December 12, 2016, 11:01:14 pm
You've run into an overkill-capable weapon  :)
If something deals over 2x a unit's health in damage and overkill isn't disabled for that item, the corpse will be disintegrated (i.e. vanish).
Title: Re: Bugs, crashes, typos & bad taste
Post by: dorsidwarf on December 12, 2016, 11:21:30 pm
Kinda sucks that these guys are in unassailable positions where they have LOS to me but I cant get LOS to them, though.

Game now hangs on the Hidden Movement screen
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 12, 2016, 11:26:22 pm
Kinda sucks that these guys are in unassailable positions where they have LOS to me but I cant get LOS to them, though.

That's an engine problem. Long story short, it happens sometimes due to how LoS is measured. I can't do anything about it...

Game now hangs on the Hidden Movement screen

Sorry to hear that.

...oh, you want me to fix it? Then you probably should post a save, again. :P How else would I know?
It's probably another bad RMP problem, these should go away with the next release.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on December 16, 2016, 07:37:12 pm
Small bug: holodroness can die because of blood loss, STR_WEREWOLF_TERRORIST has no string.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 16, 2016, 11:49:23 pm
Small bug: holodroness can die because of blood loss, STR_WEREWOLF_TERRORIST has no string.

Thanks. The STR_WEREWOLF_TERRORIST thing is fixed. And the holodrone is a living thing, even if it appears like something else, so works as intended.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 18, 2016, 01:33:46 pm
Thanks Meridian. To be honest, I'd prefer if you looked at X-Com Files files (lol), since I don't understand at 100% what the issue is.

The issue was that the game was looking for pedia articles in 3 ways:
- by ID
- by ID with "_UC" suffix
- by ID in the requirements

So if you're trying to use/open/find article with ID = "XXX"... the game could find:
- article "XXX"
- or article "XXX_UC"
- or any article with requirement "XXX"

I have no idea why the latter two are required (as far as I can say they are not), and Warboy doesn't remember either.

I left those conditions there, BUT I am first looking by ID only... and only if there is no match by ID I move on to ID+suffix and only after nothing is found there, I move to search by requirements.
This should drastically decrease the chance of such cases happening (by 99%), but won't remove it completely.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 18, 2016, 03:59:00 pm
All right, thank you. I'll think if I can do something about it, but it looks a bit nasty to maintain, and I'm not sure it's worth the effort.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 19, 2016, 08:26:25 pm
I found a bug with the deep one's death animation(or slideshow?).
The only other mods I have enabled are "aliens pick up weapons" "gun melee" and "statstrings"
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 19, 2016, 09:20:57 pm
Thanks.

It's the body, yes? Or part of the animation?
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 19, 2016, 09:33:51 pm
It's part of the animation they make when they die. The brutal disembowelment animation
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 19, 2016, 09:35:41 pm
I found another bug. A crash when selling a cute doggy. I have the same mods as I did in my last post including x-files
"aliens pick up weapons" "gun melee" and "statstrings".

In the save, you just go and sell the dog named Rolf
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 19, 2016, 09:46:12 pm
Looks like doggy's armor is missing a storeItem, and thus storage space definition.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 19, 2016, 10:05:32 pm
It's part of the animation they make when they die. The brutal disembowelment animation

Yeah, it looks like it's doing a back flip. I'll see what the problem is.

EDIT:

Found it, sort of. Apparently, it works better with default routine than the one that's supposed to work with this sprite. Weird.

Looks like doggy's armor is missing a storeItem, and thus storage space definition.

I don't really understand what I should do... Ad an item for an unarmoured dog? There's no item for an unarmoured human...

EDIT:

OK, I think what's missing is this (in the armors.rul):

Code: [Select]
    storeItem: STR_NONE

Am I right?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 19, 2016, 10:18:44 pm
I don't really understand what I should do... Ad an item for an unarmoured dog? There's no item for an unarmoured human...

Code: [Select]
# dogs
  - type: STR_DOGE_ARMOR
    spriteSheet: DOGE.PCK
    spriteInv: MAN_100
    customArmorPreviewIndex: 21
    corpseBattle:
      - STR_DOGE_CORPSE
...
# x-com
  - type: STR_NONE_UC
    spriteSheet: XCOM_15.PCK
    spriteInv: MAN_15
    customArmorPreviewIndex: 1
    storeItem: STR_NONE # <----------------------------- storeItem for unarmored human (STR_NONE is hardcoded and handled as size/space = 0)
    corpseBattle:
      - STR_CORPSE_BUSINESS_SUIT
...
  - type: STR_LEATHER_COAT_UC
    spriteSheet: XCOM_16.PCK
    spriteInv: MAN_16
    customArmorPreviewIndex: 2
    storeItem: STR_LEATHER_COAT # <------------------ another example of store item...
    corpseBattle:
      - STR_CORPSE_LEATHER_COAT
...
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 19, 2016, 10:24:02 pm
I found another bug. The "Durathread Factory Location is missing the ufopedia description.

Also, from what I can see you guys are working real hard on this mod. I post a bug and 20 minutes later you guys are already fixing it. Haha, amazing. Thank you.

Oh and another thing. Are abducted farmers supposed to be "sold" for -10,000 dollars or is that also a bug?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 19, 2016, 10:48:27 pm
OK, thanks Meridian.

I found another bug. The "Durathread Factory Location is missing the ufopedia description.

Yes, that's fixed already. (I really need to make a new release soon.)

Oh and another thing. Are abducted farmers supposed to be "sold" for -10,000 dollars or is that also a bug?

Yes, a bug... Should be +10000.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 20, 2016, 01:27:40 am
I think I might have found another bug or a "bad taste". Shooting through fences is a pain in the ass and sometimes there isn't even a line of fire through them if you're pointing at it diagonally(One time I couldn't even see someone through the fence but that may not actually be the fence. I think you should decrease the chances of hitting a fence and stopping the no line of fire problem if it's possible. I assume the line of fire problem is caused by the multiple fences in the way of one bullet and acting as a wall but there should still be a line of fire if you ask me(but a larger chance to hit the fence, of course).

Also when using a flare gun the "no line of fire" says "Can't make that arc, cap'n". I assume that's from XPirates.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on December 20, 2016, 01:41:12 am
The line of fire issues with the fences are part of OXC, not just this mod, best way to deal with them is to go around or force fire through them to destroy them.  Fixing the chances of hitting a fence isn't really in the cards here.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 20, 2016, 01:51:39 am
Okay, I've seen this bug in other mods. Thanks for the information.
I've just noticed half of my bug reports have already been reported.

The jumpsuit outfit versions' boots are inconsistent with the the battlescape sprites(and so are the small camo for camo ones details but those don't matter as much). This is a vanilla bug so I don't know think
this is worth mentioning but I did it anyway. It looks like my soldiers are wearing children's pajamas.

In Cult Apprehension missions, have you thought of adding civilians into the maps(but finding a way to make the cultists passive towards them)?
Also, what about placing public/car(van) starting points on roads when possible? That sounds like it'd hard to implement though.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Starving Poet on December 20, 2016, 01:59:24 am
The line of fire issues with the fences are part of OXC, not just this mod, best way to deal with them is to go around or force fire through them to destroy them.  Fixing the chances of hitting a fence isn't really in the cards here.

Yes, but how do we make armor out of fences?   ;)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 20, 2016, 02:05:15 am
In Cult Apprehension missions, have you thought of adding civilians into the maps(but finding a way to make the cultists passive towards them)?

Not possible, and frankly rather superfluous.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 20, 2016, 03:01:04 am
Sorry for the very frequent posts. I found another bug(?) with the jump suits. I set all my jumpsuits to the default tanish grey version but when a mission is started they all show up as camo versions which is annoying. I don't know if it's a bug because I only noticed it twice on two different missions which were both forested maps and the camo matched the background so I don't know if it switches the jumpsuit color based on the mission or if it's an actual bug.
EDIT: On polar missions the suit is the default. I think this is a poor design choice if it's not a bug.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 20, 2016, 04:33:07 am
Sorry for the very frequent posts. I found another bug(?) with the jump suits. I set all my jumpsuits to the default tanish grey version but when a mission is started they all show up as camo versions which is annoying. I don't know if it's a bug because I only noticed it twice on two different missions which were both forested maps and the camo matched the background so I don't know if it switches the jumpsuit color based on the mission or if it's an actual bug.
EDIT: On polar missions the suit is the default. I think this is a poor design choice if it's not a bug.

It's a bug, you shouldn't be able to select the colours.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 20, 2016, 04:54:22 am
Okay, really hope you fix that one, I love the jump suits. I found a very small bug. with the jump suits again. There's a green out line on one of the camo suits in the inventory screen while the other soldier in the roster who is wearing the same outfit has no green out line.

Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 20, 2016, 05:29:29 am
The black ops sniper rifle looks screwed up if you ask me.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 20, 2016, 12:38:51 pm
Okay, really hope you fix that one, I love the jump suits. I found a very small bug. with the jump suits again. There's a green out line on one of the camo suits in the inventory screen while the other soldier in the roster who is wearing the same outfit has no green out line.

Thanks, fixed.

The black ops sniper rifle looks screwed up if you ask me.

Okay, here's a correction. That's the most I can do in 2 minutes, and I don't really have the time to paint a Mona Lisa rifle. :P

PS. I'll leave it this time, but if possible, please edit your first post instead of double-posting. Thank you.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 20, 2016, 10:48:14 pm
Okay, sorry about that. Thanks for the edited sniper rifle(That I see no difference in from a first look). I'll start posting all the bugs I found in this post. Please tell me if you're gonna work on a bug that I posted(or if it's not a bug at all).

FIXED: I found a bug with OXCE? The OXCE advanced settings are screwed up. I'm using the 5.0 version of X-COM Files.

Explosives Licence should be Explosives License.

I fixed the extended options in the advanced options by re clicking English [US] in the videos settings tab "Display Language".
Extended options "Auto Assign Pilots" and "Remove Wounded from Training" have no descriptions.

abducted Farmers are still sold for -10,000 atleast on a save from the last update as I have not started a new game.

A Map Generation error, picture in the attachments. I don't know how to upload log files.

Dagon Morphs are sold for 0 dollars. I don't know if this is a bug but I'll say it anyway.

I'm able to purchase Light Cannon BS Ammo(right after researching Light Cannon Acquisition) before completing the BS Ammo Research.
I also have a tactical grenade launcher entry, auto cannon entry, and heavy cannon entry in the UFOpedia after researching Contact: M.A.G.M.A. Corporation. I cannot purchase these three weapons though.
"Black Ops Industries Contact" should  be "Contact: Black Ops Industries" to fit in with others.

There's a green line visible on the edges of any map in multi-level view.

"Alien Life Forms" UFOpedia entry has has a spelling error. (specidic >specific)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 20, 2016, 10:55:08 pm
I guess you need to switch from en_GB to en_US.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 21, 2016, 08:29:35 am
Sorry for making another post, I reached the attachment limit. Here are more bugs!


The Tactical Grenade Launcher research is missing a name. 

There is a spelling error in the Fighter Plane Procurement UFOpedia page. See the attachments for a picture where.

I have access to the Heavy Machine Gun before completing the HMG Research. I'm given access to it from Promotion III
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on December 21, 2016, 10:39:46 am
a/ I fixed the extended options in the advanced options by re clicking English [US] in the videos settings tab "Display Language".
Extended options "Auto Assign Pilots" and "Remove Wounded from Training" have no descriptions.

b/ A Map Generation error, picture in the attachments. I don't know how to upload log files.

c/ There's a green line visible on the edges of any map in multi-level view.

a/ yes, these are really missing

b/ just copy the text about "culled nodes" from the log file here... the rest is not needed (btw. the log file restarts every time you start openxcom, so always do it immediately when it happens or it will be lost)

c/ that's a feature

PS: don't worry posting another post after someone answered already... only double posting is not allowed... I noticed your changes only by pure accident
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 21, 2016, 12:46:27 pm
Alright, I've had the map generation issue twice now. I'll try and post a log file next time I get it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 21, 2016, 03:25:50 pm
Explosives Licence should be Explosives License.

I think the world be better if English speaking people stuck to just one English language. :P

Extended options "Auto Assign Pilots" and "Remove Wounded from Training" have no descriptions.

OK, fixing that.

abducted Farmers are still sold for -10,000 atleast on a save from the last update as I have not started a new game.

Wait, you mean the bodies? If so, then -10000 is correct. Who's gonna buy a dead farmer off your hands? You have to pay to get rid of the body! :P

A Map Generation error, picture in the attachments.

Yes, I'm still huinting some elusive ones. With Meridian's recent safety measures, they're not dangerous any more though, so don't worry.

Dagon Morphs are sold for 0 dollars. I don't know if this is a bug but I'll say it anyway.

Yes, the price was missing from the body item. Fixing.

I'm able to purchase Light Cannon BS Ammo(right after researching Light Cannon Acquisition) before completing the BS Ammo Research.

Thre is no such research. (Well, technically there is, but it's hiden and automatic.) So unless you could buy the ammo before you could buy a Light Cannon, all is well.

I also have a tactical grenade launcher entry, auto cannon entry, and heavy cannon entry in the UFOpedia after researching Contact: M.A.G.M.A. Corporation. I cannot purchase these three weapons though.

Yes, the description of M.A.G.M.A. Contact was too vague. Now it says:
Quote
We have contacted the M.A.G.M.A. Corporation, a secretive Novosibirsk R&D company which specializes in biotech, hi-energy engineering and firearms. Among other things, they offer experimental equipment for high-tier soldiers who can handle weapons outside normal limitations. Their products can potentially prove useful to some of our strongest agents.{NEWLINE}M.A.G.M.A. sent us a catalog of their merchandise. You can exaine them in the Ufopedia, but purchasing some of them will require additional arrangments.

"Black Ops Industries Contact" should  be "Contact: Black Ops Industries" to fit in with others.

Good point. Fixing.

There's a green line visible on the edges of any map in multi-level view.

It's a feature Meridian added to show where the map ends.

"Alien Life Forms" UFOpedia entry has has a spelling error. (specidic >specific)
[/quote]

Fixing.

Sorry for making another post, I reached the attachment limit. Here are more bugs!

No need to apologize, like Meridian said, you didn't double-post :) And if there is a technical reason to (like too many attachments), then DP is allowed.


The Tactical Grenade Launcher research is missing a name.

Indeed. Fixing.

There is a spelling error in the Fighter Plane Procurement UFOpedia page. See the attachments for a picture where.

Sorry, must've been drunk or something.

I have access to the Heavy Machine Gun before completing the HMG Research. I'm given access to it from Promotion III

Hmmm... But it looks coded correctly. I'll test it further when I can.

BTW I'd happily get rid of the "acquisition" researches and just tie these new things to the promotion, but it's a way around some code limitations, so that Ufopedia pages are shown correctly.

Thanks for the very thorough and useful reports!
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 21, 2016, 11:37:24 pm
I think you should make the abducted farmer be sold for -1000 instead of 10,000. You're not hosting a funeral too, you're just burying the body. You could just give the corpse to the farmer's relatives.

I did have a visible research option for BS Ammo in the research options if you did not realize it. Of course, it did nothing but it was there nonetheless and I wasted around 4 hours researching nothing :) .

There were two spelling errors in the new line of the Magma Contact "{NEWLINE}M.A.G.M.A. sent us a catalog of their merchandise. You can >>>>>exaine them in the Ufopedia, but purchasing some of them will require additional >>>>>arrangments(should be "arrangements")."
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 21, 2016, 11:47:14 pm
I think you should make the abducted farmer be sold for -1000 instead of 10,000. You're not hosting a funeral too, you're just burying the body. You could just give the corpse to the farmer's relatives.

But there's the whole secrecy issue, generating various unspecified costs (like bribes). Besides, I think 1000 would be just not enough, game-wise.

I did have a visible research option for BS Ammo in the research options if you did not realize it. Of course, it did nothing but it was there nonetheless and I wasted around 4 hours researching nothing :) .

Must be an artefact from upgrading... This entire part of tech tree was overhauled, and you loaded an old save. But it isn't harmful.

There were two spelling errors in the new line of the Magma Contact "{NEWLINE}M.A.G.M.A. sent us a catalog of their merchandise. You can >>>>>exaine them in the Ufopedia, but purchasing some of them will require additional >>>>>arrangments(should be "arrangements")."

OK, thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dreamsicle on December 22, 2016, 03:51:56 am
Wasn't sure if I should have put this in the main thread, but in the readme it talks about enable the spend researched items which does not exist in the 3.5 version unless it's in a ruleset. Based on other posts I could find it was enabled for FMP, but I just wanted to confirm it was the same in XCF. Also asking as I couldn't find it in vars_XCOMFILES.rul
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 22, 2016, 03:54:12 am
Forgot about X-COM being a secret organization, haha.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on December 22, 2016, 04:03:30 am
Wasn't sure if I should have put this in the main thread, but in the readme it talks about enable the spend researched items which does not exist in the 3.5 version unless it's in a ruleset. Based on other posts I could find it was enabled for FMP, but I just wanted to confirm it was the same in XCF. Also asking as I couldn't find it in vars_XCOMFILES.rul

The option is removed from the nightly/oxce+ 3.5, it's set on a per-item basis in the ruleset. No need to worry about it anymore! Good idea to let Solarius Scorch know that it should be removed from the readme though.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 22, 2016, 04:12:15 am
I think I found another bug or just "Bad taste". Giant Beetles are a bunch of wusses and panic like crazy(even though that's a normal reaction for bugs when they see humans). This problem is exacerbated when you're on a strange life form mission and there's 20 giant beetles. You kill 8 of em and the rest are panicking in the corner and getting angry at each other.

Also a "Bad taste" that REALLY irks me, the miniguns are complete shit (in my experience). I stand 5 blocks away from a man and do the auto fire missing all ten shots. This happens with the light minigun and the regular one. It's very common for me to miss all the shots in close range engagements with the miniguns which makes them useless when you see that it costs about half your TU to use once. PLEASE increase the weapon's accuracy. It's one of my biggest problems in all the mods that include the miniguns. I can't remember but I think the HMG has this issue too.

Flamethrowers are kind of slow. The range is low and usually the area affected by it doesn't increase too much. I think it should be increase to something almost as fast as the mini guns.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dreamsicle on December 22, 2016, 04:15:02 am
The option is removed from the nightly/oxce+ 3.5, it's set on a per-item basis in the ruleset. No need to worry about it anymore! Good idea to let Solarius Scorch know that it should be removed from the readme though.

Ah it's per item, I thought it would be set globally in the vars ruleset.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 22, 2016, 02:50:02 pm
Indeed I forgot to remove it from the readme, thanks.

I think I found another bug or just "Bad taste". Giant Beetles are a bunch of wusses and panic like crazy(even though that's a normal reaction for bugs when they see humans). This problem is exacerbated when you're on a strange life form mission and there's 20 giant beetles. You kill 8 of em and the rest are panicking in the corner and getting angry at each other.

I haven't tested them properly yet. Maybe I'll just give them better morale? Anyway, the same applies to some other enemies, I guess.

Also a "Bad taste" that REALLY irks me, the miniguns are complete shit (in my experience). I stand 5 blocks away from a man and do the auto fire missing all ten shots. This happens with the light minigun and the regular one. It's very common for me to miss all the shots in close range engagements with the miniguns which makes them useless when you see that it costs about half your TU to use once. PLEASE increase the weapon's accuracy. It's one of my biggest problems in all the mods that include the miniguns. I can't remember but I think the HMG has this issue too.

These are situational weapons; not for every mission, not for every player. If you don't want to use them, it's perfectly fine, but I assure you that the Miniguns were rebalanced like 10 times over several years, and I really can't make them any better without breaking them. And the HMG is just OP already, if you can lift it.

Flamethrowers are kind of slow. The range is low and usually the area affected by it doesn't increase too much. I think it should be increase to something almost as fast as the mini guns.

Are you kidding? best weapon in the game! At least against some enemies.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 22, 2016, 10:11:07 pm
When I said the flame throwers were kind of slow, I meant it's annoying watching your player shoot fire for 8 seconds in a very small area, I don't mean to buff it up or anything. The flame throwers are very powerful, that they fire slowly and it's annoying to watch a guy shoot the same small area for 8 seconds. The minigun gets over with shooting the projectiles almost instantly from when it starts.

In all honesty, there is never a reason for me to use a minigun as it IS completely useless in almost all situations(OR maybe I'm extremely unlucky!! That's it!). I really like the small minigun I just wish I could use it without getting myself killed and looking like in idiot in front of the aliens. As far as I can remember, I've used the miniguns at most 15 times and I only remember hitting an enemy five times(as in out of 150 shots with either of the miniguns, I've landed only five on an enemy. Never in medium-long range engagements.) Is there a suppression mechanic that I don't understand or what?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 22, 2016, 10:16:33 pm
When I said the flame throwers were kind of slow, I meant it's annoying watching your player shoot fire for 8 seconds in a very small area, I don't mean to buff it up or anything. The flame throwers are very powerful, that they fire slowly and it's annoying to watch a guy shoot the same small area for 8 seconds. The minigun gets over with shooting the projectiles almost instantly from when it starts.

Ah, okay then, I misunderstood.
I can try playing around with bulletSpeed for this weapon, but I'm not sure how it'll turn out.

In all honesty, there is never a reason for me to use a minigun as it IS completely useless in almost all situations(OR maybe I'm extremely unlucky!! That's it!). I really like the small minigun I just wish I could use it without getting myself killed and looking like in idiot in front of the aliens. As far as I can remember, I've used the miniguns at most 15 times and I only remember hitting an enemy five times(as in out of 150 shots with either of the miniguns, I've landed only five on an enemy. Never in medium-long range engagements.) Is there a suppression mechanic that I don't understand or what?

No, there is no particular suppression mechanics in X-Com, except that wounded units are more likely to fall back.

It's true that miniguns rarely hit, but also beat in mind that each bullet decreases the target's armour. So, three hits from this weapon is a bit better than from, say, a rifle, even if the bullet is the same.

Anyway, as I said, it's often a situational weapon. It's not really my favourite either, but that's mostly because we don't have suitable missions for it! Maybe once surface X-Com base are in (Oheartenstein is working on it), miniguns and similar weapons will have a place to shine.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on December 22, 2016, 10:29:17 pm
The issue with waiting for flamer to finish firing is because you need an explosion for AoE weapons, and each explosion needs to animate in sequence.  Technically all weapons do this, but the 'explosion' animation for single-target weapons isn't necessary, and can be removed to speed up the firing process, which is how it's done for the minigun.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on December 23, 2016, 01:35:06 am
SURFACE XCOM BASES? HOLY !%*! THANK YOU, O' HARTENSTEIN!

Under water missions don't have the "bubbly" ambient sound of TFTD playing in the background and the footstep sound effects aren't as they are in TFTD. Kind of weird, I can live with it but if it's not too hard to implement then I recommend you do that  because being underwater just doesn't feel like I'm actually underwater. Also, if you can, the green under water alien guys (I forgot their name) don't have the same sound effects as the ones' from TFTD. I understand if it's too much or "impossible", I think adding the sound effects from TFTD would really help the atmosphere ( I love TFTD's sound effects.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 23, 2016, 02:48:43 am
but if it's not too hard to implement

No idea. Maybe with some MCDpatch magic.

Also, if you can, the green under water alien guys (I forgot their name) don't have the same sound effects as the ones' from TFTD.

I know. I never cared.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dreamsicle on December 27, 2016, 06:38:38 pm
I'm on 0.5.1b and after recruiting the military envoy, I found I was able to research the Dragonfly. Is this supposed to happen instead of occurring at promotion 2?

If it is supposed to happen,
should the Dragonfly cost more in terms of points vs the Skyraider? I reduced the Dragonfly cost to 100 as it felt weird to have the Dragonfly take longer than the Skyraider. The ruleset for research are

  - name: STR_DRAGONFLY
    cost: 300
    points: 10
    dependencies:
      - STR_MILESTONE_1_SUMMARY
      - STR_MILITARY_ENVOY_CONTACT
    listOrder: 738

- name: STR_SKYRAIDER
    cost: 200
    points: 10
    dependencies:
      - STR_MILESTONE_2_SUMMARY
      - STR_DRAGONFLY
      - STR_ALIEN_POWER_SYSTEMS
    listOrder: 740

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 27, 2016, 09:22:14 pm
Works as intended; getting the Dragonfly at this point requires more effort than the Skyraider at that later point.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on December 30, 2016, 09:18:46 am
Solarius, great mod!
Yo, I was playing the game (new LP update on already btw) and I got a error in a Cult Aprehension mission against Red Dawn in Karthoum. When I started, there was a "Map Generation Error" message standing on the top left of the game screen. No other issues seen or effects know, I finished the mission with no problems.

Might wanna take a look.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 30, 2016, 05:23:38 pm
Solarius, great mod!
Yo, I was playing the game (new LP update on already btw) and I got a error in a Cult Aprehension mission against Red Dawn in Karthoum. When I started, there was a "Map Generation Error" message standing on the top left of the game screen. No other issues seen or effects know, I finished the mission with no problems.

Might wanna take a look.

Thanks, I'll have a look and hopefully fix it, but it's not really an actual problem anyway - I mean, it won't break your game.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on December 31, 2016, 04:52:52 pm
Found a typo:

Quote
Commanders' understanding of alien operations is moree than enough

One more:

Quote
exxept when providing medical services

Is there a typo in the word "ceurological"? Neither Google nor the Oxford dictionary can find it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 31, 2016, 09:22:50 pm
Thanks, all fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on December 31, 2016, 11:34:08 pm
(https://i.sli.mg/6GZ90d.png)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Spess Mahren on January 01, 2017, 11:20:51 am
Found a bug, I researched a live werewolf but got the live mongorn research result. Also looked in the files, it seems werecats suffer the same problem.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 01, 2017, 04:29:38 pm
Found a bug, I researched a live werewolf but got the live mongorn research result. Also looked in the files, it seems werecats suffer the same problem.

You're right... What a stupid mistake. And it's been sitting in plain sight for so long. Thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on January 02, 2017, 06:48:07 pm
Weird. I remember researching werecat in last version and it went ok

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Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on January 02, 2017, 09:20:35 pm
Some more typos:

Quote
Greetings, Commander, on behalf of MAGMA Corporation.

Quote
case MAGMA stumbles upon

MAGMA is wrote everywhere with points between the letters, but in those cases they're absent for some reason.

Quote
defending our planet from otherwordly things XCOM

Should be "otherworldly", I think.

Quote
Commnader, the M.A.G.M.A. Corporation is very satisfied

Quote
Hybrid spies Infiltrate

Is there any meaning in writing the word "Infiltrate" with a capital "I"?

Quote
jest of pressurized, highly active chemicals

Quote
inocuous planes

Quote
However, our enemies got their first.

Quote
You can exaine them

Quote
but purchasing some of them will require additional arrangments.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 02, 2017, 11:01:48 pm
Thanks! All fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Spess Mahren on January 04, 2017, 11:11:42 am
I just noticed while reading a LP of your mod that started with the version prior to your budget cut balance change and they started with 3 million income, just started another game with the current version and noticed I also have 3 million income at start. I remembered this when the LP'er manually cut his income by 2/3 to better emulate the current version.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 04, 2017, 05:02:04 pm
I just noticed while reading a LP of your mod that started with the version prior to your budget cut balance change and they started with 3 million income, just started another game with the current version and noticed I also have 3 million income at start. I remembered this when the LP'er manually cut his income by 2/3 to better emulate the current version.

Thanks for bringing my attention to this. According to my calculations, your initial funding should be between $690 000 and $1 380 000... But it doesn't work.
I'll fiddle with this.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on January 06, 2017, 09:26:42 pm
A new set of typos:

Quote
STR_COMMENDATIONS_UC: "CONMMENDATIONS"

Quote
our agents should appproach them with utmost care

Quote
Not enough living space to accomodate

Quote
DEATILS: Miller and Smith are mid-ranking officers

Quote
DEATILS: Born in the upper class of Texas oil moguls

Quote
hideout deep in the bowles of the city

Quote
albait rather simple in reasoning

Quote
that this is creature is related to normal Earth life forms

There's also a discrepancy in the dossiers block: in the first ones the lines are sorted like this: name - affiliation - role, but then the order is changed - the affiliation and the role switched their positions.

And I also have some questions about the contents of the mod.

STR_STAFF_001_UFOPEDIA - who's saying this - a man or a woman? I couldn't understand looking at the picture.

TRSh Close Combat Weapon - can you expand the acronym if it has any meaning?

Consistent Damage - you meant stable, independent of an armor or significant?

There is no such thing as a free beating - I'm not really sure if I understood well but I think you meant one can't pound a person without getting any consequences. Please, correct me if I'm wrong.

VOO: "PST", DOO: "PSK" - can you expand these lines?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 06, 2017, 09:40:34 pm
Tanks for the typos. I have too much writing to do to do it properly myself... :/

STR_STAFF_001_UFOPEDIA - who's saying this - a man or a woman? I couldn't understand looking at the picture.

It's a woman. I guess she could use a bit more work...

TRSh Close Combat Weapon - can you expand the acronym if it has any meaning?

No special meaning; probably comes from the name of its designer. It's only there so that the name "Thrasher" could be derived from it. :P I wanted to put the "Thrasher" in there, because that's how that shotgun was called by the author of its original sprite on zDoom forums. But if you think it doesn't sound convincing, I can revise it.

Consistent Damage - you meant stable, independent of an armor or significant?

I need to make an article about this.
Consistent damage means that the weapon uses Gaussian formula instead of the normal roll; so average rolls are much more frequent.

There is no such thing as a free beating - I'm not really sure if I understood well but I think you meant one can't pound a person without getting any consequences. Please, correct me if I'm wrong.

It's a play on the "no such thing as a free dinner" stock phrase. Open for interpretation. :P

VOO: "PST", DOO: "PSK" - can you expand these lines?

Psionic Strength, Psionic Skill. I had to abbreviate them to three letters, so...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on January 06, 2017, 10:22:10 pm
Quote
Tanks for the typos. I have too much writing to do to do it properly myself... :/

I understand it very well looking at my translations after a while.  But it's an opensource project, and we are all here to help each other.

Quote
It's a woman. I guess she could use a bit more work...

Ok :). I thought so but it should definitely be more evident.

Quote
But if you think it doesn't sound convincing, I can revise it.

Well, what confused me was this line "popular name: Thrasher". If there's a popular name then there should exist an official name which usually is quite unspeakable and ugly looking. At least I used to think so :).

Quote
I need to make an article about this.

I can only agree with this - it's definitely needed.

Quote
Consistent damage means that the weapon uses Gaussian formula instead of the normal roll; so average rolls are much more frequent.

Ok, understood. I'll think about the translation.

Quote
It's a play on the "no such thing as a free dinner" stock phrase. Open for interpretation. :P

Well, I found the source of the phrase but not really sure about the meaning of the word "beating" in the context. The dictionaries translate it as "whipping" and at the same time as "defeat". That's why I was asking. I think you meant the first meaning of the word :).

Quote
Psionic Strength, Psionic Skill. I had to abbreviate them to three letters, so...

Ah, of course, my bad. Thanks for the explanation!

And one more thing - is there any expansion in the acronym M.A.G.M.A.?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 06, 2017, 11:53:34 pm
Well, what confused me was this line "popular name: Thrasher". If there's a popular name then there should exist an official name which usually is quite unspeakable and ugly looking. At least I used to think so :).

Yeah, that's the idea... Though I'm open to suggestions.

Well, I found the source of the phrase but not really sure about the meaning of the word "beating" in the context. The dictionaries translate it as "whipping" and at the same time as "defeat". That's why I was asking. I think you meant the first meaning of the word :).

Definitely so :)

And one more thing - is there any expansion in the acronym M.A.G.M.A.?

No, there's none - at least to my knowledge. It's a shout out to the Alien Shooter/Zombie Shooter series (made by SIGMA Team, also located in Novosibirsk).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on January 09, 2017, 10:11:25 am
Hey bro, just updated to newest version, and noticed that there's a bunch of screenshots and saves where I was going to put mine. Just to let you know.

Happens with me too, sometimes I forget my own saves. That's why I always make multiple folder copies, heh.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 09, 2017, 10:51:08 am
Hey bro, just updated to newest version, and noticed that there's a bunch of screenshots and saves where I was going to put mine. Just to let you know.

Happens with me too, sometimes I forget my own saves. That's why I always make multiple folder copies, heh.

Oh shit. I forgot to delete what should be deleted.

I'll post a new version.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on January 09, 2017, 06:53:06 pm
Should there be "Uzi clip" for research? I already got uzi researched. Weird.

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Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 09, 2017, 08:07:15 pm
Should there be "Uzi clip" for research? I already got uzi researched. Weird.

There shouldn't be, but I fiddled with the tech tree recently (added the Minebea SMG, which also uses Uzi clips), so something may have happened with an older save. Won't be a problem - start the project, don't assign any scientists, wait until midnight.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on January 09, 2017, 09:20:28 pm
There shouldn't be, but I fiddled with the tech tree recently (added the Minebea SMG, which also uses Uzi clips), so something may have happened with an older save. Won't be a problem - start the project, don't assign any scientists, wait until midnight.

I will take a look at it, then.
Btw, should Minebea research be complete in a day? Quite quick!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 09, 2017, 10:12:44 pm
I will take a look at it, then.
Btw, should Minebea research be complete in a day? Quite quick!

Yes, you get it as a bonus for researching Kiryu-Kai. Honestly I'd make it cost 0, but it causes weird behaviour, so it costs like 1 or 2 points.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ajnunezr on January 11, 2017, 11:38:58 pm
Sorry if this have been reported before, I made a search and it seems like not.

My game crash everytime I use auto sort (Z shorcut in inventory). The log say nothing. I´m usign 0.5.2b, with the OXCE+ provided. The game log say nothing, just a standard segmentation fault. I leave the savegame attached.

BTW, how can I make the log more verbose?

11-01-2017_15-32-35]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[11-01-2017_15-34-41]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 12, 2017, 12:07:22 am
It's the first time I hear about this option, so I have never tested it... And indeed, the mod crashes, also with my own saves.

No idea why, since everything else seems to work. But I have no idea about this function, you could just as well ask me about someone else's mod...

I understand it's almost for sure my mistake with some item, but there are no other known issues. Maybe for example I gave some item some attribute that was never meant for this item type, but it doesn't cause problems elsewhere?
Title: Re: Bugs, crashes, typos & bad taste
Post by: ajnunezr on January 12, 2017, 01:26:46 am
I think it is OXCE+, using 3.5 on the vanilla and the mod installation it crash also. Will post in the correct thread
Title: Re: Bugs, crashes, typos & bad taste
Post by: hellrazor on January 12, 2017, 02:32:06 am
BTW, how can I make the log more verbose?

-> options.cfg
and set:   verboseLogging: true
Title: Re: Bugs, crashes, typos & bad taste
Post by: Spess Mahren on January 12, 2017, 03:54:56 am
Was playing and in the tech tree viewer it seems the red dawn pioneer research is missing its research rewards. The red dawn pioneer and red ops also both appear twice when viewing the red dawn topic. One of the red ops entries also has a longer freebie list then the other.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ajnunezr on January 12, 2017, 06:38:38 am
-> options.cfg
and set:   verboseLogging: true

Great! Thanks!.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 12, 2017, 11:09:01 am
Was playing and in the tech tree viewer it seems the red dawn pioneer research is missing its research rewards. The red dawn pioneer and red ops also both appear twice when viewing the red dawn topic. One of the red ops entries also has a longer freebie list then the other.

I checked. Everything is as intended, only it's not really understood by the viewer. But thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on January 13, 2017, 11:57:58 am
Was playing and in the tech tree viewer it seems the red dawn pioneer research is missing its research rewards. The red dawn pioneer and red ops also both appear twice when viewing the red dawn topic. One of the red ops entries also has a longer freebie list then the other.

I checked. Everything is as intended, only it's not really understood by the viewer. But thanks!

As far as I can say, the tech tree viewer shows exactly what's defined in the ruleset... I checked the pioneer topics and they are all correct.
If anyone feels there is something wrong or missing, please attach a screenshot too and highlight what exactly is wrong.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 13, 2017, 01:36:25 pm
As far as I can say, the tech tree viewer shows exactly what's defined in the ruleset... I checked the pioneer topics and they are all correct.
If anyone feels there is something wrong or missing, please attach a screenshot too and highlight what exactly is wrong.

Sorry, my post was unintentionally suggesting that the Tech Tree Viewer doesn't work correctly... It does, but due to how the tree is done, it displays the dependencies in a way that is confusing. So I actually meant not that "it is not understood by the viewer", but "viewer's output is not understood by the player". Because it wasn't made with the Tech Tree Viewer in mind (it hadn't even existed when I coded it).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on January 14, 2017, 12:07:46 am
My game crash everytime I use auto sort (Z shorcut in inventory). The log say nothing. I´m usign 0.5.2b, with the OXCE+ provided. The game log say nothing, just a standard segmentation fault. I leave the savegame attached.

It's an OXCE+ bug, quite tricky one too... looks like it will take a lot of patience to find it.

If anyone would like to try to help debug, I'd appreciate some help :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on January 14, 2017, 04:01:23 am
Another mapgen error, Homicidal Maniac mission in Sri Lanka:

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 14, 2017, 04:06:13 am
Another mapgen error, Homicidal Maniac mission in Sri Lanka:

Thanks. Doesn't appear for me, so I think I fixed it after the release.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on January 14, 2017, 09:22:23 am
Thanks. Doesn't appear for me, so I think I fixed it after the release.

More like They scrubbed the evidence!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 14, 2017, 01:04:21 pm
More like They scrubbed the evidence!

They are very helpful people then!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Yankes on January 18, 2017, 05:48:37 pm
It's an OXCE+ bug, quite tricky one too... looks like it will take a lot of patience to find it.

If anyone would like to try to help debug, I'd appreciate some help :)
I fixed it, this was sloppy code on my part, I made commit with fix for cherry-pick: https://github.com/Yankes/OpenXcom/commit/a4d390083ca5ce0fd2d9c175a6026f5b52e7efc2
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on January 20, 2017, 05:55:45 pm
Got a bugged mapblock, don't know whose it is - the forest-type map with brown grass, one of the hills has a 'floor' floating above it - see attached save.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on January 20, 2017, 06:48:06 pm
The mountain is just full of Upanatomite... I mean if it is talked about in Rocky and Bullwinkle it's got to be true right? :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 20, 2017, 08:51:56 pm
It's a very problematic bug... I'll see what can be done.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on January 20, 2017, 10:00:16 pm
Might I suggest that the 'always hits' be removed from the stun rod article?  My agent that got a Dagon follower's axe in his back begs to say otherwise about the accuracy of the stun rod :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 20, 2017, 10:16:03 pm
Might I suggest that the 'always hits' be removed from the stun rod article?  My agent that got a Dagon follower's axe in his back begs to say otherwise about the accuracy of the stun rod :P

Sorry. :P Fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on January 21, 2017, 12:41:48 am
I still say figure out how to duplicate the flying top of the mountain bug and use it in the story.  Who doesn't want an enemy base that you need jetpacks to get to? or a hidden ladder in the mountain, leading to a kill box?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on January 22, 2017, 12:55:13 am
Hey Solarius - think you can check the Yeti? I lost a mission to those abominable snowmen and yet they should have been 2x2 creatures that are easy to hit.

I saw some shots that didn't hit, but looked like they should have been hits. Am I crazy?

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Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on January 22, 2017, 12:58:45 am
Am I crazy?

Nah, just bugged LOFTemps.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 22, 2017, 01:25:08 am
Oh man, I forgot about it completely. Fixing now.

But to my defence, I never really understood the problem as reported - I shot hundreds of them :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Slaughter on January 22, 2017, 02:42:29 am
#JusticeForAzira lol

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Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 23, 2017, 04:44:18 pm
Was playing and in the tech tree viewer it seems the red dawn pioneer research is missing its research rewards. The red dawn pioneer and red ops also both appear twice when viewing the red dawn topic. One of the red ops entries also has a longer freebie list then the other.

All as intended, move along. ;)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on January 29, 2017, 08:57:21 pm
Some typos.

Quote
the key to to Church structure

Quote
should not be estimated

I think you meant underestimated.

Quote
as injuries may discurage them from charging

Quote
An alien vessel crew abducts a human, brainwashes them

Quote
organism is ready for insertion into a human being, which would turn them

Singular/plural

Quote
relitively good speed

Quote
It is equipped many optical sensors

Quote
I lent some assistance with the interrogation of our recent captive. Actually, I used the grenade-in-mouth trick to convince them to talk

Singular/plural

STR_STAFF_009 - no "Staff input" title

Quote
Part of a proud military heritage stretching back to the red army

"Red Army" should be written with capital letters.

Quote
I am absolutely exhilerated

Quote
Mowolets

I'm not sure what you meant: "malets" or "molodets". Both of them can be translated as "lad" but there's no such word as "моволец" in Russian. Or maybe you wanted to make a word like "komsomolets" taking into account the Red Dawn members feel nostalgic about their Soviet Union past.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 29, 2017, 09:08:36 pm
Some typos.

I think you meant underestimated.

Yeah, there were indeed many typos... Thanks!

Singular/plural

I think you mean these sentences:

"An alien vessel crew abducts a human, brainwashes them"

"organism is ready for insertion into a human being, which would turn them"

"I lent some assistance with the interrogation of our recent captive. Actually, I used the grenade-in-mouth trick to convince them to talk"

I can't see anything wrong with these sentences. What is the singular/plural problem again?

STR_STAFF_009 - no "Staff input" title

Oh, right.

"Red Army" should be written with capital letters.

Absolutely.

I'm not sure what you meant: "malets" or "molodets". Both of them can be translated as "lad" but there's no such word as "моволец" in Russian. Or maybe you wanted to make a word like "komsomolets" taking into account the Red Dawn members feel nostalgic about their Soviet Union past.

Hmmm... I can't remember my train of thought either. Maybe I was going for a portmanteau word? I think I'll just change it to "molodets".
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on January 29, 2017, 09:37:20 pm
Yeah, there were indeed many typos... Thanks!

I think you mean these sentences:

"An alien vessel crew abducts a human, brainwashes them"

"organism is ready for insertion into a human being, which would turn them"

"I lent some assistance with the interrogation of our recent captive. Actually, I used the grenade-in-mouth trick to convince them to talk"

I can't see anything wrong with these sentences. What is the singular/plural problem again?


Sorry for being unclear. You're right, these are the sentences I was talking about. I'll try to explain. "a vessel crew abducts a human" - you use the singular number in the first part, but then you changed the number and used the plural: "brainwashes them". It should be "abducts humans and brainwashes them" or "abducts a human and brainwashes him" to keep consistency.

"organism is ready for insertion into a human being, which would turn them" - the same thing. It should be "into human beings, which would turn them" or "into a human being, which would turn him"

"I lent some assistance with the interrogation of our recent captive." - in the first part of the sentence there was only one captive, but in the second part there are already a few of them: "Actually, I used the grenade-in-mouth trick to convince them to talk". Sorry for being a bore. I know it's not that important.
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on January 30, 2017, 12:42:54 am
If it's unclear if the person is male or female, they is actually acceptable.  Though like all gender neutral attempts in English, It sounds a little awkward.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on January 30, 2017, 02:04:58 am
I got a map generation error

Why does the soldier face that has the pale guy with a beard that kind of looks like Captain Price from CoD wear a "hat" in the Battlescape when he's not wearing it in his inventory sprite?
I don't have him readily available to take a picture of so I'm too lazy to do it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 30, 2017, 03:39:51 am
Yeah, using "them" in this context is perfectly normal English. How else would you refer to the person without knowing their sex?

I got a map generation error

Thanks, it's already fixed in the upcoming version.

Why does the soldier face that has the pale guy with a beard that kind of looks like Captain Price from CoD wear a "hat" in the Battlescape when he's not wearing it in his inventory sprite?
I don't have him readily available to take a picture of so I'm too lazy to do it.

Hmmm... I think you mean the one with a colour glitch. Yeah, also fixed in the upcoming version.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 07, 2017, 08:46:26 pm
Minor bug: Werewolf do not attack. I believe because it is needed
Code: [Select]
STR_WEREWOLF_WEAPON instead of
Code: [Select]
WEREWOLF_WEAPON. And maybe werecats have that issue too.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on February 07, 2017, 09:05:49 pm
WEREWOLF_WEAPON is correct.
Terrorist weapon names are constructed automatically from alien race (STR_WEREWOLF) by removing "STR_" and adding "_WEAPON".

https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp#L1074

Also, I just tried (with v0.5.5) and they attacked and killed me without problems.
Do you have a save where they don't attack you, so we can reproduce?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 07, 2017, 09:07:08 pm
Yeah, ninja'd by Meridian. :) But I think I'll manually enforce weapons anyway. Maybe.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 07, 2017, 09:18:05 pm
Yeah, ninja'd by Meridian. :) But I think I'll manually enforce weapons anyway. Maybe.
Sorry, save was overwrited.
And yes, automatic names seems not always work. I am too decided to add weapons to terrorist manually, by 'builtinweapons'(or how it calls).
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 07, 2017, 09:20:07 pm
I'm getting a crash that says "Research STR_STAFF_009 not found."
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 07, 2017, 09:34:52 pm
I'm getting a crash that says "Research STR_STAFF_009 not found."

It was reported already, but in the main thread, so it's easy to miss.

To fix, add this to your research_XCOMFILES.rul file:

Code: [Select]
  - name: STR_STAFF_009
    cost: 0
    points: 0
    dependencies:
      - STR_TROLLIUM
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 07, 2017, 10:21:20 pm
Yeah, I missed that.  Thanks.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on February 08, 2017, 07:05:28 am
Yeah, using "them" in this context is perfectly normal English. How else would you refer to the person without knowing their sex?

Youse guise

Y'all

All Y'all

Dems

:)

I had a cyber web mission where like almost all the map was inaccessible. I could hear doors opening and crap but could not get to the enemies.

feature or bug?
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 08, 2017, 08:26:45 am
I had the same issue with a cyberweb mission.  I posted about it in the main topic earlier.  It sounds like you got it worse, since I still had access to the entire main floor.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 08, 2017, 08:27:47 pm
OK, I'll do more tests on this Cyberweb mission. It seemed to generate correctly, but apparently this isn't always the case.

For now, I suggest bringing lots of explosives. And digging. ;)
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on February 08, 2017, 08:42:03 pm
awesome...a bug AND a feature :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 08, 2017, 11:08:45 pm
I managed to find the right spot.  If you want an example of the generation failing, here's my save just before I dynamited it open.
Title: Re: Bugs, crashes, typos & bad taste
Post by: dorsidwarf on February 08, 2017, 11:27:23 pm
CTD in geoscape, not sure what caused that.

(https://puu.sh/tUiS2/9e89c4ebcd.png)

Code: [Select]
[08-02-2017_18-32-40] [INFO] Data folder is:
[08-02-2017_18-32-40] [INFO] Data search is:
[08-02-2017_18-32-40] [INFO] - C:\Users\Ben\Documents\OpenXcom\
[08-02-2017_18-32-40] [INFO] - D:\OpenXcom_XFiles
[08-02-2017_18-32-40] [INFO] - D:\OpenXcom_XFiles
[08-02-2017_18-32-40] [INFO] User folder is: D:\OpenXcom_XFiles\user\
[08-02-2017_18-32-40] [INFO] Config folder is: D:\OpenXcom_XFiles\user\
[08-02-2017_18-32-40] [INFO] Options loaded successfully.
[08-02-2017_18-32-40] [INFO] SDL initialized successfully.
[08-02-2017_18-32-41] [INFO] SDL_mixer initialized successfully.
[08-02-2017_18-32-41] [INFO] requested file not found: openxcom.png
[08-02-2017_18-32-41] [INFO] Attempting to set display to 642x401x8...
[08-02-2017_18-32-41] [INFO] Display set to 642x401x8.
[08-02-2017_18-32-41] [INFO] Loading data...
[08-02-2017_18-32-41] [INFO] Scanning standard mods in 'standard'...
[08-02-2017_18-32-41] [INFO] Scanning user mods in 'D:\OpenXcom_XFiles\user\mods'...
[08-02-2017_18-32-41] [INFO] reservedSpace for: xcom1 updated to: 2
[08-02-2017_18-32-41] [INFO] Mapping resource files...
[08-02-2017_18-32-42] [INFO] Resources files mapped successfully.
[08-02-2017_18-32-44] [INFO] Loading fonts... Font.dat
[08-02-2017_18-32-44] [INFO] Loading extra resources from ruleset...
[08-02-2017_18-33-13] [INFO] Loading custom palettes from ruleset...
[08-02-2017_18-33-13] [INFO] Data loaded successfully.
[08-02-2017_18-33-13] [INFO] Loading language...
[08-02-2017_18-33-13] [INFO] Language loaded successfully.
[08-02-2017_18-33-13] [INFO] OpenXcom started successfully!
[08-02-2017_18-33-13] [INFO] Playing flx, 320x200, 890 frames
[08-02-2017_18-33-13] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[08-02-2017_18-33-24] [INFO] SDL_mixer initialized successfully.
[08-02-2017_18-33-24] [INFO] SDL_mixer initialized successfully.
[08-02-2017_18-37-56] [WARN] TU not found in en-GB
[08-02-2017_18-37-56] [WARN] STA not found in en-GB
[08-02-2017_18-37-56] [WARN] HP not found in en-GB
[08-02-2017_18-37-56] [WARN] BRA not found in en-GB
[08-02-2017_18-37-56] [WARN] REA not found in en-GB
[08-02-2017_18-37-56] [WARN] ACC not found in en-GB
[08-02-2017_18-37-56] [WARN] THR not found in en-GB
[08-02-2017_18-37-56] [WARN] MEL not found in en-GB
[08-02-2017_18-37-56] [WARN] STR not found in en-GB
[08-02-2017_18-38-27] [WARN] ORIGINAL ORDER not found in en-GB
[08-02-2017_18-38-27] [WARN] ID not found in en-GB
[08-02-2017_18-38-27] [WARN] FIRST LETTER not found in en-GB
[08-02-2017_18-38-27] [WARN] RANK not found in en-GB
[08-02-2017_18-38-27] [WARN] MISSIONS not found in en-GB
[08-02-2017_18-38-27] [WARN] KILLS not found in en-GB
[08-02-2017_18-38-27] [WARN] WOUND RECOVERY not found in en-GB
[08-02-2017_18-38-27] [WARN] SORT BY... not found in en-GB
[08-02-2017_18-41-08] [WARN] STR_SELECT_PILOT not found in en-GB
[08-02-2017_21-25-06] [FATAL] A fatal error has occurred: Research STR_STAFF_009 not found
[08-02-2017_21-25-16] [FATAL] OpenXcom has crashed: Research STR_STAFF_009 not found
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on February 08, 2017, 11:41:07 pm
I don't wanna sound rude, but it has been reported many times, even just a few posts above on the same page (with a fix too).
Please read at least few recent posts in this thread before posting same things again.
Title: Re: Bugs, crashes, typos & bad taste
Post by: dorsidwarf on February 08, 2017, 11:49:49 pm
I skimmed over the thread but managed to miss the single post without image or code that was mentioning it here.

Thanks for pointing it out though.
Title: Re: Bugs, crashes, typos & bad taste
Post by: scrdest on February 10, 2017, 06:48:19 pm
Just downloaded 0.55, but I keep getting segfaults just after the cinematic ends.

This should be a clean install, the only thing I kept were XCOM resources in UFO/TFTD.

The error had not been present in previous versions of the mod I have played. I tried copying the files again from the .zip, did NOT try re-downloading yet.

openxcom.log in attachment
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 10, 2017, 06:59:14 pm
Thanks, but can you post a save? The log is not helpful at all in most cases.
Title: Re: Bugs, crashes, typos & bad taste
Post by: scrdest on February 10, 2017, 07:14:58 pm
I don't have a save, it crashes before main menu, after the cinematic with mutons.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 10, 2017, 07:20:01 pm
I don't have a save, it crashes before main menu, after the cinematic with mutons.

Oh, I thought you meant after Cydonia!

Well then, apparently your install is wrong. Everyone else runs the game just fine, so it's not a mod problem.

My first theory is that you copied a newer version over the older version (from before upgrading to OXCE+ 3.6), so there are conflicts within the vanilla files (not the mod, I mean "standard" and "common" folders). You are supposed to only move your save file when upgrading and nothing else, at least when the exe number changes.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 10, 2017, 07:50:10 pm
Looks like Zombie autopsie and Fat zombie autopsy has same picture.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 10, 2017, 08:14:03 pm
Looks like Zombie autopsie and Fat zombie autopsy has same picture.

Oh man, you are right... My bad. Fixing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on February 10, 2017, 09:15:34 pm
If the cinematic is causing problems, you can always turn it off.  Might not fix it though
Title: Re: Bugs, crashes, typos & bad taste
Post by: scrdest on February 10, 2017, 09:50:20 pm
Fixed now, the issue was actually something else - the UFO resources got corrupted somehow, I replaced them with my Steam copy's files; it works now, already made some good ol' extrajudicial cultist executions.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on February 11, 2017, 11:32:32 am
It seems that one of CyberWeb Lair maps is faulty - it's impossible to find a way to the enemies as most doors lead to nowhere.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on February 11, 2017, 12:06:42 pm
Looks like Zombie autopsie and Fat zombie autopsy has same picture.
Um, I thought that's right  :o

Aaaaand then the invasion begins. And I just got Promotion II. Now it feels like vanilla starting minus high alien activity and stupid blind rookies (my agents, especially hardened veterans, are more than effective with BlackOps weapons). Still no Interceptors though - because I'm a real slowpoke.
BTW, when I "disposed" useless Black Lotus followers (because I already have all dossiers and weapon info and interrogated Black Lotus Witch), their corpses had no proper name - just STR_BLACK_LOTUS_FOLLOWER_CORPSE. I don't know if it's really important but that's it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on February 11, 2017, 01:08:48 pm
Another crash while tacking a large UFO - unfortunately I cannot recreate it now.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 11, 2017, 03:51:53 pm
It seems that one of CyberWeb Lair maps is faulty - it's impossible to find a way to the enemies as most doors lead to nowhere.

Reported about 10 posts ago... ::)

Yes, sometimes the map doesn't create a route. Use explosives to get there.

(I'm not sure I even want to fix this, it sinds kinda fun.)

Um, I thought that's right  :o

Yeah, it's thanks to Nord we have all these beautiful autopsy pics.

Aaaaand then the invasion begins. And I just got Promotion II. Now it feels like vanilla starting minus high alien activity and stupid blind rookies (my agents, especially hardened veterans, are more than effective with BlackOps weapons). Still no Interceptors though - because I'm a real slowpoke.

Just a planned. 8)

BTW, when I "disposed" useless Black Lotus followers (because I already have all dossiers and weapon info and interrogated Black Lotus Witch), their corpses had no proper name - just STR_BLACK_LOTUS_FOLLOWER_CORPSE. I don't know if it's really important but that's it.

Yes, I noticed. Will be fixed in 0.6.

Another crash while tacking a large UFO - unfortunately I cannot recreate it now.

In this case I don't need a save, so thanks - this is enough. Just please confirm to me if the problematic mission was related to Hybrids.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Gordonmull on February 11, 2017, 06:44:36 pm
I really enjoyed my first run through but I've started on 5.5 now and I'll be reporting bugs as I go. Couldn't be bothered the first time, sorry, I just got carried away with playing! I've already said I'm truly loving this mod.

I realise the tazer is from your FMP but should it train throw? Seems illogical to me. If it's already been discussed, just say, I don't want to reopen old arguments I know nothing about.

Giant spider autopsy:

"Its venom sacks are not very poisonous to humans, but may cause deep wounds"

Should be

"Its venom sacs are not very poisonous to humans but" etc.

And I think would it sound better like this:

"Its venom sacs are not very poisonous to humans but its fangs may cause deep wounds."
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 11, 2017, 07:20:26 pm
I really enjoyed my first run through but I've started on 5.5 now and I'll be reporting bugs as I go. Couldn't be bothered the first time, sorry, I just got carried away with playing! I've already said I'm truly loving this mod.

Thanks! But 0.6 is pretty close now, so most bugs will be replaced with new bugs. ;)

I realise the tazer is from your FMP but should it train throw? Seems illogical to me. If it's already been discussed, just say, I don't want to reopen old arguments I know nothing about.

Good catch, I missed it.

Giant spider autopsy:

"Its venom sacks are not very poisonous to humans, but may cause deep wounds"

Should be

"Its venom sacs are not very poisonous to humans but" etc.

And I think would it sound better like this:

"Its venom sacs are not very poisonous to humans but its fangs may cause deep wounds."

OK, fixing according to your suggestion!
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 13, 2017, 03:59:09 am
I've got a crash that says "Sprite DEEPONEVILLAGE_BACKGROUND not found." 

Also I noticed that shadowbat corpses are worth more than live ones.  Shouldn't it be the other way around?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 13, 2017, 04:44:43 am
I've got a crash that says "Sprite DEEPONEVILLAGE_BACKGROUND not found."

Are you sure your installation is correct? The file is there in my version/

Also I noticed that shadowbat corpses are worth more than live ones.  Shouldn't it be the other way around?

Yeah, one zero too many in the corpse. ;)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 13, 2017, 05:01:14 am
I did a fresh install of 0.5.5 and then copied over with 0.5.5b.  I'll try a fresh install of 0.5.5b.

Actually, a search through my folder shows a gif called DEEPONEVILLAGE that looks like the background for some text.  Is that the one it should reference or a separate file?

Edit: Did a fresh install and I'm still getting the crash.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 13, 2017, 12:45:55 pm
OK, I'll check again more thoroughly after I get back home. Must be something silly...
Why does this stuff always happen 10 minutes after the release?
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 14, 2017, 01:16:38 am
Found a minor text bug, where after a deep one ritual mission some of the rescued sacrifices have glitched names.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 14, 2017, 02:05:18 am
OK, thanks. Luckily, not a critical bug this time, I don't have to release another version :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Juku121 on February 15, 2017, 01:23:20 pm
In a recent mission I noticed I was getting damaged personal armor from nowhere.  It seems my unconscious soldier in personal armor counts for the drop.  I tested it by knocking one of my other personal armor troops (near the skymarshall) unconscious and I got a second damaged armor.


OK, thanks for the report. I'll try to look at it ASAP.


This is still happening in 0.5.5. Basically, live and dead recoverable 'corpses’ are treated the same. Have you had any luck coming up with a fix? If not,  the Alternate Corpse mod looks like a potential starting point.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 17, 2017, 09:41:58 am
I ran into another map generation problem, this time in a cave mission.  The last enemy is blocked off in an unaccessable section.  I tried blowing open a thin looking wall(the soldier should be selected), but that caused a crash.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 17, 2017, 01:24:20 pm
I ran into another map generation problem, this time in a cave mission.  The last enemy is blocked off in an unaccessable section.  I tried blowing open a thin looking wall(the soldier should be selected), but that caused a crash.

OK, this is a faulty map indeed, but the crash is... weird. I have no idea what's causing it. I'll have to ask for help.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on February 17, 2017, 04:46:53 pm
OK, this is a faulty map indeed, but the crash is... weird. I have no idea what's causing it. I'll have to ask for help.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on February 17, 2017, 04:58:58 pm
Yeah, we just figured out the same thing on a discord discussion.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 17, 2017, 05:40:23 pm
Thanks guys, fixing now.

This will take a while though, because I need to make destroyed tiles walkable etc.


EDIT: I think I fixed it. It is kinda experimental, but please try these files. Just copy it to user/mods/XComFiles/TERRAIN folder and overwrite.

And please let me know if it works!

PS. You don't need the "aliens pick up weapons" mod on.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 17, 2017, 11:17:30 pm
That fixed it.  I dropped the bomb and on their turn the bat came out and got hit with reaction fire.  Thanks.

Is the mod something I should turn off?   I think you told me about it before,  but I can't remember.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 18, 2017, 03:26:29 am
That fixed it.  I dropped the bomb and on their turn the bat came out and got hit with reaction fire.  Thanks.

OK, cool.
This terrain is somewhat experimental, I don't think it's been done before... So thanks for helping debugging it. :)

Everyone, please also download these files, just in case.

Is the mod something I should turn off?   I think you told me about it before,  but I can't remember.

Yeah, it's built into XCF, so unnecessary.
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on February 19, 2017, 01:05:11 am
Does having it turned on do anything?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 19, 2017, 01:35:46 am
Does having it turned on do anything?

Hopefully not. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 19, 2017, 01:46:10 am
A few more minor bugs.  I didn't unlock an article for researching live swarmids, a live aquatoid, or a dead reptoid.  The reptoid was a drake if that matters, and the aquatoid did unlock the aqua plastics research.  Also, the name for Stormlance missiles in manufacturing is glitched.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 19, 2017, 01:51:49 am
A few more minor bugs.  I didn't unlock an article for researching live swarmids, a live aquatoid, or a dead reptoid.  The reptoid was a drake if that matters, and the aquatoid did unlock the aqua plastics research.  Also, the name for Stormlance missiles in manufacturing is glitched.

Good points, thanks. But... how did you manage to fing a Reptoid? O_o They're not in the game as of now.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 19, 2017, 09:13:05 am
Around a mixed species base they set up.  I killed two on supply ships, then caught two leaders and killed an unknown third when I assaulted the base.  All five were the power armored "Drake" types.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 19, 2017, 01:08:30 pm
Around a mixed species base they set up.  I killed two on supply ships, then caught two leaders and killed an unknown third when I assaulted the base.  All five were the power armored "Drake" types.

Oh, okay... This was indeed an oversight on my part, I completely forgot about the mixed crews. But good for you to have killed them. :)

Nevertheless, a dead Drake should still show you Reptoid Autopsy. Do you have it already?
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on February 19, 2017, 11:52:36 pm
No.  There's no Reptoid Autopsy entry following the Reptoid entry.  I got the corpses before the live ones, so I doubt I just forgot to research them.  Also, I just noticed that the Cerebreal Larva entry is between Muton and Muton Autopsy.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 20, 2017, 12:37:09 am
No.  There's no Reptoid Autopsy entry following the Reptoid entry.  I got the corpses before the live ones, so I doubt I just forgot to research them.  Also, I just noticed that the Cerebreal Larva entry is between Muton and Muton Autopsy.

OK, you're right on both points. Fixed both.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 20, 2017, 03:03:08 pm
I think that 'xeno combat shield' can be researched, but can not be buyed or produced. Also, please, write somewhere a short description when armored west become available (i found that  i can buy it long ago when browsing ufopedia, accidentally )
Upd: ahh, i see, it is one armor but two wearing variants.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 20, 2017, 03:19:55 pm
I think that 'xeno combat shield' can be researched, but can not be buyed or produced.

No, it cannot be researched. There is an item called that, but it's bound to an armour - a version of the Armoured Vest. So the Armoured Vest research gives you two armours: Armoured Vest and Armoured Vest with a Xeno Combat Shield.
If you're seeing it differently, it could be because of playing from an older save, because this was changed not long ago. But it could also be bugged somehow; I just can't see a problem at a first glance.

Also, please, write somewhere a short description when armored west become available (i found that  i can buy it long ago when browsing ufopedia, accidentally )

Both armours are unlocked by
X-Com History: Xenonauts
which contains it in the description:

However, its unique role during the Cold War should not be underestimated, as well as its scientific achievements, like the Xeno Combat Shield.

If you think it should be explained further, please suggest what I to do.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 20, 2017, 05:03:36 pm
Just add to the "xenonauts" topic a string like "items available for purchase:...". And maybe "available with armoured vest" to shield topic.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 20, 2017, 05:25:28 pm
Just add to the "xenonauts" topic a string like "items available for purchase:...". And maybe "available with armoured vest" to shield topic.

Thanks, done.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 20, 2017, 07:31:48 pm
One more thing: i never noticed that witches use their flameglowes. Dont know, is it bug or not.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 20, 2017, 09:15:55 pm
One more thing: i never noticed that witches use their flameglowes. Dont know, is it bug or not.

I've seen them using the gloves, so I guess it's OK. But I'll keep an eye on them.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 21, 2017, 02:54:52 pm
Next one: looks like durathread factory has a problem with the terrain:
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 21, 2017, 04:10:13 pm
Next one: looks like durathread factory has a problem with the terrain:

Yes, it's been reported before, but I haven't fixed it yet. I'll have to sit down and investigate tonight.

Thanks - and congrats on your progress, it's visible from your bug reports. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on February 22, 2017, 03:57:00 am
Manufacturing stormlance missles crashes game.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 22, 2017, 10:37:26 am
 Found durathread factory bug:
File terrains_XCOMFILES.rul, line 4328, must be '*AnchorVanillaDesert', not '*AnchorVanillaPolar'.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 22, 2017, 10:59:32 am
Manufacturing stormlance missles crashes game.

Indeed. In manufacture_XCOMFILES, instead of
Code: [Select]
  - name: STR_STORMLANCE_MISSILE there should be
Code: [Select]
  - name: STR_STORMLANCE_MISSILES.

Found durathread factory bug:
File terrains_XCOMFILES.rul, line 4328, must be '*AnchorVanillaDesert', not '*AnchorVanillaPolar'.

Yes, that's right! Thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 22, 2017, 02:28:33 pm
Look what i got. Trying to repeat was not succesful.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on February 22, 2017, 02:35:58 pm
And what's wrong with it? Ugly font?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 22, 2017, 03:08:39 pm
Armor without attached shield, but with shield.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on February 22, 2017, 05:57:43 pm
Unable to equip Stormlance on Raven. Feature or Bug?

let Loose full auto with a Heavy Rail Gun in a spider cave... game crashed.

Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on February 22, 2017, 06:25:55 pm
See two pages back for the cave terrain fix.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 22, 2017, 06:33:10 pm
Look what i got. Trying to repeat was not succesful.

Works for me, but I fiddled with it later, so might have fixed it without realizing it. ;)

And what's wrong with it? Ugly font?

Eh? I haven't changed the font.

Unable to equip Stormlance on Raven. Feature or Bug?

Feature, but poorly documented. :P I haven't gotten to that yet...

See two pages back for the cave terrain fix.

Yeah. Download the new files; if the problem persists, please let me know.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 22, 2017, 07:57:43 pm
Font is ugly because of non-ideal screen size(windowed/resized).
And non-shielded armor with shield in hand connected to changing armor, when both hands are allready equipped. But as i say, it is 'blinking' bug.
Another bug:
CTD in spidercave, when shoot from magnum and miss.
[23-02-2017_15-23-38]   [FATAL]   A fatal error has occurred: vector::_M_range_check: __n (which is 77) >= this->size() (which is 35)
[23-02-2017_15-23-54]   [FATAL]   OpenXcom has crashed: vector::_M_range_check: __n (which is 77) >= this->size() (which is 35)
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on February 23, 2017, 03:29:37 pm
Just 3 posts above you the same bug was reported, see fixed cave terrain 2 pages back.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on February 24, 2017, 12:25:50 pm
It seems that some text  for a Red Ganger's corpse is missing somewhere.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 24, 2017, 01:11:38 pm
Yeah, I thought I was so clever with those corpse names. Fixed now.

How did you get a ganger's corpse in Geoscape? They're non-recoverable.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on February 24, 2017, 02:04:24 pm
I don't have the slightest idea - it never happened before.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on February 24, 2017, 03:02:52 pm
BTW I reported the same thing with Black Lotus Follower corpse 2 weeks ago.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on February 24, 2017, 03:13:59 pm
Yep, the issue is quite consistent in this version.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 24, 2017, 04:01:20 pm
well it would be weird if it only happened sometimes. ::)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 24, 2017, 06:35:06 pm
STR_CAVES is missing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 25, 2017, 01:17:23 am
STR_CAVES is missing.

You mean the terrain name? Yeah, a bunch of them remains unnamed. I'll get to this later.

Or was it something else? Oh nevermind, I added the string anyway.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on February 25, 2017, 08:09:00 am
It was a mission name, showing when click on it on global map.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on February 27, 2017, 11:01:41 pm
Some more typos and errors (well, maybe).

Quote
This young Ethiopian girl was rescued by the International red cross

The Red Cross is written with capitals.

Quote
Purchasing this weapon requires Contact: Cult Arms Dealers and Church of Dagon Operations.

The colon was lost between "requires" and "Contact".

Quote
resshapen to assume a form of a floating woman

Quote
It holds an importan position in a network of his breathren

Quote
combining mammalian intelligence with ichtyan tenacity

The Oxford dictionary contains only the words "ichthyic" or "ichthyal".

Quote
On the outside, they are less affected by the Dagon syndrome... and perhaps a variation of the 'Dagon syndrome'

For the first time the Dagon syndrome is written without quotes and then with them. In the article about the Dagon morph you used them again.

Quote
This creature used to by human,

Quote
Sorcerers have the privilage of contacting

Quote
heterometrus bengalensi

I'm not really sure if it's really a typo but it is written everywhere with an "s" at the end of the word "bengalensi".

Quote
tun = 15+STR*0.5; Skill = MA/2+50, Acc = 65%, 10 TUs)

An unnecessary bracket.

STR_HEAVY_PLASMA_CLIP_UFOPEDIA - there's a mention about the consistent damage, but this article covers the information about the clip. Usually the information about damage types appeared in the articles about the weapons. Was that planned?

Quote
The Medical Bag contains a basic amount of medical supplies... Click on the First Aid Kit icon

I think you meant the medical bag icon.

STR_ALIEN_RESEARCH_UFOPEDIA - this article is duplicated.

STR_MIB2_CORPSE is named as "MiB Medic Corpse". Looking at the line STR_MIB_MEDIC: "MiB Scientist" I think it should be "MiB Scientist Corpse". I don't know if it was your intention, forgive me if I'm wrong.

STR_PLASMA_DESTROYER_CLIP: "Plasma Blaster Clip" - the weapon is called "Plasma Destroyer".

Quote
(if low strength) way to capture live Aliens

The point at the end of the line is missing.

STR_HC_AA_BS_AMMO_BUY: "HC-BS Clip Acquisition" - AA means Alien Alloys but the text doesn't say anything about them.

And one more thing: is that intended that some strings in the Tech Tree Viewer are empty? For example: STR_FACILITIES_REQUIRED, STR_QS_THREE_LETTERS and some other?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 27, 2017, 11:24:04 pm
Thanks for the thorough report!

Fixed everything except:

"Purchasing this weapon requires Contact: Cult Arms Dealers" - why would there be a colon after "requires"?

"combining mammalian intelligence with ichtyan tenacity" - can someone confirm if it's correct or not?

STR_HEAVY_PLASMA_CLIP_UFOPEDIA - most clips don't have articles, but this one does, so it's in here. Same with other clips with their own articles.

Attaching my working copy of the strings, with many updates.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on February 28, 2017, 06:10:30 am
Quote from: Solarius Scorch
Thanks for the thorough report!

It's my pleasure to give some help in the project :).

Fixed everything except:
Quote
"Purchasing this weapon requires Contact: Cult Arms Dealers" - why would there be a colon after "requires"?

I read this again and understood why there was no colon here. Sorry, my bad :(.

Quote
STR_HEAVY_PLASMA_CLIP_UFOPEDIA - most clips don't have articles, but this one does, so it's in here. Same with other clips with their own articles.

Thanks for the explanation, got it.

Quote
Attaching my working copy of the strings, with many updates.

Cool :).
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on February 28, 2017, 06:43:17 am
I am seemingly unable to manufacture plasma weapon clips.

Feature or bug?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Krugelix on February 28, 2017, 08:51:41 am
I downloaded your latest extra stringfile, though i found some strings what are not translated:

STR_BLACK_LOTUS_ASSASIN_CORPSE
STR_BLACK_LOTUS_FOLLOWER_CORPSE
STR_BLACK_LOTUS_WARRIOR_CORPSE
STR_DISCIPLE_OF_DRAGON_CORPSE
STR_EXALT_GOON_CORPSE
STR_EXALT_ENFORCER_CORPSE
STR_EXALT_INFILTRATOR_CORPSE
STR_SCARAB_CORPSE
STR_SCARAB_TERRORIST
STR_ZSRR_GANGER_CORPSE
STR_ZSRR_MOLOLEC_CORPSE

In the UFO-Pedia:
STR_NEED_TO_NOW_BASIS
STR_NEED_TO_NOW_BASIS_UFOPEDIA
The Entry for "Crowd Controll" does not fit the screen.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on February 28, 2017, 02:17:31 pm
"combining mammalian intelligence with ichtyan tenacity" - can someone confirm if it's correct or not?
As far as I know there is another "scientific" word for something belonging to fish - "piscine". But I'm not sure.
I think it would be better to use some less tricky phrase. I mean, "combining intelligence of primate with tenacity of fish" or even "tenacity of hunting shark" maybe?
STR_BLACK_LOTUS_ASSASIN_CORPSE
STR_BLACK_LOTUS_FOLLOWER_CORPSE
STR_BLACK_LOTUS_WARRIOR_CORPSE
STR_DISCIPLE_OF_DRAGON_CORPSE
STR_EXALT_GOON_CORPSE
STR_EXALT_ENFORCER_CORPSE
STR_EXALT_INFILTRATOR_CORPSE
STR_SCARAB_CORPSE
STR_SCARAB_TERRORIST
STR_ZSRR_GANGER_CORPSE
STR_ZSRR_MOLOLEC_CORPSE
Black Lotus strikes again  :D
Title: Re: Bugs, crashes, typos & bad taste
Post by: Juku121 on February 28, 2017, 03:36:54 pm
"combining mammalian intelligence with ichtyan tenacity" - can someone confirm if it's correct or not?

I'm no native speaker, but:

1) apparently "ichthyal", "ichthyic" or even "ichthyoid" are the correct forms;

2) that doesn't mean even an occasional book or scientific article hasn't slipped into "ichthyan";

3) "piscine" is rather... tame.

If there was voting on this, I'd pick "ichthyoid".  :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 28, 2017, 03:44:04 pm
I am seemingly unable to manufacture plasma weapon clips.

Feature or bug?

I'll check tomorrow (sorry, I probably can't today), but it should be possible. Have you tried the tech tree viewer?

3) "piscine" is rather... tame.

Yeah, I also had this impression... It's an okay word, but I was hoping for something more dramatic. For example Titan Quest had ichtyons as monsters.

If there was voting on this, I'd pick "ichthyoid".  :P

But they are ichtyoids as a whole, not part ichtyoids, part mammals. :) Maybe "ichthyic" sounds most cthulhish. :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on February 28, 2017, 03:48:35 pm
I like the word "ichthyac" - it's very nice word to describe dagonites  ;D
Title: Re: Bugs, crashes, typos & bad taste
Post by: Juku121 on February 28, 2017, 05:39:38 pm
But they are ichtyoids as a whole, not part ichtyoids, part mammals. :) Maybe "ichthyic" sounds most cthulhish. :P

Well, they're ichtyoids with ichtyoid tendencies, if you want them to be.  ;D

A quick Google search shows 'ichtyoid' to be the prevalent adjective when talking about the Cthulhu mythos. I don't know how well that reflects non-Internet sources.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on February 28, 2017, 05:52:02 pm
nope, can't manufacture heavy plasma. necessary searcher is done, but wtf I don't know

le Sigh.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 28, 2017, 08:13:45 pm
nope, can't manufacture heavy plasma. necessary searcher is done, but wtf I don't know

le Sigh.

Hmm, here's the relevant code for the gun:

Code: [Select]
  - name: STR_HEAVY_PLASMA
    category: STR_WEAPON
    requires:
      - STR_PLASMA_WEAPONS
      - STR_HEAVY_PLASMA
      - STR_HEAVY_PLASMA_CLIP
    space: 4
    time: 1000
    cost: 122000
    requiredItems:
      STR_ALIEN_ALLOYS: 1

And for the clip:

Code: [Select]
  - name: STR_HEAVY_PLASMA_CLIP
    category: STR_BATTERIES
    requires:
      - STR_PLASMA_WEAPONS
      - STR_HEAVY_PLASMA_CLIP
    space: 4
    time: 80
    cost: 6000
    requiredItems:
      STR_ELERIUM_115: 3

So to make a HPG to need to have researched: the HPG itself, its clip and Plasma Weapons (not Plasma Weapons Calibration). For the clip, the same, sans HPG.

I can't see how this wouldn't work...
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on February 28, 2017, 09:29:56 pm
Well I can use it but not manufacture it so... yeah. you want a copy of a save to confirm/ mock me? :)

I dunno either.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 28, 2017, 09:43:02 pm
Well I can use it but not manufacture it so... yeah. you want a copy of a save to confirm/ mock me? :)

I dunno either.

Yes, please :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on March 01, 2017, 11:31:59 pm
Finally fucking found it...

Manufacturing needs better organization or clarification :(

Why the FUCK would you put clips under batteries?

Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 01, 2017, 11:35:44 pm
Maybe just use quick search?
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on March 02, 2017, 12:13:36 am

So how do I do that and where is it documented?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 02, 2017, 12:25:06 am
Press Q.

It's documented here on the forum (oxce+ thread) and in the game settings as configurable hotkey.

It may be also in ufopedia like in piratez, don't know if Solar put it in or not.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on March 02, 2017, 12:59:22 am
cool
Title: Re: Bugs, crashes, typos & bad taste
Post by: Keksimus Maximus on March 02, 2017, 02:35:31 am
I'm having an odd error a decent ways into the game, I just finished getting Promotion II and have taken down several ufo's. On the geoscape I get a CTD and an error message that says:


"Segmentation Fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers."


It seems to always happen when the same very large UFO I'm seeing lands.


[01-03-2017_16-08-29]   [INFO]   Data folder is:
[01-03-2017_16-08-29]   [INFO]   Data search is:
[01-03-2017_16-08-29]   [INFO]   - C:\Users\Ethan Poole\Documents\OpenXcom\
[01-03-2017_16-08-29]   [INFO]   - C:\Users\Ethan Poole\Documents\OpenXcom_XFiles
[01-03-2017_16-08-29]   [INFO]   - C:\Users\Ethan Poole\Documents\OpenXcom_XFiles
[01-03-2017_16-08-29]   [INFO]   User folder is: C:\Users\Ethan Poole\Documents\OpenXcom_XFiles\user\
[01-03-2017_16-08-29]   [INFO]   Config folder is: C:\Users\Ethan Poole\Documents\OpenXcom_XFiles\user\
[01-03-2017_16-08-29]   [INFO]   Options loaded successfully.
[01-03-2017_16-08-29]   [INFO]   SDL initialized successfully.
[01-03-2017_16-08-29]   [INFO]   SDL_mixer initialized successfully.
[01-03-2017_16-08-29]   [INFO]   requested file not found: openxcom.png
[01-03-2017_16-08-29]   [INFO]   Attempting to set display to 1366x768x8...
[01-03-2017_16-08-29]   [INFO]   Display set to 1366x768x8.
[01-03-2017_16-08-29]   [INFO]   Loading data...
[01-03-2017_16-08-29]   [INFO]   Scanning standard mods in 'standard'...
[01-03-2017_16-08-29]   [INFO]   Scanning user mods in 'C:\Users\Ethan Poole\Documents\OpenXcom_XFiles\user\mods'...
[01-03-2017_16-08-29]   [INFO]   reservedSpace for: xcom1 updated to: 2
[01-03-2017_16-08-29]   [INFO]   reservedSpace for: xcom2 updated to: 2
[01-03-2017_16-08-29]   [INFO]   Mapping resource files...
[01-03-2017_16-08-30]   [INFO]   Resources files mapped successfully.
[01-03-2017_16-08-33]   [INFO]   Loading fonts... Font.dat
[01-03-2017_16-08-33]   [INFO]   Loading extra resources from ruleset...
[01-03-2017_16-08-36]   [INFO]   Loading custom palettes from ruleset...
[01-03-2017_16-08-36]   [INFO]   Data loaded successfully.
[01-03-2017_16-08-36]   [INFO]   Loading language...
[01-03-2017_16-08-36]   [INFO]   Language loaded successfully.
[01-03-2017_16-08-36]   [INFO]   OpenXcom started successfully!
[01-03-2017_16-08-36]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[01-03-2017_16-08-45]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 02, 2017, 10:04:26 am
Please attach a save.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Keksimus Maximus on March 03, 2017, 12:50:41 am
Here you are kind wizard.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 03, 2017, 10:53:57 am
XBASE terrain definition is incomplete; block XBASS_28 is missing.

You can fix it by adding it to "terrains_XCOMFILES.rul":

Code: [Select]
  - name: XBASE
    mapDataSets:
      - BLANKS
      - XBASE1
      - XBASE2
      - XCOMWALL
      - XCOMBITS
    mapBlocks:
      - name: XBASE_00
        width: 10
        length: 10
...
      - name: XBASS_27 # Prison Cells
        width: 10
        length: 10
      - name: XBASS_28 # ???
        width: 10
        length: 10
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 03, 2017, 02:38:46 pm
I always forget to add facilities to terrains. :/
Title: Re: Bugs, crashes, typos & bad taste
Post by: Keksimus Maximus on March 04, 2017, 02:15:34 am
For some reason, I'm still getting the same error.

Here's the ruleset file to make sure I'm not an idiot. I have no prior experience with Xcom's files.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 04, 2017, 01:27:57 pm
For some reason, I'm still getting the same error.

Here's the ruleset file to make sure I'm not an idiot. I have no prior experience with Xcom's files.


I looked into this ruleset and found out that this chunk is still missing. That's why you keep getting this error. I fixed it for ya:
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 04, 2017, 01:51:57 pm
For some reason, I'm still getting the same error.

Here's the ruleset file to make sure I'm not an idiot. I have no prior experience with Xcom's files.

You defined XBASE twice. Try the attaching file.

(An ultra quick job, no guarantees)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Keksimus Maximus on March 04, 2017, 09:24:00 pm
Thank you both very much, looking forward to proceeding with this campaign.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 05, 2017, 01:10:08 am
not really a bug, but the sound of the magnum pistol rounds hitting is very delayed, by like a half second...its kinda jarring to hit with it, because of this.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 05, 2017, 01:39:49 am
not really a bug, but the sound of the magnum pistol rounds hitting is very delayed, by like a half second...its kinda jarring to hit with it, because of this.

You're right, and it's stupid too. Changing it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on March 07, 2017, 01:20:21 pm
Looks like mapscript for cyberweb lair is far from perfection. Here is all-dead-end situation.
And popup message of cyberweb lair missing - STR_CYBERWEB_ something.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 07, 2017, 03:22:50 pm
Yeah, the map bugs out sometimes. To be honest I don't know how to make it better, apart from giving more exits to all blocks, which defeats the point of a sewers maze.

Bring explosives, I guess. ☺
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 08, 2017, 04:05:02 am
I posted this elsewhere, but in the new version, breaking walls in cities with gunfire (or other items) often causes random explosions, because rasins.

I gotta admit, that is actually pretty damned funny, first time around.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 08, 2017, 07:25:26 pm
Yes, this is some sort of code bug, nothing we can do about it at the moment. Our coders are working on it already.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on March 09, 2017, 12:57:15 am
Common magnum can no more use alloy ammo. Is it just as intended?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 09, 2017, 01:03:27 am
Common magnum can no more use alloy ammo. Is it just as intended?

Yes, you need a more advanced one... The classic one might explode :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 09, 2017, 07:50:30 pm
Yes, you need a more advanced one... The classic one might explode :)
Seems like explosive bullets will be remembered a long after this bug will be fixed  :D

Well, finally I was bothered enough by Zombie Mission music (it's so lo-fi), so I converted "The Thing" credits music into OGG format by myself using different settings. The resulting OGG track is a little bigger (2,49 Mb) but sounds somewhat better. I hope The Captain won't assign me to chupacabra hunt for this 8)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 09, 2017, 08:13:35 pm
Yeah, the quality is better. Taken!

Thanks for making the mod better.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 09, 2017, 08:52:18 pm
To be honest, the glitch could be utilized as a weapon, couldn't it? maybe a 2 stage disposable anti armor weapon, the first shot being the equivalent to a gause gun, an armor piercing shell, and the second firing the second shell, along with the the extra chemical left over, giving it an explosive shot...

....could be neat.
Title: Re: Bugs, crashes, typos & bad taste
Post by: The Think Tank on March 10, 2017, 12:23:42 am
Every time I load my save at the end of the month a supposed MIB mission pops up, however it crashes my game stating...
"Error processing mission named: recon, mission type: STR_MIB_TERROR is not defined."
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 10, 2017, 01:07:52 am
Every time I load my save at the end of the month a supposed MIB mission pops up, however it crashes my game stating...
"Error processing mission named: recon, mission type: STR_MIB_TERROR is not defined."

Yeah, this mission was removed from spawning ages ago. Then I kept it in the ruleset for those ages, knowing that some people will have some ancient saves... And finally removed it in 0.6, thinking there is no way people still have saves that old.

...I stand corrected. :P

Just open alienMissions, copy any other mission and rename it to STR_MIB_TERROR.
Title: Re: Bugs, crashes, typos & bad taste
Post by: The Think Tank on March 10, 2017, 01:15:01 am
I may be one of the initial players, who also has just been replacing the file with the new variant. In either case thanks!

Out of curiosity, why was the MIB Recon removed? It seems interesting to say the least.
Title: Re: Bugs, crashes, typos & bad taste
Post by: The Think Tank on March 10, 2017, 01:26:20 am
Errr...a little of an update...

There is no "STR_MIB_TERROR" in that folder

It may be because that is my properly copied form of XComFiles, while I also have the version which I use that is spread across the entire OpenXcom directory.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 10, 2017, 09:42:28 am
This mission was removed because it made no sense, will be replaced with something better.

And no, there is no such mission, which is exactly the problem.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 11, 2017, 06:16:55 pm
With D.E.B. problem solved, I wanted to continue the second M.A.G.M.A. mission from my previous v. 0.5.5c save. Played till turn 18, then started to run out of ammo and deceided to load another save before this mission. Got many nice things to research out of tin air (I love updates!), but then got CTD:
Quote
[11-03-2017_18-02-29]   [FATAL]   A fatal error has occurred: Region REGION_MAGMA_LAB not found
[11-03-2017_18-02-50]   [FATAL]   OpenXcom has crashed: Region REGION_MAGMA_LAB not found
Well, I guess loading old save wasn't so good idea. Anyway, I found something else in the same log file:
Quote
11-03-2017_16-49-51]   [INFO]   Data folder is:
[11-03-2017_16-49-51]   [INFO]   Data search is:
[11-03-2017_16-49-51]   [INFO]   - C:\Users\Acer\Documents\OpenXcom\
[11-03-2017_16-49-51]   [INFO]   - C:\Games\OpenXcom_XFiles 0.6a
[11-03-2017_16-49-51]   [INFO]   - C:\Games\OpenXcom_XFiles 0.6a
[11-03-2017_16-49-51]   [INFO]   User folder is: C:\Games\OpenXcom_XFiles 0.6a\user\
[11-03-2017_16-49-51]   [INFO]   Config folder is: C:\Games\OpenXcom_XFiles 0.6a\user\
[11-03-2017_16-49-51]   [INFO]   Options loaded successfully.
[11-03-2017_16-49-51]   [INFO]   SDL initialized successfully.
[11-03-2017_16-49-53]   [INFO]   SDL_mixer initialized successfully.
[11-03-2017_16-49-53]   [INFO]   requested file not found: openxcom.png
[11-03-2017_16-49-53]   [INFO]   Attempting to set display to 800x600x8...
[11-03-2017_16-49-59]   [INFO]   Display set to 800x600x8.
[11-03-2017_16-50-00]   [INFO]   Loading data...
[11-03-2017_16-50-01]   [INFO]   Scanning standard mods in 'standard'...
[11-03-2017_16-50-01]   [INFO]   Scanning user mods in 'C:\Games\OpenXcom_XFiles 0.6a\user\mods'...
[11-03-2017_16-50-01]   [INFO]   reservedSpace for: xcom1 updated to: 2
[11-03-2017_16-50-01]   [INFO]   Mapping resource files...
[11-03-2017_16-50-20]   [INFO]   Resources files mapped successfully.
[11-03-2017_16-50-48]   [INFO]   Loading fonts... Font.dat
[11-03-2017_16-50-50]   [INFO]   Loading extra resources from ruleset...
[11-03-2017_16-51-28]   [INFO]   Loading custom palettes from ruleset...
[11-03-2017_16-51-28]   [INFO]   Data loaded successfully.
[11-03-2017_16-51-28]   [INFO]   Loading language...
[11-03-2017_16-51-29]   [INFO]   Language loaded successfully.
[11-03-2017_16-51-29]   [INFO]   OpenXcom started successfully!
[11-03-2017_16-51-37]   [WARN]   STR_KNOCK_OUT_INDICATOR not found in en-US
[11-03-2017_16-52-20]   [ERROR]   Failed to load research STR_SCARAB_TERRORIST
[11-03-2017_16-52-20]   [ERROR]   Failed to load research STR_SCARAB
[11-03-2017_16-52-20]   [ERROR]   Failed to load research STR_SCARAB_CORPSE
[11-03-2017_16-52-20]   [ERROR]   Failed to load research STR_SCARAB_AUTOPSY
[11-03-2017_16-52-20]   [ERROR]   Failed to load research STR_SNIPER_RIFLE_AA_CLIP
As you see, these are some not-so-fatal errors from initial loading of OXCE+. I wonder what the hell is this 8)

UPD.: Alright, saved before crash. Save file attached:
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 11, 2017, 11:40:18 pm
Had a fatal crash in a strange life form mission, with beetles, at night in the forest.
[11-03-2017_11-58-39]   [INFO]   Data folder is:
[11-03-2017_11-58-39]   [INFO]   Data search is:
[11-03-2017_11-58-39]   [INFO]   - C:\Users\\Documents\OpenXcom\
[11-03-2017_11-58-39]   [INFO]   - C:\Users\\Desktop\OpenXcom_XFiles
[11-03-2017_11-58-39]   [INFO]   - C:\Users\\Desktop\OpenXcom_XFiles
[11-03-2017_11-58-39]   [INFO]   User folder is: C:\Users\\Desktop\OpenXcom_XFiles\user\
[11-03-2017_11-58-39]   [INFO]   Config folder is: C:\Users\\Desktop\OpenXcom_XFiles\user\
[11-03-2017_11-58-39]   [INFO]   Options loaded successfully.
[11-03-2017_11-58-39]   [INFO]   SDL initialized successfully.
[11-03-2017_11-58-39]   [INFO]   SDL_mixer initialized successfully.
[11-03-2017_11-58-39]   [INFO]   requested file not found: openxcom.png
[11-03-2017_11-58-39]   [INFO]   Attempting to set display to 1169x729x32...
[11-03-2017_11-58-39]   [INFO]   Display set to 1169x729x32.
[11-03-2017_11-58-40]   [INFO]   Loading data...
[11-03-2017_11-58-40]   [INFO]   Scanning standard mods in 'standard'...
[11-03-2017_11-58-40]   [INFO]   Scanning user mods in 'C:\Users\\Desktop\OpenXcom_XFiles\user\mods'...
[11-03-2017_11-58-40]   [INFO]   reservedSpace for: xcom1 updated to: 2
[11-03-2017_11-58-40]   [INFO]   Mapping resource files...
[11-03-2017_11-58-41]   [INFO]   Resources files mapped successfully.
[11-03-2017_11-58-49]   [INFO]   Loading fonts... Font.dat
[11-03-2017_11-58-50]   [INFO]   Loading extra resources from ruleset...
[11-03-2017_11-58-58]   [INFO]   Loading custom palettes from ruleset...
[11-03-2017_11-58-58]   [INFO]   Data loaded successfully.
[11-03-2017_11-58-58]   [INFO]   Loading language...
[11-03-2017_11-58-58]   [INFO]   Language loaded successfully.
[11-03-2017_11-58-58]   [INFO]   OpenXcom started successfully!
[11-03-2017_11-58-58]   [INFO]   Playing flx, 320x200, 890 frames
[11-03-2017_11-59-01]   [INFO]   SDL_mixer initialized successfully.
[11-03-2017_11-59-01]   [INFO]   SDL_mixer initialized successfully.
[11-03-2017_12-05-18]   [WARN]   TU not found in en-US
[11-03-2017_12-05-18]   [WARN]   STA not found in en-US
[11-03-2017_12-05-18]   [WARN]   HP not found in en-US
[11-03-2017_12-05-18]   [WARN]   BRA not found in en-US
[11-03-2017_12-05-18]   [WARN]   REA not found in en-US
[11-03-2017_12-05-18]   [WARN]   ACC not found in en-US
[11-03-2017_12-05-18]   [WARN]   THR not found in en-US
[11-03-2017_12-05-18]   [WARN]   MEL not found in en-US
[11-03-2017_12-05-18]   [WARN]   STR not found in en-US
[11-03-2017_12-37-59]   [WARN]   ORIGINAL ORDER not found in en-US
[11-03-2017_12-37-59]   [WARN]   ID not found in en-US
[11-03-2017_12-37-59]   [WARN]   FIRST LETTER not found in en-US
[11-03-2017_12-37-59]   [WARN]   RANK not found in en-US
[11-03-2017_12-37-59]   [WARN]   MISSIONS not found in en-US
[11-03-2017_12-37-59]   [WARN]   KILLS not found in en-US
[11-03-2017_12-37-59]   [WARN]   WOUND RECOVERY not found in en-US
[11-03-2017_12-37-59]   [WARN]   SORT BY... not found in en-US
[11-03-2017_13-34-38]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[11-03-2017_13-36-10]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.
I heard an incendiary sound, like a flamethrower being fired right as it crashed.

Also attached battlescape save on the map, just because. I was a few turns in, but what the heck.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 11, 2017, 11:54:41 pm
With D.E.B. problem solved, I wanted to continue the second M.A.G.M.A. mission from my previous v. 0.5.5c save. Played till turn 18, then started to run out of ammo and deceided to load another save before this mission. Got many nice things to research out of tin air (I love updates!), but then got CTD:Well, I guess loading old save wasn't so good idea. Anyway, I found something else in the same log file:

As you see, these are some not-so-fatal errors from initial loading of OXCE+. I wonder what the hell is this 8)

UPD.: Alright, saved before crash. Save file attached:

The missing region is an actual bug. Thanks for the report, attaching a hotfix.
The rest of these strings are just artefacts from version changes, don't mind them.

Had a fatal crash in a strange life form mission, with beetles, at night in the forest.
OK, I'll examine it.

EDIT: It crashed for me too after a few turns. Then I tried debug mode, but nothing weird happened...

Please help, as I have nothing else to do.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on March 12, 2017, 08:53:53 am
You had renamed scarab race into giant beetle race, did you? And old savegames now has a bug.

Also, STR_ALERT_CAVES still missing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 12, 2017, 01:01:23 pm
Hohoho, fixing new bugs immediatly after the release becoming a good tradition for X-Com Files 8)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 12, 2017, 02:18:01 pm
You had renamed scarab race into giant beetle race, did you? And old savegames now has a bug.

Yes, as it was conflicting with a ship also named Scarab.
But it's not a bug, you can continue the game normally; you only lose all beetles you had (and the research).

Also, STR_ALERT_CAVES still missing.

Right, fixing.

Hohoho, fixing new bugs immediatly after the release becoming a good tradition for X-Com Files 8)

The funny/sad thing is, most of them are old bugs :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on March 12, 2017, 02:51:51 pm
The funny/sad thing is, most of them are old bugs :)

Let's continue the tradition and fix some more of them :).

Quote
conduct intelligence-relate research

Quote
nerve chord stretch from them trough most of the body length

Quote
The evidence you have presented was judged to be balid

Quote
to round them up and withheld black Lotus operations

Those strings are missing:

STR_SYNDICATE_WALKER_UFOPEDIA

STR_AVAILABLE_TOPICS

STR_SYNDICATE_HQ_ACCESS_UFOPEDIA - I think, it should be one of two lines STR_SYNDICATE_HQ_UFOPEDIA.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 12, 2017, 02:59:49 pm
THanks, all fixed.

("Withheld" seems to be a balid word though. ;) )
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 13, 2017, 04:21:02 am
Very bottom text of xenonaughts file is not readable. The actual meat of the text is there, but last bit is cut off.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on March 13, 2017, 12:53:43 pm
STR_ASSIGN_PILOT missing (on the screen "no pilots assigned")

And, what is more important, MAGMA LAB region missed, while used in missionscripts.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 13, 2017, 01:04:49 pm
Yes, I know about the missing region, I have attached a fix several posts above.

I'll add the missing strings, thanks.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Eddie on March 17, 2017, 12:43:38 am
Small typo or bug:
The flashlig states it does 15 + 0.5*STRENGTH damage, but it actually has meleePower: 0 in the ruleset.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 17, 2017, 11:00:26 am
OK, thanks.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on March 17, 2017, 11:20:12 am
Cyber armor do not change in infiltration and underwater missions. Is it bug?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 17, 2017, 12:21:23 pm
Cyber armor do not change in infiltration and underwater missions. Is it bug?

Yes... It's new and I forgot to add it to lists.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on March 18, 2017, 12:55:32 pm
Ok then, i got one more: it is your turn to fix live enemy recovery. Osiron, syndicate and maybe some more units are not recoverable.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 18, 2017, 03:20:35 pm
Ok then, i got one more: it is your turn to fix live enemy recovery. Osiron, syndicate and maybe some more units are not recoverable.

Eh? OK, that's new to me.
I shall consult Dioxine, since I never meant these units to be any different from your usual cultists and such. I suspect it has to do with corpse recovery points.

EDIT: Yes, turns out that if the corpse has no recoveryPoints, the live unit is not recovered. How silly of me to not know something that basic and logical! Throw rocks at me!

Luckily Meridian recently analysed the code and shared that info.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on March 19, 2017, 08:19:16 pm
Is it a bug, or just something missing? ("STR_ASSIGN_PILOTS").

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 19, 2017, 08:33:27 pm
Lol, I was just uploading a fix for some other missing things. Please wait a couple minutes.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 19, 2017, 09:14:08 pm
Afraid theres a problem with "madmen attacks" mission : I've gotten crashes shortly after a madman spots me, hearing the "flamethrower" sound right as it crashes.

[19-03-2017_11-18-30]   [INFO]   Data folder is:
[19-03-2017_11-18-30]   [INFO]   Data search is:
[19-03-2017_11-18-30]   [INFO]   - C:\Users\\Documents\OpenXcom\
[19-03-2017_11-18-30]   [INFO]   - C:\Users\\Desktop\OpenXcom_XFiles
[19-03-2017_11-18-30]   [INFO]   - C:\Users\\Desktop\OpenXcom_XFiles
[19-03-2017_11-18-30]   [INFO]   User folder is: C:\Users\\Desktop\OpenXcom_XFiles\user\
[19-03-2017_11-18-30]   [INFO]   Config folder is: C:\Users\Desktop\OpenXcom_XFiles\user\
[19-03-2017_11-18-30]   [INFO]   Options loaded successfully.
[19-03-2017_11-18-30]   [INFO]   SDL initialized successfully.
[19-03-2017_11-18-30]   [INFO]   SDL_mixer initialized successfully.
[19-03-2017_11-18-30]   [INFO]   requested file not found: openxcom.png
[19-03-2017_11-18-30]   [INFO]   Attempting to set display to 1161x720x32...
[19-03-2017_11-18-30]   [INFO]   Display set to 1161x720x32.
[19-03-2017_11-18-30]   [INFO]   Loading data...
[19-03-2017_11-18-30]   [INFO]   Scanning standard mods in 'standard'...
[19-03-2017_11-18-31]   [INFO]   Scanning user mods in 'C:\Users\\Desktop\OpenXcom_XFiles\user\mods'...
[19-03-2017_11-18-31]   [INFO]   reservedSpace for: xcom1 updated to: 2
[19-03-2017_11-18-31]   [INFO]   Mapping resource files...
[19-03-2017_11-18-34]   [INFO]   Resources files mapped successfully.
[19-03-2017_11-18-48]   [INFO]   Loading fonts... Font.dat
[19-03-2017_11-18-49]   [INFO]   Loading extra resources from ruleset...
[19-03-2017_11-19-04]   [INFO]   Loading custom palettes from ruleset...
[19-03-2017_11-19-04]   [INFO]   Data loaded successfully.
[19-03-2017_11-19-04]   [INFO]   Loading language...
[19-03-2017_11-19-04]   [INFO]   Language loaded successfully.
[19-03-2017_11-19-04]   [INFO]   OpenXcom started successfully!
[19-03-2017_11-19-04]   [INFO]   Playing flx, 320x200, 890 frames
[19-03-2017_11-19-29]   [INFO]   SDL_mixer initialized successfully.
[19-03-2017_11-19-30]   [INFO]   SDL_mixer initialized successfully.
[19-03-2017_11-22-31]   [WARN]   TU not found in en-US
[19-03-2017_11-22-31]   [WARN]   STA not found in en-US
[19-03-2017_11-22-31]   [WARN]   HP not found in en-US
[19-03-2017_11-22-31]   [WARN]   BRA not found in en-US
[19-03-2017_11-22-31]   [WARN]   REA not found in en-US
[19-03-2017_11-22-31]   [WARN]   ACC not found in en-US
[19-03-2017_11-22-31]   [WARN]   THR not found in en-US
[19-03-2017_11-22-31]   [WARN]   MEL not found in en-US
[19-03-2017_11-22-31]   [WARN]   STR not found in en-US
[19-03-2017_11-40-10]   [WARN]   ORIGINAL ORDER not found in en-US
[19-03-2017_11-40-10]   [WARN]   ID not found in en-US
[19-03-2017_11-40-10]   [WARN]   FIRST LETTER not found in en-US
[19-03-2017_11-40-10]   [WARN]   RANK not found in en-US
[19-03-2017_11-40-10]   [WARN]   MISSIONS not found in en-US
[19-03-2017_11-40-10]   [WARN]   KILLS not found in en-US
[19-03-2017_11-40-10]   [WARN]   WOUND RECOVERY not found in en-US
[19-03-2017_11-40-10]   [WARN]   SORT BY... not found in en-US
[19-03-2017_12-01-23]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[19-03-2017_12-04-02]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

I DID report this before, and it didn't seem to get fixed... This happened in the v6a, and not the latest, but I'm still thinking this is an issue.

Till this gets fixed, guess ill just avoid madmen.

I also attached the autosave from the mission before the crash, for what its worth.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 19, 2017, 09:20:57 pm
*sigh* and I just uploaded a fix...

OK, checking that save. Thanks.

EDIT:

I loaded up the save, allowed the madman to kill a few civvies, then put some holes in him. No bugs.

And he only had an auto-shotgun, not a flamethrower.

I guess your install is borked. Also, for the bazillionth time: Aliens_Pick_Up_Weapons is not necessary as it's built into XCF, I don't get why people keep this mod on. :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on March 19, 2017, 09:29:41 pm
Thanks, now assigning pilots shows properly.
But there is still another "STR_..." issue - this time the one with corpses of "well-questioned" enemies appearing in the "Sell" window (I keep the option "Retain interrogated aliens" - maybe, that's the reason).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 19, 2017, 09:44:17 pm
Thanks, now assigning pilots shows properly.
But there is still another "STR_..." issue - this time the one with corpses of "well-questioned" enemies appearing in the "Sell" window (I keep the option "Retain interrogated aliens" - maybe, that's the reason).

Hmmm, I swear I fixed this...
...wait, wait. How did you get these corpses in the first place? They're non-recoverable.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on March 19, 2017, 09:49:33 pm
That's an interesting question.
Perhaps, that is the "Retain interrogated aliens" option playing jokes.
Anyway - I just captured some hapless Red Dawn and Black Lotus mooks and interrogated them (with some accidents involved).
And now there are fresh bodies in the freezer. That's it.

I haven't modified anything and haven't used any additional manipulation - just the option I mentioned. It doesn't seem that I retrieved the bodies directly from the battlefield - more likely, they just appeared after interrogations.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 19, 2017, 09:54:35 pm
OK, thanks for the explanation.

Can someone else confirm this phenomenon? Seems new to me, but I've fiddled with recovery points recently, so...
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 19, 2017, 09:59:11 pm
I've seen these too with several groups, dagon people, red dawn, lotus, ect.

I honestly never thought much of it, or just sold them, thinking the feature wasn't done yet.

He might be correct about the interrogations, as I don't get TONS of corpses, just some.

--- posts merged, because Ordnung muss sein - Solarius Scorch ---

AHAH!!!!! I found the culprit of the crash!!!

PEPPER SPRAY!!!

its fucking broken as shit man  :D

Firing it instantly crashes the game.

And this ALSO explains crashes with madmen.

EDIT : Sorry about the double post
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 19, 2017, 10:10:42 pm
Heh... You're right, but I tested it before... Worked just fine.

*sigh* Back to the drawing board, then...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on March 19, 2017, 10:46:17 pm
Well, I don't know if that's normal but looking at the manufacture screen I found some more missing strings:

STR_OLD_XCOM_DATA_REEL_DECRYPTION     
STR_CULT_CONTAINED
STR_BLOOD_PLASMA_EXTRACTION_MEGAZOMBIE_LIVING
STR_BLACKOPS_MAGNUM_BUY
STR_CANISTER_GUN_AMMO 
STR_AQUA_PLASTICS_PREQ1
STR_AQUA_PLASTICS_PREQ2
STR_TOUGH_CREATURE_AUTOPSY
STR_BRAINER_CRACKED
STR_ADVANCED_FIREARMS_DEP1

And some typos:

Quote
{NOWLINE}Your orders are to attack the Syndicate

Quote
Support M.A.G,M.A. personnel

Quote
{NEWLINE}ON a separate note,
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 20, 2017, 12:13:42 pm
You know, the staff input of "point of perspective" seems inconsistient. It speaks of grenades, but it happens usually before any promotions, so it makes me ask where the hell such a guy got a grenade.

I get its an attempt to mix lore with helpful tips, but it really doesn't make any sense.  Besides, quartermaster wouldn't really be involved in interrogations would he?

I might propose an alternative however

"Hey commander, we had a.. ...small issue in the storage area. One of the men decided he would try to be slick, try throwing his gear into the designated storage shelves, but it ended up hitting a fire suppression sprinkler nozzle in the ceiling, breaking it open and drenching the storage area. Nothing important was damaged but I gave him a good ass chewing for not relying on forklifts for putting things on the right shelf, nor following standard procedure for processing all returning items, but I had an interesting thought : Throwing items, be them flares, clips, grenades, can often clip things along its path. So be careful about this, theres nothing worse than a grenade clipping a wall when you wanted to throw it past it, then getting a face full of shrapnel!"
Title: Re: Bugs, crashes, typos & bad taste
Post by: Eddie on March 20, 2017, 11:44:36 pm
I think the spiders left and right facing sprites are swapped. Screencap wouldn't capture the direction arrows, so I drew them by hand.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 21, 2017, 12:09:44 am
I think the spiders left and right facing sprites are swapped. Screencap wouldn't capture the direction arrows, so I drew them by hand.

Hmmm... I think you're right.

Lol, I always thought they're somehow weird.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 21, 2017, 12:44:09 am
Taking on mutant spiders with a baseball bat?... I never would of considered that....

...I think the same issue may apply to the small white yeti things (forget their name) in that their walking diagonal animation looks really jerky and un-natural
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 21, 2017, 02:47:25 pm
I guess you mean Mongorns. Yep, Mongorns, spiders and Shamblers are looking glitchy sometimes.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on March 21, 2017, 04:01:06 pm
Yeah, I've always wondered why they looked they were having a seizure.

Well, the Mongorns I  just thought were into disco.
Title: Re: Bugs, crashes, typos & bad taste
Post by: lenin-kerrigan on March 24, 2017, 02:34:41 am
Bad zombie catacombas map with no door's to access big part of catacombas.

(https://xren.su/wp-content/uploads/2017/03/X-Files-bug.jpg)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Eddie on March 24, 2017, 02:37:53 am
The QBU-88 can be purchased with just STR_QBU_88. Should be STR_QBU_88_BUY.
Title: Re: Bugs, crashes, typos & bad taste
Post by: lenin-kerrigan on March 24, 2017, 02:39:40 am
And, i don't know, what is missing, but missing of something make a fatal error

Log:

[24-03-2017_03-35-58]   [INFO]   Data folder is:
[24-03-2017_03-35-58]   [INFO]   Data search is:
[24-03-2017_03-35-58]   [INFO]   - C:\Users\Mavzoley\Documents\OpenXcom\
[24-03-2017_03-35-58]   [INFO]   - E:\Work\Xren\Mods\OpenXcom\XFiles\OpenXcom_XFiles_0.6.1\OpenXcom_XFiles
[24-03-2017_03-35-58]   [INFO]   - E:\Work\Xren\Mods\OpenXcom\XFiles\OpenXcom_XFiles_0.6.1\OpenXcom_XFiles
[24-03-2017_03-35-58]   [INFO]   User folder is: E:\Work\Xren\Mods\OpenXcom\XFiles\OpenXcom_XFiles_0.6.1\OpenXcom_XFiles\user\
[24-03-2017_03-35-58]   [INFO]   Config folder is: E:\Work\Xren\Mods\OpenXcom\XFiles\OpenXcom_XFiles_0.6.1\OpenXcom_XFiles\user\
[24-03-2017_03-35-58]   [INFO]   Options loaded successfully.
[24-03-2017_03-35-58]   [INFO]   SDL initialized successfully.
[24-03-2017_03-35-58]   [INFO]   SDL_mixer initialized successfully.
[24-03-2017_03-35-58]   [INFO]   requested file not found: openxcom.png
[24-03-2017_03-35-58]   [INFO]   Attempting to set display to 1600x900x8...
[24-03-2017_03-35-58]   [INFO]   Display set to 1600x900x8.
[24-03-2017_03-35-58]   [INFO]   Loading data...
[24-03-2017_03-35-58]   [INFO]   Scanning standard mods in 'standard'...
[24-03-2017_03-35-58]   [INFO]   Scanning user mods in 'E:\Work\Xren\Mods\OpenXcom\XFiles\OpenXcom_XFiles_0.6.1\OpenXcom_XFiles\user\mods'...
[24-03-2017_03-35-58]   [INFO]   reservedSpace for: xcom1 updated to: 2
[24-03-2017_03-35-58]   [INFO]   reservedSpace for: xcom2 updated to: 2
[24-03-2017_03-35-58]   [INFO]   Mapping resource files...
[24-03-2017_03-35-58]   [INFO]   Resources files mapped successfully.
[24-03-2017_03-36-00]   [INFO]   Loading fonts... Font.dat
[24-03-2017_03-36-01]   [INFO]   Loading extra resources from ruleset...
[24-03-2017_03-36-03]   [INFO]   Loading custom palettes from ruleset...
[24-03-2017_03-36-03]   [INFO]   Data loaded successfully.
[24-03-2017_03-36-03]   [INFO]   Loading language...
[24-03-2017_03-36-03]   [INFO]   Language loaded successfully.
[24-03-2017_03-36-03]   [INFO]   OpenXcom started successfully!
[24-03-2017_03-36-03]   [INFO]   Playing flx, 320x200, 890 frames
[24-03-2017_03-36-03]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[24-03-2017_03-36-03]   [INFO]   SDL_mixer initialized successfully.
[24-03-2017_03-36-04]   [INFO]   SDL_mixer initialized successfully.
[24-03-2017_03-36-08]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[24-03-2017_03-36-11]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 24, 2017, 11:01:23 am
And, i don't know, what is missing, but missing of something make a fatal error

Typical Solar copypasta error (tm).
See attached.

(-2 should be -325)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 24, 2017, 12:54:02 pm
Bad zombie catacombas map with no door's to access big part of catacombas

Can happen, but I'm not fixing this, since I don't want a map composed of identical crosses. Try using explosives.

The QBU-88 can be purchased with just STR_QBU_88. Should be STR_QBU_88_BUY.

Thanks, I'll check.

Typical Solar copypasta error (tm).
See attached.

(-2 should be -325)

Thanks.

BTW do you think I'm particularly sloppy? I never thought so, it could be right. What can I do to improve it? (Apart from taking more time to review the code, it won't happen - can't take away more time from actual modding and stay in business).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 24, 2017, 01:39:38 pm
BTW do you think I'm particularly sloppy?

No, it was just a joke ;)

Number of mistakes is proportional to content size... and you have a lot of content, so it's easier to spot/remember yours.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 24, 2017, 01:54:58 pm
No, it was just a joke ;)

Number of mistakes is proportional to content size... and you have a lot of content, so it's easier to spot/remember yours.

OK, so I was hoping  :) I just hate being wrong.  :P

Again, thanks.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on March 25, 2017, 02:49:25 pm
I think the spiders left and right facing sprites are swapped. Screencap wouldn't capture the direction arrows, so I drew them by hand.
Just as giant beetle moving sprites in right-down direction.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 25, 2017, 08:44:29 pm
Anyone might have a corrected version?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on March 25, 2017, 09:22:04 pm
Some newly found bugs.

STR_MIB3_CORPSE: "MiB Elite Corpse" - I don't know if it's as intended. There are three types of MiB soldiers that can be considered as elite: MiB Coordinator, MiB Commander and MiB Executor. There are no corpse strings for all three of them.

STR_ADVANCED_FIREARMS_DEP1 - this should be STR_ADVANCED_FIREARMS_DEP_1

M83 Barett - should be M83 Barrett

Quote
Contact: Promotion III, Cult Arms Dealers and Red Dawn Operations.

I think "Contact" is wrongly placed and should go to "Cult Arms Dealers". It's repeated two times - STR_PKM_UFOPEDIA and STR_M60_UFOPEDIA.

Quote
Purchasing this weapon requires Contact: Promotion III

This time the word "Contact" is unnecessary.

Quote
hopefully to the plece these Jarheads are made

Missing strings:

STR_LEADER_PLUS
STR_COMMANDER_PLUS
STR_ZOMBIE_CORPSE
STR_TOMB_GUARD_CORPSE
STR_SNAKEMAN_MEDIC
STR_ETHEREAL_ENGINEER
STR_ETHEREAL_MEDIC
STR_ETHEREAL_NAVIGATOR
STR_MIB_SECTOPOD_CORPSE
STR_TERROR_MISSION_SECTOID_BRIEFING
STR_TERROR_MISSION_MUTON_BRIEFING
STR_ALIEN_BASE_ASSAULT_SECTOID_BRIEFING
STR_ALIEN_BASE_ASSAULT_MUTON_BRIEFING
STR_MANSION_MIB_BRIEFING
STR_MALE_CIVILIAN_BODYGUARD
STR_SPIDER_SIBERIA_BRIEFING
STR_CYBERWEB_MANUFACTURING_PLANT_BRIEFING
STR_KNOCK_OUT_INDICATOR

All of the maps in the cult activity missions have no names and are shown as MAP_ANY_NAME_HERE. The same applies to RITUAL MASS MURDER, Gang War, Durathread Factory, Syndicate Assassination and EXALT Liquidation missions.

Two more examples of missing strings are attached in the first two screenshots.

Also I don't know if that works as intended but some titles of mission descriptions are doubled. One of the examples is in the third screenshot.

Beyond that I found a funny bug with the Black Lotus Mandarins. They lost their legs and are floating in the air :). See the fourth and the fifth screenshot.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on March 25, 2017, 09:42:01 pm
Sorry for the double posting but I can't attach more screenshots to my first post.

Found the misplaced pictures. If we look at the the man in a business suit we get a man in the beachwear and vice versa. See the first four screenshots.

On the fifth screenshot there's no roof on the building. It's just black. I found this problem on a Syndicate Reactor Raid mission. I don't know if it's really a bug but it looks strange so I decided to include it to my report.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on March 25, 2017, 09:47:33 pm
And the last one. That's the error I got while trying to start the Syndicate Headquarters mission.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 25, 2017, 09:48:58 pm
Some newly found bugs.

STR_MIB3_CORPSE: "MiB Elite Corpse" - I don't know if it's as intended. There are three types of MiB soldiers that can be considered as elite: MiB Coordinator, MiB Commander and MiB Executor. There are no corpse strings for all three of them.

Yes, because it defaults to Corpse. No need for strings.

STR_ADVANCED_FIREARMS_DEP1 - this should be STR_ADVANCED_FIREARMS_DEP_1

M83 Barett - should be M83 Barrett

I think "Contact" is wrongly placed and should go to "Cult Arms Dealers". It's repeated two times - STR_PKM_UFOPEDIA and STR_M60_UFOPEDIA.

This time the word "Contact" is unnecessary.

Missing strings:

STR_LEADER_PLUS
STR_COMMANDER_PLUS
STR_ZOMBIE_CORPSE
STR_TOMB_GUARD_CORPSE
STR_SNAKEMAN_MEDIC
STR_ETHEREAL_ENGINEER
STR_ETHEREAL_MEDIC
STR_ETHEREAL_NAVIGATOR
STR_MIB_SECTOPOD_CORPSE
STR_TERROR_MISSION_SECTOID_BRIEFING
STR_TERROR_MISSION_MUTON_BRIEFING
STR_ALIEN_BASE_ASSAULT_SECTOID_BRIEFING
STR_ALIEN_BASE_ASSAULT_MUTON_BRIEFING
STR_MANSION_MIB_BRIEFING
STR_MALE_CIVILIAN_BODYGUARD
STR_SPIDER_SIBERIA_BRIEFING
STR_CYBERWEB_MANUFACTURING_PLANT_BRIEFING

Thanks, all fixed. Except for _BRIEFING strings, as they are not displayed.

All of the maps in the cult activity missions have no names and are shown as MAP_ANY_NAME_HERE. The same applies to RITUAL MASS MURDER, Gang War, Durathread Factory, Syndicate Assassination and EXALT Liquidation missions.

Yeah, but they only appear in Quick Battle, so it's not a pressing issue. I'll add them over time.

Two more examples of missing strings are attached in the first two screenshots.

Yes, but it's not as much a string problem as a vanilla leftover. Fixing it would be a bit more involved, but I'll see to it.

Also I don't know if that works as intended but some titles of mission descriptions are doubled. One of the examples is in the third screenshot.

Not intended... I need to disable it. But for the love of God, I can't remember how!

Beyond that I found a funny bug with the Black Lotus Mandarins. They lost their legs and are floating in the air :). See the fourth and the fifth screenshot.

OK, I'll have a look :)

Found the misplaced pictures. If we look at the the man in a business suit we get a man in the beachwear and vice versa. See the first four screenshots.

Thanks, I'll fix it.

On the fifth screenshot there's no roof on the building. It's just black. I found this problem on a Syndicate Reactor Raid mission. I don't know if it's really a bug but it looks strange so I decided to include it to my report.

I'll check too. Thanks!
[EDIT: yeah, the terrain was outdated.]

And the last one. That's the error I got while trying to start the Syndicate Headquarters mission.

Oops. Looks like I broke the system.
[EDIT: Fixed.]
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on March 25, 2017, 10:02:31 pm
Two more missing strings :). I modified my first post but it was too late - STR_KNOCK_OUT_INDICATOR and STR_KNOCK_OUT_INDICATOR_DESC.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 26, 2017, 01:26:36 pm
Two more missing strings :). I modified my first post but it was too late - STR_KNOCK_OUT_INDICATOR and STR_KNOCK_OUT_INDICATOR_DESC.
I double this. I saw this few versions ago and I thought it's a OXCE+ issue, not mod's.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 26, 2017, 04:33:57 pm
OK, all fixed now. Thanks for reporting.

Speaking of bugs, alienDeployment for the M.A.G.M.A. Lab is broken... I mean it works, but instead of normal Zombies it spawns Megazombies, making the entire mission way less pleasant. (Unless you have a boner on destroying giant undead monsters.) Also fixed on my end.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on March 26, 2017, 05:38:51 pm
Oh, I thought the Megazombies were intentional, regular zombies would make more sense for when it appears in the tech tree.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 26, 2017, 09:49:24 pm
Oh, I thought the Megazombies were intentional, regular zombies would make more sense for when it appears in the tech tree.
Yet again I double this. I thought this was intentional too and skipped the second M.A.G.M.A. Lab mission.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 29, 2017, 08:34:04 pm
Well, I just found that Zombie Infector can zombify the Tank/Scout. Yes, you read it right: this little drone has been turned into zombie.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 29, 2017, 08:55:32 pm
Well, I just found that Zombie Infector can zombify the Tank/Scout. Yes, you read it right: this little drone has been turned into zombie.

Hmmm. Easily fixed. :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on March 29, 2017, 09:37:56 pm
One more typo you forgot to fix :).

STR_MINIMI_UFOPEDIA: Purchasing this weapon requires Contact: Promotion III.

And I have also one more question concerning the reactor map - is that normal that the ladder is now one floor higher than the roof?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 29, 2017, 11:03:48 pm
I thought it looked better like this...
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 30, 2017, 05:04:19 am
not sure if this was fixed in 6.2 (sorry, haven't had time to test AT ALL lately) but in 6.2, fire grenades seem to crash the zombie catacombs. Save included shows how, just throw one infront of the unit who is downstairs. Strangely, this is just fire, and not explosives.

also in the vein of "bad taste" : can you remove the breast bulge on the kevlar vest? I HIGHLY doubt a thick kevlar vest would have such a pronounced bulge by a pair of soft breasts : The breasts are the path of least resistance, unless the breasts are huge, but none of the xcom girls are absolutely huge in the tits department anyway.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on March 30, 2017, 05:37:09 am
It's well-fitted kevlar, such that the female agents don't have to deal with the uncomfortable extra compression of a more masculine flat-chested version.  I think forcing them to wear such uncomfortable personal protection while already asking them to risk their lives is in poor taste.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 30, 2017, 05:52:16 am
I get what your saying, but lets please be realistic : if you have a situation where your life is on the line, will you custom order "female fit" kevlar vests, when you are an underfunded, overworked agency ANYWAYS?

not only this, but you gotta think of priorities : Any woman who has any brain cells would rather her tits be uncomfortably squished for a few hours, than have her guts blown out by a shotgun wielding cultist. Not to mention, I think the breast shaping idea might actually not be possible without fucking up the protective capability : please understand, kevlar ITSELF, just the vest, is 20 pounds : This drapping over you WOULD compress breast tissue by weight of the vest alone, and if something was made RIGID, to make it not compress the breasts, this would put a serious problem in the vests performance, and possibly even cause more injury if shot, due to the rigidity.

Keep in mind, the personal armor having breast contouring fibre makes sense, as its an alien material, but kevlar just doesn't work that way, as far as I know.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 30, 2017, 05:55:58 am
Oh please, let the Rule of Cool be.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 30, 2017, 06:24:10 am
heh.. ...I guess you might call it cool, but I call it weird, how their tits poke the vest out pretty prominently.

Whatever, its up to solair to consider : I find it neither realistic, nor consistient with the art style. I also think it makes kevlar look weaker.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 30, 2017, 08:30:12 am
I've never really noticed the difference between kevlars, so maybe it's not so jarring... ;) X-Com has always been like that.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 30, 2017, 10:32:50 am
heh.. ...I guess you might call it cool, but I call it weird, how their tits poke the vest out pretty prominently.

Whatever, its up to solair to consider : I find it neither realistic, nor consistient with the art style. I also think it makes kevlar look weaker.
Geez, why should everything in the fiction be realistic? I mean, realism itself is good but it's not a rule. As for Rule of Cool... daaaaaamn, it's not me who calls it cool, it's just a phrase for describing something that looks good but makes little sence.

Sorry for freaking out - I feel sick this morning and have some terrible mood swings.

UPD.: Magnum .44 AA Clips can't be loaded to the Magnum - "wrong ammunition for this weapon!"
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 30, 2017, 10:03:07 pm
just keep in mind, cool is subjective : nobody minds tanks able to roll around all the time, going around on hills, and never have a risk of flipping on steep slopes, because its cool. But having a kevlar vest show boobs?

Would it be UNCOOL if removed?

I would argue tanks flipping over on hills would be uncool, but I can't say anyone would miss the whole boob kevlar if it was changed. (not to the point of someone whos never played XCF would come in and say "why no boobs on kevlar" compared to "why the hell did my tank flip)

I mean, kevlar doesn't define the pectoral muscles on males at all, and seems 100% flat and square, where women suddenly seem JUST as curvy as if in a bikini. With leather jackets, or suits, I can understand, but heavy kevlar vests its odd. Granted I've never worn kevlar, but I've worn flak jackets, and they are damn heavy, and not really flexible much, I figure kevlar wouldn't be far off?

maybe I'm nitpicking, but it just seems extremely out of place, and makes me question the physics behind these kevlar vests
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 30, 2017, 10:15:37 pm
I think it's just part of stylistics. X-com graphics is very cartoonish, and also sort of chibi (these people should be much taller with keeping the same width). I never even noticed these breasts consciously as a thing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 31, 2017, 12:10:01 am
UPD.: Magnum .44 AA Clips can't be loaded to the Magnum - "wrong ammunition for this weapon!"
What about this, Sol?
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 31, 2017, 12:14:41 am
intentional IIRC : AA clips shoot hotter and faster, which would rip apart a NORMAL magnum : you need a blackops magnum IIRC.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on March 31, 2017, 06:06:15 am
Oh well. Maybe it should be mentioned somewhere, I dunno.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 31, 2017, 03:06:22 pm
Oh well. Maybe it should be mentioned somewhere, I dunno.

OK, but where? Can't put it on the weapon.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 31, 2017, 04:12:17 pm
Perhaps on alloy ammo research? A small note like (please note, alloy ammunition will not function safely in lower than premium grade firearms, due to risk of the firearm rupturing) or something?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 31, 2017, 05:14:03 pm
Sure, it can be done. Actually it applies to all classic weapons, except shotguns.
Title: Re: Bugs, crashes, typos & bad taste
Post by: bluberd on April 01, 2017, 01:47:22 am
I do not know if it was already pointed out or not, but I have found no way to know which interceptor has what kind of weapon mounts (light/missile/heavy).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 01, 2017, 02:57:19 pm
I do not know if it was already pointed out or not, but I have found no way to know which interceptor has what kind of weapon mounts (light/missile/heavy).

It... needs more attention. Badly.
Title: Re: Bugs, crashes, typos & bad taste
Post by: bluberd on April 01, 2017, 07:08:44 pm
It... needs more attention. Badly.
Well, what firmoints does interceptor and raven have? What kind of weapon is laser cannon/gauss cannon?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 01, 2017, 08:03:10 pm
Well, what firmoints does interceptor and raven have? What kind of weapon is laser cannon/gauss cannon?

Interceptor should have a cannon slot and a light rocket slot. Raven should have two cannon slots, a heavy rocket slot and an engine mod slot.

Gauss Cannon is a Cannon, while Laser Cannon is a Beam (which is something else).

Yes, all of this should go in the Ufopaedia... The problem is, half of this is bugged. I just need to finish this up.

EDIT:

not sure if this was fixed in 6.2 (sorry, haven't had time to test AT ALL lately) but in 6.2, fire grenades seem to crash the zombie catacombs. Save included shows how, just throw one infront of the unit who is downstairs. Strangely, this is just fire, and not explosives.

It crashed for me... once. Then I loaded the game again after removing all foreign mods and it worked fine.

Meridian also reported no crash on his side.


Also, FOR THE BAZILLIONTH TIME, DON'T ENABLE THE ALIENS PICK UP WEAPONS MOD. IS IT WRITTEN CLEARLY ENOUGH NOW?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on April 02, 2017, 04:59:45 pm
Maybe you should write it in the first post too?
Title: Re: Bugs, crashes, typos & bad taste
Post by: bluberd on April 03, 2017, 10:49:07 am
Interceptor should have a cannon slot and a light rocket slot. Raven should have two cannon slots, a heavy rocket slot and an engine mod slot.
Gauss Cannon is a Cannon, while Laser Cannon is a Beam (which is something else).
Yes, all of this should go in the Ufopaedia... The problem is, half of this is bugged. I just need to finish this up.

Great, thanks for letting me know. Now I can arm my fighters with Gauss instead of trying to fit Laser cannon on anything.
Maybe we could include this info just in Ufopedia by editing text file? I know there are better ways to do it, but this one is Pareto mode - 20% work, 80% of success.
Also, Solarius, maybe you could use some assistance? We all have schools, day jobs, families and I believe developing such mod takes quite a bit of your time.
I really like your mod, less overblown than Piratez. Maybe some chores could be done for you by your fans?
Title: Re: Bugs, crashes, typos & bad taste
Post by: bluberd on April 03, 2017, 10:53:51 am
I have another issue, not sure if it's a bug.
I have three bases and a large radar in every each of them.
2 finished before 0.62, the third finished after applying 0.62 patch. Also, not sure it this is connected to the patch.
Only the third one shows the range of the radar (this large circle around the base). The other ones do not have this circle.
More importantly I do not see much of the airborne traffic, but maybe it is because it is Jan 99 so there are no UFOs flying?
Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on April 03, 2017, 02:09:59 pm
Interceptor should have a cannon slot and a light rocket slot. Raven should have two cannon slots, a heavy rocket slot and an engine mod slot.

Gauss Cannon is a Cannon, while Laser Cannon is a Beam (which is something else).

Yes, all of this should go in the Ufopaedia... The problem is, half of this is bugged. I just need to finish this up.


Could you expand on this for me?

So you have different weapon types for different slots...Cool. It might need to be explained via ufopedia, but you've acknowledged that. Can you change the buttons on the weapon numbers to reflect which is what on a craft in the equip craft scree? Maybe a C or cannon, R for rocket, E for enginemod etc etc etc?

Chin up buddy you're doing awesome work that we all appreciate. Black Boss is indeed Morgan Freeman good.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on April 03, 2017, 02:52:07 pm
Only the third one shows the range of the radar (this large circle around the base). The other ones do not have this circle.
More importantly I do not see much of the airborne traffic, but maybe it is because it is Jan 99 so there are no UFOs flying?

Do the two bases that don't have the circles have XCOM HQs? Those count as radars with global range. Only the largest circle on a base is drawn, so you only see the HQ's global range.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 03, 2017, 06:34:21 pm
Maybe you should write it in the first post too?

OK, I did that... Though I'd think readme should be enough.

Maybe we could include this info just in Ufopedia by editing text file? I know there are better ways to do it, but this one is Pareto mode - 20% work, 80% of success.

I've done it already, will be available with the next update.

Also, Solarius, maybe you could use some assistance? We all have schools, day jobs, families and I believe developing such mod takes quite a bit of your time.
I really like your mod, less overblown than Piratez. Maybe some chores could be done for you by your fans?

Much appreciated! Actually there is already a thread for this: https://openxcom.org/forum/index.php/topic,5215.0.html - it contains some stuff that needs to be done.

I have another issue, not sure if it's a bug.
I have three bases and a large radar in every each of them.
2 finished before 0.62, the third finished after applying 0.62 patch. Also, not sure it this is connected to the patch.
Only the third one shows the range of the radar (this large circle around the base). The other ones do not have this circle.

Like Ohartenstein wrote below, it's an engine limitation... Only the radar with the longest range is displayed, so if you have an HQ or some similar building in a base, the circle won't be drawn, as this building has a global reach "radar".

More importantly I do not see much of the airborne traffic, but maybe it is because it is Jan 99 so there are no UFOs flying?

Depends on RNG.

So you have different weapon types for different slots...Cool. It might need to be explained via ufopedia, but you've acknowledged that. Can you change the buttons on the weapon numbers to reflect which is what on a craft in the equip craft scree? Maybe a C or cannon, R for rocket, E for enginemod etc etc etc?

I admit it would be cool, but no, sadly not possible. There will be text info though.

Chin up buddy you're doing awesome work that we all appreciate. Black Boss is indeed Morgan Freeman good.

Glad you liked it! :)

Title: Re: Bugs, crashes, typos & bad taste
Post by: bluberd on April 03, 2017, 08:58:39 pm
Do the two bases that don't have the circles have XCOM HQs? Those count as radars with global range. Only the largest circle on a base is drawn, so you only see the HQ's global range.
Yes, those have HQ built in them. So I do not need large radar if I have HQ? Good, I need to start saving :)

And while we are still at the fighter planes: why all of them need to have only 1 crew member? I mean, if you designed Raven, Interceptor, Thunderstorm and Sentinel like that, then it is what it is, but Mig31 has actually 2 seats. Or maybe it is WIP? Because if Raven and Sentinel have 2 as much weapon mounts as Mig31 they could really use WSO in there. Thunderstorm is a wierd one here, because I think it should have just one/two armament points?
I would really like Mig31 for those fast response teams of 2 SOF operators (since the early drop ships are sloooow).
Also, Raven crashes mission if you try to land it, Interceptor works and looks like Skyranger.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on April 03, 2017, 09:04:06 pm
Yes, those have HQ built in them. So I do not need large radar if I have HQ? Good, I need to start saving :)

You only need one HQ really (or ~20), since it has a low detection chance, something like 5% per half-hour.  It'd cost less to get the same coverage out of large radars in different bases than getting enough HQs to get reliable global detection.  I wouldn't way they replace each other, they have different purposes; large radar is guaranteed detection in its radius, and the HQ radar is best at making sure no UFO can leave your radar screen when it's been detected.
Title: Re: Bugs, crashes, typos & bad taste
Post by: bluberd on April 03, 2017, 09:47:26 pm
You only need one HQ really (or ~20), since it has a low detection chance, something like 5% per half-hour.  It'd cost less to get the same coverage out of large radars in different bases than getting enough HQs to get reliable global detection.  I wouldn't way they replace each other, they have different purposes; large radar is guaranteed detection in its radius, and the HQ radar is best at making sure no UFO can leave your radar screen when it's been detected.
I built second HQ when I was pursuing R&D path (it is extra 5 scientists) and had no lab yet. I know, costy, but hey, you invest when the best you have is crappy shotgun.
Then I just left it as a backup HQ in case the firs one gets raided.
Thanks for letting me know how does the HQ radar work, I guess I need 1 or two more radar stations.
PS: an outpost building with basic storage/living/radar would be nice.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 03, 2017, 11:19:01 pm
I also built another HQ... It's a matter of choice, really.

As for the fighters... Yeah, WIP.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Eddie on April 05, 2017, 02:35:01 am
For weapon STR_HK_MK23_SOCOM there are two aimrange entries, one is 25 and the second is 18. STR_MAUSER also has two aimrange entries, one for 25 and one for 20.
Some other pistol have the two entries as well, but with matching values.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 05, 2017, 10:33:17 am
For weapon STR_HK_MK23_SOCOM there are two aimrange entries, one is 25 and the second is 18. STR_MAUSER also has two aimrange entries, one for 25 and one for 20.
Some other pistol have the two entries as well, but with matching values.

I thought these problems were eliminated by now. Thanks.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on April 12, 2017, 10:48:15 pm
I noticed a weird thing during a landed UFO assault - a top of the mountain appears floating one level above the mountain itself  :o Screenshot attached - sorry for it being too dark, I could throw flashlight up there.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 12, 2017, 11:02:17 pm
Yeah, kinda weird... I should add this terrain to MapView, but it's wooooork.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Hobbes on April 12, 2017, 11:28:42 pm
I noticed a weird thing during a landed UFO assault - a top of the mountain appears floating one level above the mountain itself  :o Screenshot attached - sorry for it being too dark, I could throw flashlight up there.

Not a bug but a visual effect enhanced by explosions/shots that removed the bottom of that tree. I've attached a pic of how that map looks like (although with a different ground color). I'll change the location of the tree stump on top of the hill, should make it less confusing
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on April 13, 2017, 08:23:20 am
Ah yes, the mysterious floating mountaintop. Serves no known purpose other than to annoy agents, but it excels at that purpose.

I know it's a bug, but please figure out how to duplicate it intentionally.  It's too good for the conspiracy setting to just not have.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 13, 2017, 10:55:15 am
You want floating pyramids? I'm sure it can be arranged.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on April 13, 2017, 05:26:46 pm
Floating pyramids? This makes me wondering why... oh, Illuminati arc pls!  ;D
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 13, 2017, 09:41:19 pm
Floating pyramids? This makes me wondering why... oh, Illuminati arc pls!  ;D

Dude, you have no idea.
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on April 14, 2017, 03:49:26 am
Alternately glitches in reality, buildings that somehow don't have an exit, despite having an entrance, stairs that always lead to floor 4, whether you go up or down, floating landmasses, inexplicable sinkholes or hellpits.  I'm sure others could come up with even better ideas of horrible things for our agents to be forced to deal with as well as why.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Hobbes on April 15, 2017, 06:32:17 pm
Alternately glitches in reality, buildings that somehow don't have an exit, despite having an entrance, stairs that always lead to floor 4, whether you go up or down, floating landmasses, inexplicable sinkholes or hellpits.  I'm sure others could come up with even better ideas of horrible things for our agents to be forced to deal with as well as why.

The Holy Grail of mapdesign:

(http://wp.production.patheos.com/blogs/slacktivist/files/2016/09/WhenIGetToTheTopIWin.jpg)
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on April 15, 2017, 06:59:11 pm
I'm not sure whether it has already been fixed as I was playing version 0.6.2.
There is a crash at the entrance of Catacombs - as the active soldier in the attached savefile (Alexia Garcia) steps down, the game crashes. Perhaps that is what was mentioned in the changelog of version 0.6.3. ("- Fixed Catacombs entrance.")

Update: switching to 0.6.3 does not remove the crash automatically. I'll attach another save made in v. 0.6.3 (11crash.sav).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 15, 2017, 08:31:33 pm
Hmmm, what I fixed was incorrect tiles for stairs. This fix wouldn't work on an already created map. But I don't know if your crash is certainly caused by this. Anyway, this mission worked for me several times that I tried it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on April 17, 2017, 04:00:20 am
magma chainsaw bot blade is purchasable at day 1....even when magma has not been discovered.

Same should apply to "dog combat gear", before dogs are researched.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 17, 2017, 12:04:54 pm
magma chainsaw bot blade is purchasable at day 1....even when magma has not been discovered.

Oops... I forgot to remove costBuy and costSell lines from STR_MAGMA_CHAINSAWBOT_WEAPON in items_XCOMFILES.rul. Feel free to do it yourself, or just don't buy them.

Same should apply to "dog combat gear", before dogs are researched.

Good point. Fixing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on April 17, 2017, 02:16:38 pm
I'm not sure whether it has already been fixed as I was playing version 0.6.2.
There is a crash at the entrance of Catacombs - as the active soldier in the attached savefile (Alexia Garcia) steps down, the game crashes. Perhaps that is what was mentioned in the changelog of version 0.6.3. ("- Fixed Catacombs entrance.")

Update: switching to 0.6.3 does not remove the crash automatically. I'll attach another save made in v. 0.6.3 (11crash.sav).

Looks like a pathfinding error.

On this line: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/Pathfinding.cpp#L110

I believe the condition should be:

Code: [Select]
while (endPosition.z != _save->getMapSizeZ() - 1 && destinationTile->getTerrainLevel() == -24)

instead of

Code: [Select]
while (endPosition.z != _save->getMapSizeZ() && destinationTile->getTerrainLevel() == -24)

I'll consult with Warboy to make sure and fix accordingly... thanks for the report.

Hmmm, what I fixed was incorrect tiles for stairs. This fix wouldn't work on an already created map. But I don't know if your crash is certainly caused by this. Anyway, this mission worked for me several times that I tried it.

Can you tell me what to choose in new battle simulator to get such a map?

I'd like to check if it still happens... I assume it is.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 17, 2017, 05:31:21 pm
Can you tell me what to choose in new battle simulator to get such a map?

The deployment is STR_ZOMBIE_CATACOMBS "Zombie Catacombs", and the race is STR_ZOMBIE_STERILE "Zombie".
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on April 18, 2017, 10:25:12 am
The deployment is STR_ZOMBIE_CATACOMBS "Zombie Catacombs", and the race is STR_ZOMBIE_STERILE "Zombie".

Yeah, still crashes.

Anytime you click on any tile on the top level, which has terrainLevel = -24.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on April 18, 2017, 05:02:21 pm
Ever since the AK47 change, I think maybe gangers shouldn't have them, and pioneers should : gangers with AK's are very much a huge threat to the XCOM soldiers, while pioneers with pistols are not.

not even saying they can never have them : but Its odd the higher rank has less formidable guns generally speaking.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 18, 2017, 06:43:05 pm
Ever since the AK47 change, I think maybe gangers shouldn't have them, and pioneers should : gangers with AK's are very much a huge threat to the XCOM soldiers, while pioneers with pistols are not.

not even saying they can never have them : but Its odd the higher rank has less formidable guns generally speaking.

I hear you, but then I'll have to add something to replace them. Maybe SKS? I have the bigob.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on April 18, 2017, 07:45:23 pm
SKS would be a GOOD fit, yes...powerful, accurate, and formidable, but not an absolute jack of all trades like the AK47, but still enough to cause worry.

mainly, I want to have situations where pioneers are generally more formidable targets than some no name ganger with an AK : plus capturing pioneers can be fairly easy, even with just kevlar, because their pistols make them easy to approach.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on April 19, 2017, 11:25:01 pm
Hi, Solar!

Here's a list of newly found bugs.

Quote
becoming a sdoldier race

STR_MICROGRAV_UFOPEDIA - the portrait of the chief engineer is misplaced. It went to the lower right corner of the form :).

Missing strings: STR_DIMENSION_X (I think it should be replaced by STR_DIMENSION_X_FAUNA), STR_MESSAGE_FROM MAGMA_04

And I don't know if it's a bug or not, but the article Dog Bite can be found in the Reports section of the UFOpedia. It looks more suitable to the Field Equipment section but I'm not sure.

I also have a question: what does elec mean? I couldn't identify the word standing behind this abbreviation.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on April 20, 2017, 07:48:42 am
I also have a question: what does elec mean? I couldn't identify the word standing behind this abbreviation.
It's electricity, I guess.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on April 20, 2017, 08:30:36 pm
Thanks for the report! And yes, it's electricity.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on April 20, 2017, 09:00:23 pm
I didn't think it was that simple :). Thanks for the clarification.
Title: Re: Bugs, crashes, typos & bad taste
Post by: bluberd on April 22, 2017, 07:19:06 pm
"Launch Interception" window shows very long times of refueling. When you open "equip craft" window you can see way shorter time (3h vs 1h).
My interceptor has 95% fuel, Interception window shows 3h, equip craft 1h refuel time.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on April 22, 2017, 07:20:52 pm
"Launch Interception" window shows very long times of refueling. When you open "equip craft" window you can see way shorter time (3h vs 1h).
My interceptor has 95% fuel, Interception window shows 3h, equip craft 1h refuel time.

The other 2 hours are probably for rearming.
Title: Re: Bugs, crashes, typos & bad taste
Post by: bluberd on April 22, 2017, 07:23:07 pm
No, after this 1h interceptor was refueled and ready to go (also in the interceptor window).
I did second test and there is something in there about rearming as well - I do not have enough ammo to rearm 2 guns, but it still takes 1h each to tell me there is not enough ammo to rearm. So at the beginning it was saying rearming 7h, after 2h it says refuelling 5h, but in equip craft says 3h. After those 3h it is actually refueled.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on April 22, 2017, 07:41:59 pm
Save pls.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on April 28, 2017, 05:21:14 pm
The Holy Grail of mapdesign:

(http://wp.production.patheos.com/blogs/slacktivist/files/2016/09/WhenIGetToTheTopIWin.jpg)

This guy did it :)

Title: Re: Bugs, crashes, typos & bad taste
Post by: HelmetHair on April 28, 2017, 06:10:50 pm
Great video :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on May 07, 2017, 11:33:21 pm
As always, a list of bugs :).

STR_DOSSIER_TYVARIUS_STIENBURG and STR_DOSSIER_PURPLE_LILLY - no word "Dossier" in the titles.

STR_CONCUSSION_CANNON_UFOPEDIA is used as a tag for two articles: "Sonic Concussion Cannon" and "Concussion Cannon Clip".

STR_FN_P90_UFOPEDIA, STR_VSS_UFOPEDIA - two lines are invisible in both articles.

STR_GROZA_UFOPEDIA - one line is invisible.

STR_NUCLEAR_LASER_RIFLE - it is called "Laser Rifle" in the article body but it should be "Blaster Rifle".

STR_CHAINGUN_CLIP, STR_CHAINGUN_AA_CLIP - there's no mention about UAC though these are the clips for the UAC Chaingun as far as I see.

STR_UAC_SMG_AA_CLIP, STR_UAC_CHAINGUN_BUY - missing strings.

Typos:

Quote
The gold peels off skull-Zigurrat

Quote
into the severs where they live
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 08, 2017, 01:28:07 am
Thanks, fixed everything - except for the Chaingun Clip, because for now it's as designed (maybe there will be other chainguns using the same ammo).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Eddie on May 08, 2017, 09:10:45 pm
Is there a default value for accuracyCloseQuarters in items ruleset? Because I just saw that the minebea has no entry.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on May 08, 2017, 09:55:22 pm
Is there a default value for accuracyCloseQuarters in items ruleset? Because I just saw that the minebea has no entry.

Yep. (https://openxcom.org/forum/index.php/topic,5431.0.html)

In vars_XCOMFILES.rul:
Code: [Select]
enableCloseQuartersCombat: 1 # default is 0 to disable this new code, 1 enables it
closeQuartersAccuracyGlobal: 65 # default 100, this sets the default weapon close quarters combat
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 09, 2017, 12:35:45 am
Congrats, now the Minebea is the best SMG for close combat. Temporarily. :)

How did you manage to find a bug so fast?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Eddie on May 09, 2017, 12:39:31 am
I was just browsing the ruleset to see the close quarters accuracy of some weapons. Stumbled over it by chance.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on May 09, 2017, 04:18:02 pm
A crash when trying to start a "Cult Activity" mission with a van. I've attached the screenshot and the savefile.
I am using the latest XCF 0.6.4 version.
And there is also a persistent message STR_FAILED_CQB_CHECK - but that has already been reported today.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on May 09, 2017, 04:50:34 pm
A crash when trying to start a "Cult Activity" mission with a van. I've attached the screenshot and the savefile.
I am using the latest XCF 0.6.4 version.

In file "terrains_XCOMFILES.rul" find the following:

Code: [Select]
  - name: NATIVEUFO_CULTHOUSE
    startingCondition: STR_FOREST_GEAR
    mapDataSets:
      - BLANKS
      - JUNGLE
      - BARN
      - FRNITURE
      - URBITS
      - CULTIVAT
    script: NATIVEURBANROADUFO_CULTHOUSE
    mapBlocks: *AnchorNativeUrbanRoad

And change the name from NATIVEUFO_CULTHOUSE to NATIVEURBANROADUFO_CULTHOUSE

(there are 2 terrains with this name... make sure to change the correct one)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on May 09, 2017, 04:52:29 pm
Some more bugs:

STR_ITEM_DESTROYED - missing string.

Quote
They also believe that after the world as we know if falls

STR_HEAVY_SNIPER_RIFLE_UFOPEDIA, STR_BLACKOPS_AUTO_SNIPER_RIFLE_UFOPEDIA - one line is invisible.

STR_ASSAULT_CANNON_UFOPEDIA - two lines are invisible.

I don't know why but instead of STR_SYNDICATE_LAB_BRIEFING, STR_HYBRID_CLONING_FARM_BRIEFING the string STR_UFO_GROUND_ASSAULT_BRIEFING is shown.

Solar, I already asked you some time ago and you answered that doubled titles in the mission briefings were a bug. So I started to gather a list of such descriptions. Here's the first part of it:

STR_OSIRON_AA_AMMO_TRADE, STR_OSIRON_STAKEOUT, STR_SPIDER_SIBERIA, STR_BLACK_MOON, STR_BLOOD_MOON - doubled titles;

STR_ARACHNOQUAKE_UNDERGROUND is shown as STR_ARACHNOQUAKE_UNDERGROUND and STR_ARACHNOQUAKE;

STR_ARACHNOQUAKE_SURFACE is shown as STR_ARACHNOQUAKE_SURFACE and STR_ARACHNOQUAKE;

STR_CHRYSSALID_VILLAGE is shown as STR_CHRYSSALID_VILLAGE and STR_ALERT_CHRYSSALID_VILLAGE.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 09, 2017, 09:18:45 pm
And change the name from NATIVEUFO_CULTHOUSE to NATIVEURBANROADUFO_CULTHOUSE

*sigh* Sorry about that, I have so much terrains...
If only Falko's ruleset validator worked with OXCE+. That would eliminate such mistakes.

STR_ITEM_DESTROYED - missing string.

Indeed. Fixed.

STR_HEAVY_SNIPER_RIFLE_UFOPEDIA, STR_BLACKOPS_AUTO_SNIPER_RIFLE_UFOPEDIA - one line is invisible.

OK, fixed too.

STR_ASSAULT_CANNON_UFOPEDIA - two lines are invisible.

I did not expect that.

I don't know why but instead of STR_SYNDICATE_LAB_BRIEFING the string STR_UFO_GROUND_ASSAULT_BRIEFING is shown.

I know why... This happens when you have the same name for your deployment and a UFO that is spawned on the map (in this case, the lab building). Fixed by changing the UFO name to STR_SYNDICATE_LAB_BRIEFING_UFO (in UFOs and in the mapScripts).

Solar, I already asked you some time ago and you answered that doubled titles in the mission briefings were a bug. So I started to gather a list of such descriptions. Here's the first part of it:

STR_OSIRON_AA_AMMO_TRADE, STR_OSIRON_STAKEOUT, STR_SPIDER_SIBERIA, STR_BLACK_MOON, STR_BLOOD_MOON - doubled titles;

OK, I'll fix them later... When I remember how to do that. :P

STR_ARACHNOQUAKE_UNDERGROUND is shown as STR_ARACHNOQUAKE_UNDERGROUND and STR_ARACHNOQUAKE;

STR_ARACHNOQUAKE_SURFACE is shown as STR_ARACHNOQUAKE_SURFACE and STR_ARACHNOQUAKE;

Weird.

STR_CHRYSSALID_VILLAGE is shown as STR_CHRYSSALID_VILLAGE and STR_ALERT_CHRYSSALID_VILLAGE.

Many thanks man. This is quality Quality Control.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on May 09, 2017, 10:42:27 pm
Weird.

Just to show you what I meant and avoid any confusion here's a screenshot.

Another set of bugs:

STR_CYBERWEB_DIMENSIONAL_PORTAL, STR_CYBERWEB_MANUFACTURING_PLANT, STR_CYBERWEB_LAIR, STR_TASOTH_FACTORY - doubled titles.

STR_USO_AQUATOID - this briefing shows the empty string STR_USO_TRAP.

And I already added this bug to the previous post but you were writing your answer and it seems hadn't seen it: STR_HYBRID_CLONING_FARM_BRIEFING also shows the STR_UFO_GROUND_ASSAULT_BRIEFING string.

Quote
Many thanks man. This is quality Quality Control.

Thanks for the appreciation :). I'm really pleased to hear that from one of the best modders in the community.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 10, 2017, 01:02:29 am
Thanks! Taken care of, mostly.

(I'll probably release a quickfix or something.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on May 14, 2017, 01:25:42 am
What is it ?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 14, 2017, 01:31:56 am
What is it ?

No idea... The M range check can be anything. But definitely a bug.
Would you have a save, so we could check?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on May 14, 2017, 02:38:41 am
Pass the move to the enemy
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on May 14, 2017, 10:38:19 am
No idea... The M range check can be anything. But definitely a bug.

Probably map issue... attached.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 14, 2017, 12:49:36 pm
Yes, it's a terrain bug... Thanks for vthe report.
Quickfix attached, please just drop the unpacked files into mods\XComFiles\TERRAIN and overwrite.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on May 14, 2017, 07:16:47 pm
So it should be?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 14, 2017, 07:39:51 pm
Right, I forgot to set the sell price. Should be... Let's say 20000.

Fix attached.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on May 14, 2017, 10:09:15 pm
Perhaps this has already been fixed, but still - there's a certain string missing (Cult of Apocalypse mission). I'm sorry - i cannot recreate it for now, so only a screenshot.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 14, 2017, 10:26:43 pm
Perhaps this has already been fixed, but still - there's a certain string missing (Cult of Apocalypse mission). I'm sorry - i cannot recreate it for now, so only a screenshot.

Thanks, but indeed it is already fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on May 15, 2017, 06:36:06 am
Blackops Light Minigun Ammo Box Picture 2x2, and "in fact" 2x1
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on May 15, 2017, 10:09:14 am
Am I supposed to get new Dagon High Temple missions after termination of Dagon Church? Or is it a bug?
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 16, 2017, 03:51:40 am
Missions are generated at the start of each month, so the dagon missions already planned will still trigger and will only be removed when the game calculates next month's missions.  If its been a few months since you finished the research, then that is a bug.

Also from me, I noticed this in the cyberweb factory.

Edit:  I just ran into a crash.  It is on a landed UFO, though I suspect it is the hybrid mission since I had one in the same area earlier this month.  Save attached.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on May 16, 2017, 12:09:51 pm
Edit:  I just ran into a crash.  It is on a landed UFO, though I suspect it is the hybrid mission since I had one in the same area earlier this month.  Save attached.

@Solarius:
map size: 50x50
script: SLUMURBANUFO

command #1: ADDUFO... adding ufo map DAWNHIGHWAY03, size 50x20... randomly placed at [0,0]

command #2: ADDCRAFT (rect 0,0,5,2)... adding craft map SKYMARSHALL, size 10x20... cannot be placed in rect 0,0,5,2 because it is fully occupied by the UFO already

-> crash a few moments later because of missing craft

Solutions:
1/ if you really need the craft to be only in the upper part of the map... maybe switch the place of ADDUFO and ADDCRAFT,
so that craft is added first and UFO only in the remaining space? Or define rects for ADDUFO too?
2/ if not, remove rects from ADDCRAFT?

Code: [Select]
  - type: SLUMURBANUFO
    commands:
    - type: addUFO
    - type: addCraft
      rects:
        - [0, 0, 5, 2]
    - type: addBlock
      size: 2
    - type: addBlock
      size: [1, 2]
      executions: 2
      blocks: [12, 13, 14, 15, 16]
      maxUses: [1, 1, 1, 1, 1]
    - type: addBlock
      size: [1, 3]
      executions: 2
      blocks: [17, 18, 19, 20, 21, 22]
      maxUses: [1, 1, 1, 1, 1, 1]
    - type: fillArea
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on May 16, 2017, 06:05:31 pm
Ernie loyds dossier lists "cult of dagon" rather than "church".

Machete is objectively worse than a combat knife : I would think it would have a higher power multiplier, being heavier

EDIT : Seems theres a crash involved with, what I suspect is the close combat mod. First mission to subdue a black lotus guy, armed with a stun rod. He runs at me, swings with stun rod, missses, and on my turn, I try stun rodding him several times, then try shooting him point blank, both of us facing each other. Was able to shoot down wooden fences with no issues, but as soon as I tried to shoot him, it crashed.

Code: [Select]
[16-05-2017_08-43-33] [INFO] Data folder is:
[16-05-2017_08-43-33] [INFO] Data search is:
[16-05-2017_08-43-33] [INFO] - C:\
[16-05-2017_08-43-33] [INFO] - C:\
[16-05-2017_08-43-33] [INFO] - C:\
[16-05-2017_08-43-33] [INFO] User folder is: C:\
[16-05-2017_08-43-33] [INFO] Config folder is: C:\
[16-05-2017_08-43-33] [INFO] Options loaded successfully.
[16-05-2017_08-43-33] [INFO] SDL initialized successfully.
[16-05-2017_08-43-34] [INFO] SDL_mixer initialized successfully.
[16-05-2017_08-43-34] [INFO] requested file not found: openxcom.png
[16-05-2017_08-43-34] [INFO] Attempting to set display to 1165x729x32...
[16-05-2017_08-43-34] [INFO] Display set to 1165x729x32.
[16-05-2017_08-43-34] [INFO] Loading data...
[16-05-2017_08-43-34] [INFO] Scanning standard mods in 'standard'...
[16-05-2017_08-43-34] [INFO] Scanning user mods in 'C:\Users\Zack Healy\Desktop\OpenXcom_XFiles\user\mods'...
[16-05-2017_08-43-34] [INFO] reservedSpace for: xcom1 updated to: 2
[16-05-2017_08-43-34] [INFO] reservedSpace for: xcom2 updated to: 2
[16-05-2017_08-43-34] [INFO] Mapping resource files...
[16-05-2017_08-43-37] [INFO] Resources files mapped successfully.
[16-05-2017_08-43-47] [INFO] Loading fonts... Font.dat
[16-05-2017_08-43-48] [INFO] Loading extra resources from ruleset...
[16-05-2017_08-44-25] [INFO] Loading custom palettes from ruleset...
[16-05-2017_08-44-25] [INFO] Data loaded successfully.
[16-05-2017_08-44-25] [INFO] Loading language...
[16-05-2017_08-44-25] [INFO] Language loaded successfully.
[16-05-2017_08-44-25] [INFO] OpenXcom started successfully!
[16-05-2017_08-44-26] [INFO] Playing flx, 320x200, 890 frames
[16-05-2017_08-44-47] [INFO] SDL_mixer initialized successfully.
[16-05-2017_08-44-47] [INFO] SDL_mixer initialized successfully.
[16-05-2017_08-59-00] [WARN] ORIGINAL ORDER not found in en-US
[16-05-2017_08-59-00] [WARN] ID not found in en-US
[16-05-2017_08-59-00] [WARN] FIRST LETTER not found in en-US
[16-05-2017_08-59-00] [WARN] RANK not found in en-US
[16-05-2017_08-59-00] [WARN] MISSIONS not found in en-US
[16-05-2017_08-59-00] [WARN] KILLS not found in en-US
[16-05-2017_08-59-00] [WARN] WOUND RECOVERY not found in en-US
[16-05-2017_08-59-00] [WARN] SORT BY... not found in en-US
[16-05-2017_09-02-42] [WARN] TU not found in en-US
[16-05-2017_09-02-42] [WARN] STA not found in en-US
[16-05-2017_09-02-42] [WARN] HP not found in en-US
[16-05-2017_09-02-42] [WARN] ACC not found in en-US
[16-05-2017_09-02-42] [WARN] THR not found in en-US
[16-05-2017_09-02-42] [WARN] MEL not found in en-US
[16-05-2017_09-02-42] [WARN] STR not found in en-US
[16-05-2017_09-09-56] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[16-05-2017_09-10-20] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

Above is the crash log : not sure why it crashed since, evidently it worked before. Is there maybe an issue if you roll the exact same number offense and defense, for the check? I don't know... I of course removed my file locations for privacy reasons, but the rest is untouched.

Also included a battleground save, a few turns back, which may hopefully help
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 18, 2017, 09:29:54 am
I have a crash when researching a Megaworm corpse.

Edit: it looks like the live Megaworm also causes a crash.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on May 19, 2017, 07:13:13 am
I have a crash when going to a cult investigation. Error says "Terrain NATIVEURBANUFO_CULTHOUSE not found".

Full error report :

Code: [Select]
[18-05-2017_18-42-42] [INFO] Options loaded successfully.
[18-05-2017_18-42-42] [INFO] SDL initialized successfully.
[18-05-2017_18-42-43] [INFO] SDL_mixer initialized successfully.
[18-05-2017_18-42-43] [INFO] requested file not found: openxcom.png
[18-05-2017_18-42-43] [INFO] Attempting to set display to 1171x730x32...
[18-05-2017_18-42-43] [INFO] Display set to 1171x730x32.
[18-05-2017_18-42-43] [INFO] Loading data...
[18-05-2017_18-42-43] [INFO] Scanning standard mods in 'standard'...
[18-05-2017_18-42-43] [INFO] Scanning user mods in 'C:\Users\Zack Healy\Desktop\OpenXcom_XFiles\user\mods'...
[18-05-2017_18-42-43] [INFO] reservedSpace for: xcom1 updated to: 2
[18-05-2017_18-42-43] [INFO] reservedSpace for: xcom2 updated to: 2
[18-05-2017_18-42-43] [INFO] Mapping resource files...
[18-05-2017_18-42-45] [INFO] Resources files mapped successfully.
[18-05-2017_18-42-45] [INFO] Attempting to set display to 1292x745x32...
[18-05-2017_18-42-45] [INFO] Display set to 1292x745x32.
[18-05-2017_18-42-47] [INFO] Attempting to set display to 1171x730x32...
[18-05-2017_18-42-47] [INFO] Display set to 1171x730x32.
[18-05-2017_18-42-57] [INFO] Loading fonts... Font.dat
[18-05-2017_18-42-58] [INFO] Loading extra resources from ruleset...
[18-05-2017_18-43-13] [INFO] Loading custom palettes from ruleset...
[18-05-2017_18-43-13] [INFO] Data loaded successfully.
[18-05-2017_18-43-13] [INFO] Loading language...
[18-05-2017_18-43-13] [INFO] Language loaded successfully.
[18-05-2017_18-43-13] [INFO] OpenXcom started successfully!
[18-05-2017_18-43-13] [INFO] Playing flx, 320x200, 890 frames
[18-05-2017_18-43-17] [INFO] SDL_mixer initialized successfully.
[18-05-2017_18-43-18] [INFO] SDL_mixer initialized successfully.
[18-05-2017_18-43-53] [WARN] ORIGINAL ORDER not found in en-US
[18-05-2017_18-43-53] [WARN] ID not found in en-US
[18-05-2017_18-43-53] [WARN] FIRST LETTER not found in en-US
[18-05-2017_18-43-53] [WARN] RANK not found in en-US
[18-05-2017_18-43-53] [WARN] MISSIONS not found in en-US
[18-05-2017_18-43-53] [WARN] KILLS not found in en-US
[18-05-2017_18-43-53] [WARN] WOUND RECOVERY not found in en-US
[18-05-2017_18-43-53] [WARN] SORT BY... not found in en-US
[18-05-2017_19-03-36] [WARN] TU not found in en-US
[18-05-2017_19-03-36] [WARN] STA not found in en-US
[18-05-2017_19-03-36] [WARN] HP not found in en-US
[18-05-2017_19-03-36] [WARN] BRA not found in en-US
[18-05-2017_19-03-36] [WARN] REA not found in en-US
[18-05-2017_19-03-36] [WARN] ACC not found in en-US
[18-05-2017_19-03-36] [WARN] THR not found in en-US
[18-05-2017_19-03-36] [WARN] MEL not found in en-US
[18-05-2017_19-03-36] [WARN] STR not found in en-US
[18-05-2017_19-40-18] [WARN] STR_FAILED_CQB_CHECK not found in en-US
[18-05-2017_20-17-27] [INFO] requested file not found: UFOGRAPH/MAN_20M0.SPK
[18-05-2017_21-07-56] [FATAL] A fatal error has occurred: Terrain NATIVEURBANROADUFO_CULTHOUSE not found

Save attached, for the hell of it. Should be a matter of ingame minutes before the crash.

Light cannon lacks incendiary rounds.

UFOpedia for RPG states its not as good as xcom design, but doesn't take into account if xcom has MADE a rocket launcher yet....should be changed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on May 19, 2017, 12:26:25 pm
1) There is a string missing from the Select Pilot window (see the screenshot attached)
2) Additionally I cannot assign pilots to my Ravens - should it be this way? Have I missed a certain research?
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on May 19, 2017, 02:54:58 pm
In file "terrains_XCOMFILES.rul" find the following:

Code: [Select]
  - name: NATIVEUFO_CULTHOUSE
    startingCondition: STR_FOREST_GEAR
    mapDataSets:
      - BLANKS
      - JUNGLE
      - BARN
      - FRNITURE
      - URBITS
      - CULTIVAT
    script: NATIVEURBANROADUFO_CULTHOUSE
    mapBlocks: *AnchorNativeUrbanRoad

And change the name from NATIVEUFO_CULTHOUSE to NATIVEURBANROADUFO_CULTHOUSE

(there are 2 terrains with this name... make sure to change the correct one)

I have a crash when going to a cult investigation. Error says "Terrain NATIVEURBANUFO_CULTHOUSE not found".

Full error report :

Code: [Select]
[18-05-2017_18-42-42] [INFO] Options loaded successfully.
[18-05-2017_18-42-42] [INFO] SDL initialized successfully.
[18-05-2017_18-42-43] [INFO] SDL_mixer initialized successfully.
[18-05-2017_18-42-43] [INFO] requested file not found: openxcom.png
[18-05-2017_18-42-43] [INFO] Attempting to set display to 1171x730x32...
[18-05-2017_18-42-43] [INFO] Display set to 1171x730x32.
[18-05-2017_18-42-43] [INFO] Loading data...
[18-05-2017_18-42-43] [INFO] Scanning standard mods in 'standard'...
[18-05-2017_18-42-43] [INFO] Scanning user mods in 'C:\Users\Zack Healy\Desktop\OpenXcom_XFiles\user\mods'...
[18-05-2017_18-42-43] [INFO] reservedSpace for: xcom1 updated to: 2
[18-05-2017_18-42-43] [INFO] reservedSpace for: xcom2 updated to: 2
[18-05-2017_18-42-43] [INFO] Mapping resource files...
[18-05-2017_18-42-45] [INFO] Resources files mapped successfully.
[18-05-2017_18-42-45] [INFO] Attempting to set display to 1292x745x32...
[18-05-2017_18-42-45] [INFO] Display set to 1292x745x32.
[18-05-2017_18-42-47] [INFO] Attempting to set display to 1171x730x32...
[18-05-2017_18-42-47] [INFO] Display set to 1171x730x32.
[18-05-2017_18-42-57] [INFO] Loading fonts... Font.dat
[18-05-2017_18-42-58] [INFO] Loading extra resources from ruleset...
[18-05-2017_18-43-13] [INFO] Loading custom palettes from ruleset...
[18-05-2017_18-43-13] [INFO] Data loaded successfully.
[18-05-2017_18-43-13] [INFO] Loading language...
[18-05-2017_18-43-13] [INFO] Language loaded successfully.
[18-05-2017_18-43-13] [INFO] OpenXcom started successfully!
[18-05-2017_18-43-13] [INFO] Playing flx, 320x200, 890 frames
[18-05-2017_18-43-17] [INFO] SDL_mixer initialized successfully.
[18-05-2017_18-43-18] [INFO] SDL_mixer initialized successfully.
[18-05-2017_18-43-53] [WARN] ORIGINAL ORDER not found in en-US
[18-05-2017_18-43-53] [WARN] ID not found in en-US
[18-05-2017_18-43-53] [WARN] FIRST LETTER not found in en-US
[18-05-2017_18-43-53] [WARN] RANK not found in en-US
[18-05-2017_18-43-53] [WARN] MISSIONS not found in en-US
[18-05-2017_18-43-53] [WARN] KILLS not found in en-US
[18-05-2017_18-43-53] [WARN] WOUND RECOVERY not found in en-US
[18-05-2017_18-43-53] [WARN] SORT BY... not found in en-US
[18-05-2017_19-03-36] [WARN] TU not found in en-US
[18-05-2017_19-03-36] [WARN] STA not found in en-US
[18-05-2017_19-03-36] [WARN] HP not found in en-US
[18-05-2017_19-03-36] [WARN] BRA not found in en-US
[18-05-2017_19-03-36] [WARN] REA not found in en-US
[18-05-2017_19-03-36] [WARN] ACC not found in en-US
[18-05-2017_19-03-36] [WARN] THR not found in en-US
[18-05-2017_19-03-36] [WARN] MEL not found in en-US
[18-05-2017_19-03-36] [WARN] STR not found in en-US
[18-05-2017_19-40-18] [WARN] STR_FAILED_CQB_CHECK not found in en-US
[18-05-2017_20-17-27] [INFO] requested file not found: UFOGRAPH/MAN_20M0.SPK
[18-05-2017_21-07-56] [FATAL] A fatal error has occurred: Terrain NATIVEURBANROADUFO_CULTHOUSE not found

Save attached, for the hell of it. Should be a matter of ingame minutes before the crash.

Light cannon lacks incendiary rounds.

UFOpedia for RPG states its not as good as xcom design, but doesn't take into account if xcom has MADE a rocket launcher yet....should be changed.

Check the previous page for the terrain fix.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on May 19, 2017, 09:39:02 pm
Another missing string - UAC Chaingun acquisition
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 20, 2017, 10:37:29 am
It looks like you can't access a MC'd zombie trooper's inventory normally.  I had to do the old trick of going to someone else's inventory and scrolling.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on May 20, 2017, 11:52:54 am
You can mind control zombies?...huh... I kinda figured mind control didn't work on non humans / aliens.

Perhaps I should give the XCOM psiclone a try..
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 20, 2017, 02:59:50 pm
Sorry for not answering earlier, I had a very busy week.

Anyway, now all the reported bugs should be fixed... Well, except for the non-existing Incendiary rounds for the Light Cannon, as it's not a bug, it just hasn't been added yet. :)

It looks like you can't access a MC'd zombie trooper's inventory normally.  I had to do the old trick of going to someone else's inventory and scrolling.

You mean after its weapon was ripped from its body? If yes, then it's as designed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on May 20, 2017, 05:10:54 pm
Some more bugs.

STR_MALE_CIVILIAN_BODYGUARD - empty string.

The STR_UFO_CRASH_RECOVERY_BRIEFING string is shown instead of:

STR_DURATHREAD_FACTORY_BRIEFING
STR_KEEP
STR_MANSION
STR_MEDIUM_GROUND_CONVOY
STR_SMALL_GROUND_CONVOY
STR_MIB_BASE_LANDING
STR_MIB_TERROR_MISSION
STR_MIB_COVERUP_2

The gilldog is shown with the rocket as a weapon. The screenshot is attached. Does that work as designed?

Edit: one more thing - STR_NUCLEAR_HEAVY_LASER is called "laser" in the article while it should be "blaster".
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 20, 2017, 09:28:47 pm
You mean after its weapon was ripped from its body? If yes, then it's as designed.

No, it was still intact with a M.A.G.M.A shotgun.  I wanted it to reload, or rather put the shells in its hand since that's all it had the TU's to do.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 25, 2017, 11:58:53 pm
I finished the Megaworm Autopsy, but it looks like the live one is still broken.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 26, 2017, 12:01:16 am
I finished the Megaworm Autopsy, but it looks like the live one is still broken.

Arrrrgh!!!!

Sorry.... Fix attached.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 26, 2017, 07:17:39 am
Thanks for the quick response.  Unfortunately, I have another crash.  This one was on a hybrid convoy.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 26, 2017, 11:22:26 am
Oh damn.

And I think I know why... But I won't be able to look at it today. (I am currently starving for modding time, which is why these recent bugs exist.) Hopefully this weekend.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on May 26, 2017, 11:17:29 pm
Thanks for the quick response.  Unfortunately, I have another crash.  This one was on a hybrid convoy.

In alienDeployments_XCOMFILES.rul, find the following lines:

Code: [Select]
  - type: STR_MEDIUM_GROUND_CONVOY_TEMPERATE_HYBRID
    data:
    width: 50
    length: 50
    height: 4
    alert: STR_ALERT_MEDIUM_CONVOY_HYBRID
    alertBackground: CULT_BACKGROUND.SCR
    alertDescription: STR_MEDIUM_GROUND_CONVOY_TEMPERATE_HYBRID_DESCRIPTION

and remove the second line completely... the one which contains "    data:"
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 27, 2017, 12:11:41 pm
Thanks Meridian. Attaching the fix here.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on May 27, 2017, 06:00:47 pm
A problem was detected:
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on May 27, 2017, 06:48:33 pm
A problem was detected:

@Solarius: it crashes "somewhere" in the lighting calculation... I can't even say where, because the stack trace looks like Picasso's drawings of Egyptian hieroglyphs on a wooden tablet left to rot in the swamps for a million years.

It can be either code issue (I will report to Yankes) or map issue (may be worth checking roof of Tile [8,4,3], can't tell you what to look for tho forget that, it crashes on a different spot each time).

PS: somebody needs to go back in time and kill the guy who invented lambdas!! No joke.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Yankes on May 27, 2017, 07:05:50 pm
PS: somebody needs to go back in time and kill the guy who invented lambdas!! No joke.
There is one trick to better understand lambdas, you need think with portals :D

I will try find some time today to check this bug.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Stoddard on May 27, 2017, 07:27:04 pm
@Solarius: it crashes "somewhere" in the lighting calculation... I can't even say where, because the stack trace looks like

Wanted to take a look out of curiosity and it doesn't crash for me on neither xenial64 or mingw, or mxe builds under wine.
Any specific steps to take?

It might be the compiler versions. My builds are all gcc 5.3+ :  5.4.0 (native, mxe 5.3.2 (mingw)  while yours is 4.9.4
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on May 27, 2017, 07:34:34 pm
Hmm, looks like it doesn't always crash.

It crashed on me the first time I loaded it (right after clicking on Yes button in Confirm landing GUI, just before Briefing GUI).

I tried again now, first 2 attempts were without a crash, third attempt crashed again.

I have save scumming off, so I guess map issue is unlikely, I'd bet on a code issue.

It might be the compiler versions. My builds are all gcc 5.3+ :  5.4.0 (native, mxe 5.3.2 (mingw)  while yours is 4.9.4

I tested in visual studio 2017.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Yankes on May 27, 2017, 08:14:25 pm
This all depends on how data is layout in memory, if buged region is closed to end of allocated block it will crash otherwise will access some random unused memory.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Stoddard on May 27, 2017, 08:18:04 pm
Okay, valgrind to the rescue!

https://lxnt.wtf/oxem/builds//massif/xfiles-valgrind.txt (https://lxnt.wtf/oxem/builds//massif/xfiles-valgrind.txt)

Take a look at the last two records. Those happen in the lighting code, and it seems that whatever is passed as lastPount to the "calculateBlock" lambda is out of bounds - that is, outside the map.

Which, depending on what the allocator does, may crash the party, work correctly, or mess up the lightning.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Dreamsicle on May 28, 2017, 07:35:02 am
Noticed that the X Com Origins UFOPedia states that GiB was founded in 1997 even though the new date is December 1996.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 28, 2017, 06:56:27 pm
Good luck with the bug hunt, guys!

Noticed that the X Com Origins UFOPedia states that GiB was founded in 1997 even though the new date is December 1996.

Yeah, I have moved the date back and forth a lot. Thanks :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 30, 2017, 05:18:24 pm
I encountered a visual bug during the M.A.G.M.A robotics mission.  The marker for allied tanks on the mini-map was messed up and kept rotating between various glitched forms.  I have no idea how to make a gif, but here are two images as an example.  Also, after the mission I captured the one tank I stunned but I can't research it and it has no sell price.  I did not recover the wrecks of the ones I killed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 30, 2017, 08:43:11 pm
Hmmm, it shouldn't be recoverable, but fix that.

As for the glitch... No idea what happened (nothing in my mod I think), but I'd like to know how to do that. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 30, 2017, 10:02:47 pm
I also get the glitch when I used the battle creator, if you want to look for yourself.  Is it because it is a 4-space ally unit?  I think that this is the first time I've seen one.

Also, I just got an EXALT mission at the start of February, despite researching their termination at the end of December.  I'm pretty sure they should have left the spawn pool by now, so is this a bug?  I remember someone else mentioning something similar.  I'll post again if it shows up again next month.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 30, 2017, 10:48:38 pm
Oh shit... You're right. Sorry, try this hotfix.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 31, 2017, 02:10:51 am
I downloaded the hotfix but now its causing a new problem.  This message pops up and the game closes.  When I restart XCOMFiles is disabled and trying to turn it on just causes the message again.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on May 31, 2017, 02:46:24 pm
I encountered a visual bug during the M.A.G.M.A robotics mission.  The marker for allied tanks on the mini-map was messed up and kept rotating between various glitched forms.  I have no idea how to make a gif, but here are two images as an example. 

https://www.ufopaedia.org/index.php/SCANG.DAT

Code: [Select]
//minimap sprite index:
// * 0-2   : Xcom soldier
// * 3-5   : Alien
// * 6-8   : Civilian
// * 9-11  : Item
// * 12-23 : Xcom HWP
// * 24-35 : Alien big terror unit(cyberdisk, ...)

Civilian big units don't exist (there are no corresponding red minimap images in the spriteset)... so game just takes index 6-15... which are the funky effects you see.

EDIT: I could maybe change it to just display 4 blinking red dots, see attached
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on May 31, 2017, 06:33:01 pm
I downloaded the hotfix but now its causing a new problem.  This message pops up and the game closes.  When I restart XCOMFiles is disabled and trying to turn it on just causes the message again.

Arrrgh! I had no idea it would prevent the mod from launching! Why do these safety measures only work when they aren't supposed to?!

Just find and remove this part from the missionScripts_Xcomfiles.rul:

Code: [Select]
  - type: VampireCastle
    firstMonth: 0
    executionOdds: 15
    missionWeights:
      0:
        STR_VAMPIRE_CASTLE: 100
    regionWeights:
      0:
        REGION_VAMPIRE_CASTLE: 100
    researchTriggers:
      STR_FOLLOW_THE_ZOMBIES: true
    useTable: false
    startDelay: 20
    randomDelay: 43500


EDIT: I could maybe change it to just display 4 blinking red dots, see attached

Sure, thanks.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on May 31, 2017, 06:47:34 pm
That got it working again.  Thanks.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on May 31, 2017, 10:10:01 pm
Hello, I'm not sure if it counts as a bug, but the FAMAS rifle has a bit of an odd behavior regarding the Ufopaedia: I've been able to "research" it and acquire it for my soldiers, but it doesn't show its relevant article anywhere. Sometimes it does show up after getting Promotion 2 and "researching" similar weapons.

Another one which I believe it has been commented is that I'm given the option to investigate a "Zrbite tank"... Without having found said alien material ingame yet.
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on June 01, 2017, 04:25:03 am
Having some hidden cells of those groups show up long after you thought they were done could be amusing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 01, 2017, 06:56:59 pm
Hello, I'm not sure if it counts as a bug, but the FAMAS rifle has a bit of an odd behavior regarding the Ufopaedia: I've been able to "research" it and acquire it for my soldiers, but it doesn't show its relevant article anywhere. Sometimes it does show up after getting Promotion 2 and "researching" similar weapons.

Yup, it's a bug. The FAMAS article is displayed after you research Steyr, not FAMAS. Fixed now.

Another one which I believe it has been commented is that I'm given the option to investigate a "Zrbite tank"... Without having found said alien material ingame yet.

Eh? It was fixed already. Are you sure you have the newest version?

Having some hidden cells of those groups show up long after you thought they were done could be amusing.

It sorta is already, due to some bugs. :P But no more.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on June 02, 2017, 11:32:23 am
Sorryl Solarius, I was not being clear: It still shows up in the "manufacture" menu, even though I haven't found that ingame nor can I investigate it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 02, 2017, 08:49:01 pm
Sorryl Solarius, I was not being clear: It still shows up in the "manufacture" menu, even though I haven't found that ingame nor can I investigate it.

Oh! Right.
Yeah, I kinda missed it. :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on June 04, 2017, 07:06:08 am
Another crash with megaworms.  This crash came up after it approached my agent.  I think it might have been trying to melee.

Edit:  I got a save.  There's one in sight, so you can just run up to it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 04, 2017, 12:53:08 pm
Yeah, I can see the problem. Fix soon.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on June 05, 2017, 07:09:41 pm
I'm not sure if this has been reported, but the Deep One Hatchel and Spear have odd sounds upon being used by XCOM units, they sound like a gun being fired rather than stabbing/slashing sounds.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 06, 2017, 12:19:32 am
I'm not sure if this has been reported, but the Deep One Hatchel and Spear have odd sounds upon being used by XCOM units, they sound like a gun being fired rather than stabbing/slashing sounds.

Yes, the hatchet was broken. Spear was fine, though.
Thanks for the report... It looks like people have finally gotten into the T'leth arc. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on June 06, 2017, 04:36:44 pm
I'm afraid that's not the case yet.  ;) I took the spear and hatchet after a Dagon attack, which was ridiculous from the sheer numbers of enemies running around.

Also, not sure if it's a bug or I don't know how to use them properly, but it seems Scout drones can either shoot smoke grenades or their regular gun, but not both. Perhaps I'm doing something wrong as I'll try to make further tests later on, but the initial impression is that they're not working properly.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 06, 2017, 08:36:00 pm
I'm afraid that's not the case yet.  ;) I took the spear and hatchet after a Dagon attack, which was ridiculous from the sheer numbers of enemies running around.

And... what's wrong with it?
I mean, something to do with sounds?

Also, not sure if it's a bug or I don't know how to use them properly, but it seems Scout drones can either shoot smoke grenades or their regular gun, but not both. Perhaps I'm doing something wrong as I'll try to make further tests later on, but the initial impression is that they're not working properly.

Smoke???
No such unit in XCF.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on June 06, 2017, 10:26:31 pm
And... what's wrong with it?
I mean, something to do with sounds?

Well, nothing wrong with the event itself, it's just that the Hatchet has odd sounds, it sounds like a gun being shot rather than an axe being slashed. It works perfectly in-game though.

Smoke???
No such unit in XCF.

Oh, I get it now. I was confusing the Scout Drone from the one found in the Final Mission Pack, which had the ability of shooting smoke grenades rather than a short-ranged gun, making it vastly more useful. Right now the Drone of X-Files is too expensive and too weak to be worth the price, for not to mention it takes too long to be useful (not until the Dragonfly is unlocked, as the Mudranger seems to be useless, even its flying variant).

However, these aren't technically bugs, so it's okay I guess.  :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on June 07, 2017, 06:46:46 am
Yes, the hatchet was broken. Spear was fine, though.
Thanks for the report... It looks like people have finally gotten into the T'leth arc. :)
Woah, I started this arc about 2 months ago, but there was nothing wrong AFAIR. Alas, my current job leaves me very little spare time, so I'm stuck in a middle of Church of Dagon High Temple Mission - and (speaking about T'leth and stuff) in the very beginning of making my own TFTD rework ;D The last event exactly from T'leth arc that I can remember was Ritual Mass Murder - it felt like a mixture of monster hunt in a farm village and generic alien terror mission  8) But broken hatchet... can't remember how could it be broken. Spear was fine, yeah, but I sold it immediatly after this mission ;D

Speaking about drone - I haven't used it very much. I had one attached to my assault squad at some point but found that human scout is somewhat better. That's why this little piece of electronics ended up in a monster hunter squad - and "was a zombie" after being hit but Zombie Infector (I reported this bug some time ago) ;D
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 07, 2017, 07:13:55 am
But broken hatchet... can't remember how could it be broken. Spear was fine, yeah, but I sold it immediatly after this mission ;D

Nothing serious, it just had a wrong sound associated with stabbing.

Speaking about drone - I haven't used it very much. I had one attached to my assault squad at some point but found that human scout is somewhat better. That's why this little piece of electronics ended up in a monster hunter squad - and "was a zombie" after being hit but Zombie Infector (I reported this bug some time ago) ;D

Haha, yeah... It's fixed now! :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on June 11, 2017, 01:09:34 pm
Well, that was fast, I didn't expect you to update so soon.

However, while I didn't have the time to check the patch fully, I found a bug with the Zombie catacombs that still persists even after patching. The game complains about "segment error" or something like that and it kicks me out of the game, this happened after trying to kill a few zombies with explosives.

I'll attach my save.

Also, not exactly a bug but, I found the level is curiously empty, with not too many enemies, be it to create atmosphere or because it is incomplete, and the Tomb Guardian is ridiculously hard to knock out but not so to kill, which is bad as I wanted to interrogate her. Only the stun rod and some lucky shooting  managed to incapacitate her. Is that intentional? This is before the patch, so I dunno if it still happens.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 11, 2017, 01:20:06 pm
Well, that was fast, I didn't expect you to update so soon.

However, while I didn't have the time to check the patch fully, I found a bug with the Zombie catacombs that still persists even after patching. The game complains about "segment error" or something like that and it kicks me out of the game, this happened after trying to kill a few zombies with explosives.

I'll attach my save.

OK, so what is crashing? I ended the turn, there were explosions, everything's fine.

Also, not exactly a bug but, I found the level is curiously empty, with not too many enemies, be it to create atmosphere or because it is incomplete, and the Tomb Guardian is ridiculously hard to knock out but not so to kill, which is bad as I wanted to interrogate her. Only the stun rod and some lucky shooting  managed to incapacitate her. Is that intentional? This is before the patch, so I dunno if it still happens.

Yeah, after all she's technically a Zombie.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on June 11, 2017, 03:41:52 pm
That's odd,  it used to show me a message like this:

Quote
[FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

Oddly enough, I tried it again and now it's not happening anymore.

 By the way, has the "Trouble at MAGMA Lab!" been fixed too? That one sometimes repeated itself in the following month despite having won that mission before.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on June 11, 2017, 07:11:31 pm
Solar, I didn't have time to properly test a new version, but I noticed that STR_VAMPIRE_CASTLE as well as the related briefings was missing. Was that planned?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 11, 2017, 08:23:33 pm
By the way, has the "Trouble at MAGMA Lab!" been fixed too? That one sometimes repeated itself in the following month despite having won that mission before.

I'll check.

*checking*

Lol, no, it wasn't fixed. Next time. (For now, you can just go zombie hunting if you like.)

Solar, I didn't have time to properly test a new version, but I noticed that STR_VAMPIRE_CASTLE as well as the related briefings was missing. Was that planned?

This mission doesn't exist yet, so the texts aren't ready yet.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on June 12, 2017, 12:30:34 am
Yeah, after all she's technically a Zombie.
And Zombies have stun resistance, yeah?  ;D
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on June 12, 2017, 02:11:14 pm

Lol, no, it wasn't fixed. Next time. (For now, you can just go zombie hunting if you like.)
This mission doesn't exist yet, so the texts aren't ready yet.

God no, never again. Doing that mission at Veteran difficulty was a nightmare: Too many damn Zombies with too much health along with some that can use guns to boot. Either I was supposed to do this at Promotion 3 or with the Skyranger, or the number of enemies in that mission was insane. I won after a long battle, with tons of wounded and spent ammo with not that much gain. I would have expected MAGMA rewarded me for cleaning their shit, but besides looting rights, nothing else happened. I would assume a new "message from MAGMA" congratulating the player would be fine here and fitting.


And Zombies have stun resistance, yeah?  ;D

I was using the Stun Rod, that despite the name uses Electricity damage, which Zombies are vulnerable to. However, the Tomb Guardian was able to outright ignore most of the prodding. It also doesn't help it is an awkward two-handed weapon that needs a lot of TU to work. I need something better soon.

Lastly, speaking of missing texts, the "Messengers of Dagon" research unlocks Deep One rituals, the mission text of which is unfinished and the rewards borked (the Deep One Chieftain doesn't seem to work, and there are "human_Sacrifices" things that do nothing except being vendor trash).
This also kinda happens with the MAGMA LAB mission. Attaching a pic.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 12, 2017, 08:08:02 pm
I would assume a new "message from MAGMA" congratulating the player would be fine here and fitting.

I guess you're right. I'll write something. :)

I was using the Stun Rod, that despite the name uses Electricity damage, which Zombies are vulnerable to.

Hmmm, I can rename it. :P Tradition though...

However, the Tomb Guardian was able to outright ignore most of the prodding. It also doesn't help it is an awkward two-handed weapon that needs a lot of TU to work. I need something better soon.

Challenges, challenges!

Lastly, speaking of missing texts, the "Messengers of Dagon" research unlocks Deep One rituals, the mission text of which is unfinished and the rewards borked (the Deep One Chieftain doesn't seem to work, and there are "human_Sacrifices" things that do nothing except being vendor trash).

Sorry, what exactly is missing? The Deep Ones Rituals mission looks okay to me.

This also kinda happens with the MAGMA LAB mission. Attaching a pic.

HOW DID THIS HAPPEN?!

Code: [Select]
  - type: STR_ZOMBIE_WEAPON
    recover: false

Anyone, please?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on June 12, 2017, 08:12:35 pm
HOW DID THIS HAPPEN?!

Code: [Select]
  - type: STR_ZOMBIE_WEAPON
    recover: false

Anyone, please?

STR_ZOMBIE_WEAPON is not ZOMBIE_WEAPON.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 12, 2017, 08:22:10 pm
STR_ZOMBIE_WEAPON is not ZOMBIE_WEAPON.

Yeah, but there is no ZOMBIE_WEAPON in the mod. It was removed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on June 12, 2017, 09:09:17 pm
Yeah, but there is no ZOMBIE_WEAPON in the mod. It was removed.

A save to debug would be nice then.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on June 12, 2017, 10:14:49 pm
I guess you're right. I'll write something. :)
Sorry, what exactly is missing? The Deep Ones Rituals mission looks okay to me.

HOW DID THIS HAPPEN?!

Code: [Select]
  - type: STR_ZOMBIE_WEAPON
    recover: false

In the Deep Ones' Ritual (which I didn't play fully yet, I just wanted to test how it worked), some of the rewards for winning are things that look like that odd "zombie_weapon" thing, but can be sold for money instead.

Also, not sure if it counts for being a bugged save, but in my game I started using the "aliens can recover weapons from the ground" modding option, but eventually disabled it after seeing it did nothing, and also reading here in this board that it wasn't recommended to use this option.

So far the game is working fine though, so it shouldn't be that.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 12, 2017, 10:55:24 pm
In the Deep Ones' Ritual (which I didn't play fully yet, I just wanted to test how it worked), some of the rewards for winning are things that look like that odd "zombie_weapon" thing, but can be sold for money instead.

Well, I don't know, maybe your installation is borked... Or there is a weird bug. Can anyone confirm similar effects?

Also, not sure if it counts for being a bugged save, but in my game I started using the "aliens can recover weapons from the ground" modding option, but eventually disabled it after seeing it did nothing, and also reading here in this board that it wasn't recommended to use this option.

It is perfectly fine to use this option, I use it too. Aliens just aren't very good at it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on June 14, 2017, 11:51:38 am
A couple of bugs:

The UFOpedia article "Zrbite tank" crashes the game with a "UFOPEDIA_IMG_ZRBITE_TANK not found" message.

The portrait of the engineer in the article "Micrograv module" is still misplaced. The screenshot is attached.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on June 15, 2017, 12:15:20 pm
Here's the bug I mentioned about the Deep Ones' Ritual mission. Note that I completed the mission using Ctr+d, Ctr+j to KO all enemies as a way to make it fast, but I hope it is not relevant for the strange items shown here.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 18, 2017, 10:37:43 pm
Thanks guys, mostly fixed.

As for the Human Sacrifice items, uh... I can't remember what I was thinking. Now it looks just weird to me. I guess it used to exploit some quirk of alien recovery, but it was changed later. I'll rethink this.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on June 19, 2017, 07:56:13 am
One more bug: the strings STR_FLYING_SUIT_UFOPEDIA and STR_POWER_SUIT_UFOPEDIA are both repeated two times.
Title: Re: Bugs, crashes, typos & bad taste
Post by: krautbernd on June 20, 2017, 03:48:36 pm
Because someone mentioned the zrbite tank earlier. Has the ufopaedia entry been fixed? I always get a crash when i select it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on June 20, 2017, 06:44:45 pm
Because someone mentioned the zrbite tank earlier. Has the ufopaedia entry been fixed? I always get a crash when i select it.

Sorry, not yet... I mean it was, but only on my end.

Maybe it's time for another fix release.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 02, 2017, 10:16:30 pm
In the missions in towns, during the 1st enemy/civilian turn the game crashes with an error:
Quote
A fatal error has occurred: Unsupported action (val: 12) for item STR_DOGE_TRACK
To reproduce, load the attached "DOGE_TRACK.sav" and end the turn.

The only workaround I found, is starting the mission anew (reloading a Geoscape save). Just in case: the missions that worked fine had no dogs in them.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 03, 2017, 11:41:30 pm
I can't load up this save; it says, "bad conversion".

But I'll check what can be wrong with the dogs.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 03, 2017, 11:43:40 pm
I can't load up this save; it says, "bad conversion".

But I'll check what can be wrong with the dogs.

It's an OXCE 3.8 bug. Already reported to Yankes today in the morning.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 03, 2017, 11:47:33 pm
It's an OXCE 3.8 bug. Already reported to Yankes today in the morning.

Thanks Meridian.

Regarding dogs, would it be a problem if alien armour had this:

Code: [Select]
    builtInWeapons:
      - STR_DOGE_BITE
      - STR_DOGE_TRACK

When STR_DOGE_TRACK is a Motion Scanner:

Code: [Select]
  - type: STR_DOGE_TRACK
    weight: 0
    bigSprite: 481
    floorSprite: 0
    handSprite: 0
    battleType: 7
    tuUse: 15
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    recover: false
    defaultInventorySlot: STR_LEFT_HAND
    costUse:
      time: 15
      morale: 20
?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 03, 2017, 11:55:18 pm
Actually, I reported the dogs to Yankes.... that's the OXCE bug.

Don't know how those bad conversions happened, but replacing NULL with "NULL" in the save file will solve/workaround it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 03, 2017, 11:59:23 pm
Actually, I reported the dogs to Yankes.... that's the OXCE bug.

Don't know how those bad conversions happened, but replacing NULL with "NULL" in the save file will solve it.

Thanks. I guess it means... no enemy dogs, for now? Or is it enough to make a separate armour for enemy dogs (now they share it with X-Com dogs) and remove the scanner?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 04, 2017, 12:00:42 am
Thanks. I guess it means... no enemy dogs, for now? Or is it enough to make a separate armour for enemy dogs (now they share it with X-Com dogs) and remove the scanner?

Tbh, no idea.
You may want to return to 3.7 for now.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 04, 2017, 12:04:37 am
Tbh, no idea.
You may want to return to 3.7 for now.

I tried generating a mission with enemy dogs. No issues, no crashes.
Maybe the problem is with tkzv's installation? No idea.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 04, 2017, 12:12:11 am
I tried generating a mission with enemy dogs. No issues, no crashes.
Maybe the problem is with tkzv's installation? No idea.

It's a code bug... it just happens "rarely".
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 04, 2017, 02:35:22 am
I tried generating a mission with enemy dogs. No issues, no crashes.
Maybe the problem is with tkzv's installation? No idea.
Gentoo Linux AMD64.
I installed the nightly vanilla OpenXcom, then
unpacked the original games to ~/.local/share/openxcom/UFO/ and ~/.local/share/openxcom/TFTD/ ,
unpacked OpenXcom_XFiles_0.6.5c.zip and copied OpenXcom_XFiles/user/mods/XComFiles/ to ~/.local/share/openxcom/mods/ ,
umpacked Extended+-3.8a-80622cd-2017-06-13-jessie-x86_64.7z and run OpenXcomEx.

And I've got another bug to report. When a bullet destroys a staircase section, it becomes a water cooler :)

To reproduce:
Load the attached "for cooler.sav". — Agent "Kamran Rezaei" should be active. 2 disciples of Dagon are visible.
Switch "Kamran Rezaei" to snap shots and shoot the staircase right behind the 1st enemy. — See "before.png"
This may take around 5 reloads, but eventually the bullet hits the staircase and turns it into a cooler. — See "cooler.sav" and "after.png".
Title: Re: Bugs, crashes, typos & bad taste
Post by: hellrazor on July 04, 2017, 08:13:08 am
Gentoo Linux AMD64.
I installed the nightly vanilla OpenXcom, then
unpacked the original games to ~/.local/share/openxcom/UFO/ and ~/.local/share/openxcom/TFTD/ ,
unpacked OpenXcom_XFiles_0.6.5c.zip and copied OpenXcom_XFiles/user/mods/XComFiles/ to ~/.local/share/openxcom/mods/ ,
umpacked Extended+-3.8a-80622cd-2017-06-13-jessie-x86_64.7z and run OpenXcomEx.

That sounds about right :)

And I've got another bug to report. When a bullet destroys a staircase section, it becomes a water cooler :)

To reproduce:
Load the attached "for cooler.sav". — Agent "Kamran Rezaei" should be active. 2 disciples of Dagon are visible.
Switch "Kamran Rezaei" to snap shots and shoot the staircase right behind the 1st enemy. — See "before.png"
This may take around 5 reloads, but eventually the bullet hits the staircase and turns it into a cooler. — See "cooler.sav" and "after.png".

Thats just a wrong asigned DIE mcd in one of the mapset MCD files, a easy fix usually.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 04, 2017, 10:14:42 am
Those damn cultists and their hidden water coolers.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 04, 2017, 10:45:08 am
Gentoo Linux AMD64.
I installed the nightly vanilla OpenXcom, then
unpacked the original games to ~/.local/share/openxcom/UFO/ and ~/.local/share/openxcom/TFTD/ ,
unpacked OpenXcom_XFiles_0.6.5c.zip and copied OpenXcom_XFiles/user/mods/XComFiles/ to ~/.local/share/openxcom/mods/ ,
umpacked Extended+-3.8a-80622cd-2017-06-13-jessie-x86_64.7z and run OpenXcomEx.
 take around 5 reloads, but eventually the bullet hits the staircase and turns it into a cooler. — See "cooler.sav" and "after.png".

That sounds about right :)

The nightly installation is not required and not desired.
XcomFiles distributes all the necessary data files... and they might be different from nightly data files, depending on the OXCE+ version (e.g. v3.8a matches nightly from March, not from July).

That said, I don't think the error is caused by installation issues.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 04, 2017, 10:55:02 am
The nightly installation is not required and not desired.
I gathered as much. I just meant to mention that the directory structure and all configuration files have been created by vanilla version. And I started playing X-Com Files only several days later.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 04, 2017, 10:23:46 pm
I've encountered another problem. When something explodes, the game may crash with a message:
Quote
OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.
To reproduce:
Load the attached "tank explodes.sav" — agent "Darya Orlova" is active, 1 enemy is visible — the tank.
Shoot the tank with a shotgun. — 1 hit is usually enough, when the flame mostly disappears, the game crashes.

No crash when I destroy the tank with a grenade launcher. Somehow, grenade explosions don't cause problems.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 04, 2017, 10:27:06 pm
Sorry, attached a wrong log :) Here's the right one.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 05, 2017, 01:09:27 am
And another section of staircase becomes Cola vending machine:
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on July 05, 2017, 11:44:11 am
I see these malicious cultists are using matter transmutation spells for great effect.  ;D

Just to know: Can you walk on these "mutated tiles", or do these count as destroyed?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 05, 2017, 11:21:22 pm
I've encountered another problem. When something explodes, the game may crash with a message: To reproduce:
Load the attached "tank explodes.sav" — agent "Darya Orlova" is active, 1 enemy is visible — the tank.
Shoot the tank with a shotgun. — 1 hit is usually enough, when the flame mostly disappears, the game crashes.

No crash when I destroy the tank with a grenade launcher. Somehow, grenade explosions don't cause problems.

I shot the car and finished the mission with no problems. Looks like an issue with mission end, but it works fine for me.

(Also I had to update the save from inventoryslot: NULL to inventoryslot: "NULL". Can't remember where the difference comes from.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Yankes on July 06, 2017, 01:08:31 am
because `NULL` is reserved word in yaml and yaml-cpp butcher string with same value when saving.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 06, 2017, 09:04:06 am
because `NULL` is reserved word in yaml and yaml-cpp butcher string with same value when saving.

For me, it always saves as "NULL", don't know why for him it saved as NULL...
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 08, 2017, 06:10:50 pm
I shot the car and finished the mission with no problems. Looks like an issue with mission end, but it works fine for me.

I don't think it's the mission end. There were a few similar occurrences in other missions. Stray bullet hits something, it explodes, game crashes, I reload, the bullet flies elsewhere, crash not reproduced. I'll pay more attention to those from now on.

--- posts merged ---

Another crash. Log and quicksave are attached. Just end the turn and the game segfaults during the enemy turn, suggesting something's missing in a mod.

No crash if any of the agents are visible to enemies at the end of the turn and end up panicked or berserked.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 09, 2017, 03:25:24 pm
Same as always: can't even load your save due to

Code: [Select]
      inventoryslot: NULL

No idea what you are doing with the game, but it's not saving correctly, and when I fix the save I don't get a crash. In other words, sorry but I'm not debugging this - it's not broken.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Yankes on July 09, 2017, 04:08:39 pm
For me, it always saves as "NULL", don't know why for him it saved as NULL...
This probably based on version of yaml-cpp, his exe was compiled with one that have bug that not escape "NULL" string when creating save.
Question is from who he have exe.

As work around in next version I added code that avoid this bug and everyone will be able to load this bugged save.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 09, 2017, 04:51:47 pm
Same as always: can't even load your save due to

Code: [Select]
      inventoryslot: NULL

No idea what you are doing with the game, but it's not saving correctly, and when I fix the save I don't get a crash. In other words, sorry but I'm not debugging this - it's not broken.

I replaced s/inventoryslot: NULL/inventoryslot: "NULL"/g , loaded the game and still got a similar crash. Then the same with single quotes. Saves and logs are attached.

This probably based on version of yaml-cpp, his exe was compiled with one that have bug that not escape "NULL" string when creating save.
Question is from who he have exe.

As work around in next version I added code that avoid this bug and everyone will be able to load this bugged save.
At least you figured why does it happen :) Here it is: https://github.com/jbeder/yaml-cpp/issues/247

Early on I tried compiling OXCE+ from sources (with the fixed yaml-cpp, among other things), but X-Com Files didn't work right (melee weapons didn't have the "hit" command, for example, same as in vanilla). Then I found the binaries work fine and stopped bothering. Any advices if I try building it again?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 09, 2017, 04:56:30 pm
Then I found the binaries work fine and stopped bothering.

Which binaries? Where did you download them from?
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 09, 2017, 05:00:51 pm
Which binaries? Where did you download them from?
From the link in your post: https://lxnt.wtf/oxem/#/ExtendedPlus (currently down). The file Extended+-3.8a-80622cd-2017-06-13-jessie-x86_64.7z
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 09, 2017, 05:09:10 pm
From the link in your post: https://lxnt.wtf/oxem/#/ExtendedPlus (currently down). The file Extended+-3.8a-80622cd-2017-06-13-jessie-x86_64.7z

OK thanks, I'll check with Stoddard what yaml-cpp version is used and why it's offline.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Stoddard on July 10, 2017, 01:57:27 am
I fixed the builds download site being inaccessible, sorry for that.

As for the yaml bug, my builds shouldn't have it, yaml-cpp version used is 0.5.3.

tzkv, it seems like you had problems with some other build, and have no problems with lxnt.wtf build, is that correct?
What was that some other build?
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 10, 2017, 02:55:27 pm
tzkv, it seems like you had problems with some other build, and have no problems with lxnt.wtf build, is that correct?
What was that some other build?
I compiled OXCE+ on my system (Gentoo Linux AMD64). Just ./configure then make or cmake then make. Electric clubs did not work (no "Hit" in the list of actions), but I did not look for the reason, because I found the binaries.

And this "no problems" is relative :) I keep getting segfaults from explosions and something else when enemies panic, but other people can't reproduce them. Also lxnt.wtf build keeps creating savefiles with unquoted NULL.


Unrelated crash: an agent with 12 TU, a Desert Eagle and a flashlight tries to shoot a passing enemy with a flashlight. (Workaround: spent all TUs or drop the flashlight.) It stopped reproducing when the enemy suddenly changed his route.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Stoddard on July 10, 2017, 07:46:48 pm
I compiled OXCE+ on my system (Gentoo Linux AMD64). Just ./configure then make or cmake then make. Electric clubs did not work (no "Hit" in the list of actions), but I did not look for the reason, because I found the binaries.

I see. Though that should've worked no worse than lxnt.wtf builds if you have a recent-ish yaml-cpp on your system.

And this "no problems" is relative :) I keep getting segfaults from explosions and something else when enemies panic, but other people can't reproduce them.

Some logs/backtraces can help. Here's a not stripped build: Extended+-3.8b-7369651-2017-07-06-jessie-x86_64-debug.7z (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.8b-7369651-2017-07-06-jessie-x86_64-debug.7z)

Also lxnt.wtf build keeps creating savefiles with unquoted NULL.

This is most strange. Which build (git commit) do you use?


Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 10, 2017, 09:38:52 pm
I see. Though that should've worked no worse than lxnt.wtf builds if you have a recent-ish yaml-cpp on your system.
dev-cpp/yaml-cpp-0.5.3, configured with default options plus -DBUILD_SHARED_LIBS=ON . The bug with unquoted NULL should be fixed, unless your binaries are statically linked, right?

Some logs/backtraces can help. Here's a not stripped build: Extended+-3.8b-7369651-2017-07-06-jessie-x86_64-debug.7z (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.8b-7369651-2017-07-06-jessie-x86_64-debug.7z)
Thanks. I'll try it.

Update: where does it write the extra log? The ~/.local/share/openxcom/openxcom.log is no bigger than usual. Or do I need to use some command line key or set an environment parameter?

This is most strange. Which build (git commit) do you use?
Latest at that point. 84b16420bc3583613cb14c521ff334870de213c0
Title: Re: Bugs, crashes, typos & bad taste
Post by: Stoddard on July 11, 2017, 12:53:11 am
dev-cpp/yaml-cpp-0.5.3, configured with default options plus -DBUILD_SHARED_LIBS=ON . The bug with unquoted NULL should be fixed, unless your binaries are statically linked, right?

My builds are statically linked with 0.5.3 exactly to avoid the yaml-cpp version mess. I can't understand how this ancient bug suddenly cropped up. As you also have 0.5.3, your self-built builds should have worked modulo yaml-unrelated bugs.

Update: where does it write the extra log? The ~/.local/share/openxcom/openxcom.log is no bigger than usual. Or do I need to use some command line key or set an environment parameter?

It doesn't write any extra log. The backtrace should be in the log, or you can just run it under gdb.

The log can also end up in the "user" directory, alongside the openxcom.cfg or the  savefiles directories.
It's faster to do a find / -name openxcom.log -ls than to try and understand the path handling rat's nest.
F.ex. I still can't fathom why it sometimes uses config from .local while writing the rest under the user directory alongside the executable.

Latest at that point. 84b16420bc3583613cb14c521ff334870de213c0

Hm. That's quite old. Ah, I see, you use Extended, not ExtendedPlus.
The not-stripped version for that is here: 3.8a-84b1642-2017-06-12-jessie-x86_64-debug.7z (https://lxnt.wtf/oxem/builds//Extended/3.8a-84b1642-2017-06-12-jessie-x86_64-debug.7z)

Still, 0.5.3 was used for the lxnt.wtf builds from the start.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 11, 2017, 12:58:20 pm
I've encountered another problem. When something explodes, the game may crash with a message: To reproduce:
Load the attached "tank explodes.sav" — agent "Darya Orlova" is active, 1 enemy is visible — the tank.
Shoot the tank with a shotgun. — 1 hit is usually enough, when the flame mostly disappears, the game crashes.

No crash when I destroy the tank with a grenade launcher. Somehow, grenade explosions don't cause problems.

This crash is the same as this one: https://openxcom.org/forum/index.php/topic,2915.msg85023.html#msg85023

Is already fixed and will be available in the next version.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 12, 2017, 10:13:30 pm
Exception in the Black Moon mission. Load the attached "Black moon-1.sav" and press "End turn".
The message is: "Unsupported action (val: 12) for item STR_WERECAT_MIND_CONTROL_WEAPON"
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 12, 2017, 10:22:35 pm
Exception in the Black Moon mission. Load the attached "Black moon-1.sav" and press "End turn".
The message is: "Unsupported action (val: 12) for item STR_WERECAT_MIND_CONTROL_WEAPON"

Try the new version from today, perhaps it's fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 12, 2017, 10:47:46 pm
Thanks. But no, this one wasn't fixed.

Unrelated bug: no name for hybrid convoy mission, it just displays as STR_SMALL_GROUND_CONVOY_HYBRID

I had a similar problem for something with Deep Ones, but forgot to write it down.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 12, 2017, 11:03:48 pm
Thanks. But no, this one wasn't fixed.

Yes, it was fixed.

In version 2017-07-11, I get a crash, in version 2017-07-12 I don''t get the crash anymore.

And the message you're getting was completely removed:
https://github.com/MeridianOXC/OpenXcom/commit/4e687b62c41da642f9b927f4b3458deda5663127#diff-1cf37bc8ed3c3c099a1adaa6c70f0d0bL572

so looks like you don't have the latest version.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 13, 2017, 04:11:10 am
Yes, it was fixed.

In version 2017-07-11, I get a crash, in version 2017-07-12 I don''t get the crash anymore.

And the message you're getting was completely removed:
https://github.com/MeridianOXC/OpenXcom/commit/4e687b62c41da642f9b927f4b3458deda5663127#diff-1cf37bc8ed3c3c099a1adaa6c70f0d0bL572

so looks like you don't have the latest version.

I did not compile from git, I just took the new binary: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.8c-3de52f1-2017-07-11-xenial-x86_64-debug.7z The date inside is 2017-07-10.

What am I doing wrong? The files I compile behave like vanilla version — a lot of things are missing, like "Hit" command for melee weapons or night vision.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 13, 2017, 09:44:16 am
What am I doing wrong? The files I compile behave like vanilla version — a lot of things are missing, like "Hit" command for melee weapons or night vision.

Which branch do you compile?
Because master branch is vanilla... you need "oxce3.5-plus-proto"
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 15, 2017, 01:36:25 pm
Which branch do you compile?
Because master branch is vanilla... you need "oxce3.5-plus-proto"
Thanks!

To answer my question: I was working with git the way I work with SVN :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on July 15, 2017, 02:52:13 pm
Some more bugs found in the new version.

Quote
a larg swarm seeking shelter

Missing strings:
STR_TERROR_2_MISSION
STR_TERROR_2_MISSION_SECTOID
STR_TERROR_2_MISSION_MUTON
MALE_CIVILIAN (I have already reported this string but it seemed to me this problem has been fixed, and now it's back).

The article about the Cruiser UFO doesn't show up in the UFOpedia.

The Chryssalid weapons overlap its body. See the screenshot.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 16, 2017, 12:04:25 am
It seems the standard shotgun is objectively better than the blackops shotgun, for some reason

Celatoid, and chysalid have their bio / autopsy info jumbled (list order : chrisalid, celatoid, chrisalid autopsy, celatoid autopsy)

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 16, 2017, 11:53:34 am
Thanks Kammerer. I've fixed everything except Chryssalid inventory, which is just how the screen works. (Unless I move Chryssalid to the side or something, but I'm not convinced yet.)

It seems the standard shotgun is objectively better than the blackops shotgun, for some reason

Yes, it is written in the Pedia. It is less accurate, but faster and overall (IMO) more useful, unless your agents are total chumps.

Celatoid, and chysalid have their bio / autopsy info jumbled (list order : chrisalid, celatoid, chrisalid autopsy, celatoid autopsy)

Hmm, the order is:
STR_CHRYSSALID: 16338
STR_CHRYSSALID_AUTOPSY: 16339
STR_SILACOID: 16340
STR_SILACOID_AUTOPSY: 16341
STR_CELATID: 16342
STR_CELATID_AUTOPSY: 16343

Or is something wrong?
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 16, 2017, 01:35:45 pm
Another segfault. Savefile and log are attached. To reproduce, load the savefile and press "1 day" — the game crashes between 8th and 9th of July.

Update: For "5 Sec" speed the crash happens at 23:29:55 8 Jul 1998.

Same for the latest binary from lxnt.wtf (Extended+-3.8c-363e3f8-2017-07-11-xenial-x86_64-debug.7z) and compiled from git (commit 327e1ace90ffcf3a4a4cbe2fdea03ac7909519cf). Mod version 0.6.6.

Other bugs I mentioned above stopped reproducing. Thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 16, 2017, 01:57:45 pm
Another segfault. Savefile and log are attached. To reproduce, load the savefile and press "1 day" — the game crashes between 8th and 9th of July.

@solarius
No alien deployment can be chosen for "STR_MONSTER_VS_POLICE_TEMPERATE", siteType is empty so no luck there, and there is also no texture to pick a random deployment from.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 16, 2017, 02:10:40 pm
@solarius
No alien deployment can be chosen for "STR_MONSTER_VS_POLICE_TEMPERATE", siteType is empty so no luck there, and there is also no texture to pick a random deployment from.

Thanks. I understand the texture part, since id -91 was indeed missing from globe... But what about siteType? I don't use this flag at all in any missions.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 16, 2017, 03:15:03 pm
Meridian, Solarius, is there any simple way to fix this and continue playing? Or how far do I have to backtrack?
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 16, 2017, 05:00:24 pm
Crap, didn't notice the bit with the blackops : I shouldn't bug test when sleepy

The ufopedia issues I mentioned appear when I scroll through stuff when entering a "random battle" at the start menu (as this unlocks all ufopedia for the round) and for whatever reason, the ones mentioned are jumbled.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 16, 2017, 05:40:08 pm
Meridian, Solarius, is there any simple way to fix this and continue playing? Or how far do I have to backtrack?

The easiest fix is to remove that mission from your save, see attached picture for what to remove.
(you can also copy it somewhere to a backup and then when it's fixed paste it back into your save so that you don't lose it... if you're too perfectionist)

Or wait for Solar to release a fix.

Thanks. I understand the texture part, since id -91 was indeed missing from globe... But what about siteType? I don't use this flag at all in any missions.

You need one or another, not both... I was just going through the code, looking what might have failed... if you're not using siteType (e.g. https://openxcom.org/forum/index.php/topic,4363.msg59814.html#msg59814), then it's the terrain.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 16, 2017, 05:59:29 pm
OK, I get it now: the globe section had some errors. Attaching a hotfix. Thanks!

(Also attaching another hotfix, for borked Savanna Marsh terrain.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 16, 2017, 10:41:21 pm
Radar circles are not drawn for some bases. Is it a bug, or does this signify something?

The new bases, that only have the long range radar, do display the circle. The two oldest bases don't. One has the radar, X-Com HQ and intelligence centre and has "Long Range Detection = 3" in the base information, the other has the radar and only the intelligence centre and "Long Range Detection = 2".
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 17, 2017, 11:11:54 am
The game only draws the longest range. Since the HQ has global reach, no circle is drawn.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 17, 2017, 12:04:20 pm
The game only draws the longest range. Since the HQ has global reach, no circle is drawn.
Is there any need for the radar then? Or should I build multiple HQs instead?

Unrelated bug: Geoscape becomes very slow and processor consumption rises high when multiple craft chase an UFO at a speed above "5 Sec". To reproduce, load the attached "Slow chase.sav" and press "30 Min" — in a few seconds the game will effectively freeze and 1 processor core would be at 100%.
Git version (commit 327e1ace90ffcf3a4a4cbe2fdea03ac7909519cf), Gentoo Linux AMD64.

Or should I report it at OXCE+ forum?

Answer: the "Predict UFO trajectory" option is at fault.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 17, 2017, 02:02:43 pm
Running on artic grass (up in greenland and such, white ground, with grass) seems to use no TU's for moving on.

While obviously a glitch, this could make for a very cool map effect.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 17, 2017, 02:08:16 pm
Running on artic grass (up in greenland and such, white ground, with grass) seems to use no TU's for moving on.

While obviously a glitch, this could make for a very cool map effect.

It also makes the game freeze when AI goes between two tiles without spending TUs in endless loop. Not cool...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 17, 2017, 06:26:19 pm
Is there any need for the radar then? Or should I build multiple HQs instead?

Yes, because the HQ has very poor detection. It is literally a team of people on the phones, processing reports of UFO sightings.

Unrelated bug: Geoscape becomes very slow and processor consumption rises high when multiple craft chase an UFO at a speed above "5 Sec". To reproduce, load the attached "Slow chase.sav" and press "30 Min" — in a few seconds the game will effectively freeze and 1 processor core would be at 100%.
Git version (commit 327e1ace90ffcf3a4a4cbe2fdea03ac7909519cf), Gentoo Linux AMD64.

Or should I report it at OXCE+ forum?

Answer: the "Predict UFO trajectory" option is at fault.

This would be best directed to the vanilla developers, as it's a vanilla feature.

As for the arctic grass, I'm currently redoing marsh/polar terrains, so some glitches are unavoidable. Thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 18, 2017, 01:19:49 am
I noticed the hazmat suit is weaker than a business suit in terms of armor : All the hazmat stuff I've ever seen is AT LEAST as durable as a leather coat, possibly more so, about 10 on the armor scale.  If its big enough to stop fire and other stuff, I figure the sheer bulk would at least soften blows of bats, knives, and other elements. It would still be a dubious choice over kevlar, since kevlar is more bullet RESISTANT, but it would make it less an awful choice if it wasn't paper fragile too.

Also, I still think juggernaut armor should be fire proof : if it can withstand straight up explosives I think it would also be impervious to fire.

And with kevlar, wouldn't it make sense to have a 20 armor rating on the back, as well as front? I don't think kevlar covers all angles of course, but I'm pretty sure it has a back plate as well. Or if not 20, maybe 15 to simulate it being a weakpoint.

EDIT : save of a random battle crashes when you shoot the monster I'm looking at.
Title: Re: Bugs, crashes, typos & bad taste
Post by: SteamXCOM on July 18, 2017, 04:36:55 am
  That "Predict UFO trajectory" is getting a reputation:
 
Quote
  There's one mod that requires a quantum computer to run it. It has to do with "Predicted Flight Path" it was bundled in the final mod pack. If I had 2 interceptors out it would make the game come to a crawl. Single digit fps, it was unplayable! So I would stay away from that mod, and doesn't really effect intercept times. It did sound good though and did what it advertised, plus massive memory leaks.
    http://steamcommunity.com/app/7760/discussions/0/1290690669216060243/ 

   
    I was not aware of "Predict UFO trajectory" being "bundled in" any mod, only an option to use or not.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 18, 2017, 09:25:16 am
Wooden fences can be walked through, it seems.

This wouldn't actually be a bad idea by itself, IF walking over it used far more TU's / a bit of energy, to vault over it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 18, 2017, 11:23:06 am
Wooden fences can be walked through, it seems.

This wouldn't actually be a bad idea by itself, IF walking over it used far more TU's / a bit of energy, to vault over it.
They are passable only at some points. If someone needs an example, I'll save the next mission with fences.


Unrelated bug: generated Cyberweb lairs may be separated by walls. In the attached "CE-4-1-1_.sav" the 4 rooms on the right (on the map) are separated from the rest. I had to shoot the wall with a CW ray gun.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 18, 2017, 03:54:45 pm
macro SMG and battlescape sprite must be changed : it fires rounds the size of sniper rounds, yet uses the sprite of and sound of an uzi. At least use the mp5 texture, and rifle sound...I can believe the same sound between the uzi and mac10, despite the completely different calibur, but the uzi and macro smg being the same is just silly.

EDIT : mountaints are bugged, the area where theres not a solid wall block (by my soldier) can be entered from the outside. Besides that, seems to be poorly over-lapped hills, and no chance to walk atop the mountain without a jetpack.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 19, 2017, 11:24:21 pm
I noticed the hazmat suit is weaker than a business suit in terms of armor : All the hazmat stuff I've ever seen is AT LEAST as durable as a leather coat, possibly more so, about 10 on the armor scale.  If its big enough to stop fire and other stuff, I figure the sheer bulk would at least soften blows of bats, knives, and other elements. It would still be a dubious choice over kevlar, since kevlar is more bullet RESISTANT, but it would make it less an awful choice if it wasn't paper fragile too.

Good point, I raised all armour values to 9.

Also, I still think juggernaut armor should be fire proof : if it can withstand straight up explosives I think it would also be impervious to fire.

Maybe when/if I overhaul armours.

And with kevlar, wouldn't it make sense to have a 20 armor rating on the back, as well as front? I don't think kevlar covers all angles of course, but I'm pretty sure it has a back plate as well. Or if not 20, maybe 15 to simulate it being a weakpoint.

Well, it's a tradeoff between various factors. I'd rather not change it without a good reason, as many enemies use similar gear.

EDIT : save of a random battle crashes when you shoot the monster I'm looking at.

Wow, a hard crash. Perhaps something's wrong with the plane? I'll check.

Unrelated bug: generated Cyberweb lairs may be separated by walls. In the attached "CE-4-1-1_.sav" the 4 rooms on the right (on the map) are separated from the rest. I had to shoot the wall with a CW ray gun.

It's not a bug, it's a limitation. Just blow up the walls, who said X-Com is so perfect with navigating canals?

macro SMG and battlescape sprite must be changed : it fires rounds the size of sniper rounds, yet uses the sprite of and sound of an uzi. At least use the mp5 texture, and rifle sound...I can believe the same sound between the uzi and mac10, despite the completely different calibur, but the uzi and macro smg being the same is just silly.

OK, I'll look when I can.

EDIT : mountaints are bugged, the area where theres not a solid wall block (by my soldier) can be entered from the outside. Besides that, seems to be poorly over-lapped hills, and no chance to walk atop the mountain without a jetpack.

I can't see anything wrong with it.

Besides that, seems to be poorly over-lapped hills, and no chance to walk atop the mountain without a jetpack.

I'm fairly sure it was supposed to be like that. I'm not opposed to improvements, though.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 20, 2017, 01:50:08 am
The issue with the mountain is that theres a gap where one can slip inside the mountain.

If you look inside it, theres a gap on the south-east side (players perspective) where theres a gap of blocks of the cave "wall". At the point of this gap, if you walk someone up the hill outside of it, you can actually walk from the ill, straight inside the mountain at this point, but its 1 way, and it doesn't LOOK like an intended gap.

Picture related.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 20, 2017, 06:55:05 pm
The issue with the mountain is that theres a gap where one can slip inside the mountain.

Yes, I understand, but it doesn't look like a bug to me. Well, maybe for the fact it's only one way... But it's notr really so absurd when it comes to caves.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 20, 2017, 11:28:00 pm
I guess, I'd much rather have a normal cave entrance than that.

Also, the shadow parts around the edge show theres ground above it, as theres hillside right above. Why would there be hillside overhead a hillside? Shouldn't it be 1 big slope? Besides aesthetics, this blocks shots when your head is inside the hillside, and you can teleport upward by crouching : VERY buggy.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on July 21, 2017, 10:44:37 am
1) There is a string missing ("Small hybrid convoy" mission).
(It's v. 0.6.5 though - perhaps it is already fixed).

2) It's not a bug per se, but an issue:
I can research "Alien biology" and (later) living aliens only when I have a Biolab. A "regular" laboratory won't work if there isn't a Biolab at the base. (So, if I have a new base only with a Laboratory, I cannot conduct the "Alien biology" research even if the prerequisite - researching an alien corpse - is already done). Is it supposed to be like that?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 21, 2017, 03:09:26 pm
No, definitely not. I'll check.
Title: Re: Bugs, crashes, typos & bad taste
Post by: s20dan on July 21, 2017, 05:11:05 pm
I've got this crash which is repeatable on a specific time, I've attached a save if anyone would be kind enough to help out. :)
 I get the crash one day after the save on 11thMay at around 05:30.
 I already back-tracked several months to an earlier save after running into this crash and played differently but that didn't help as the crash has come back on the same or a similar date.

This is all I see in the log:
Code: [Select]
[21-07-2017_15-07-59] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[21-07-2017_15-08-04] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

Anyone have any ideas? This mod is a lot of fun, would love to carry on playing.

Cheers.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on July 21, 2017, 05:17:08 pm
Anyone have any ideas? This mod is a lot of fun, would love to carry on playing.

Hi and welcome to the forum.

It's the same issue as described here: https://openxcom.org/forum/index.php/topic,5047.msg85420.html#msg85420

You can also download a fix (2 small files) from there.
Title: Re: Bugs, crashes, typos & bad taste
Post by: s20dan on July 21, 2017, 05:22:10 pm
Thanks a lot, that worked perfectly :)
Been lurking here a long time, only just realised I never made an account.

Cheers.
 
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 21, 2017, 06:33:34 pm
2) It's not a bug per se, but an issue:
I can research "Alien biology" and (later) living aliens only when I have a Biolab. A "regular" laboratory won't work if there isn't a Biolab at the base. (So, if I have a new base only with a Laboratory, I cannot conduct the "Alien biology" research even if the prerequisite - researching an alien corpse - is already done). Is it supposed to be like that?

No, definitely not. I'll check.

Sorry, I misunderstood earlier... Lab should not give you biochemical facilities by itself.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 22, 2017, 04:32:26 am
I do encourage you to examine the save I posted : you can have your head halfway inside an overhead mountain, meaning you cannot shoot since your gun is inside block tile, and also crouching somehow sends you flying upward to the next tile, for some reason.

EDIT : facility requirement for research (or, at least the BIOLAB) is fulfilled before its FINISHED. I was able to research a werewolf when the biolab had 8 more days till construction finished.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 22, 2017, 01:32:48 pm
I do encourage you to examine the save I posted : you can have your head halfway inside an overhead mountain, meaning you cannot shoot since your gun is inside block tile, and also crouching somehow sends you flying upward to the next tile, for some reason.

The truth is, I am kind of afraid of touching this hill... It is used by various terrains, in various configurations, I worry it could just blow up in my face. I'd rather sweep it under the carpet. But... It looks like I can't! :) So I'll see what can be done.

EDIT : facility requirement for research (or, at least the BIOLAB) is fulfilled before its FINISHED. I was able to research a werewolf when the biolab had 8 more days till construction finished.

Hmmm... If so, then it's a code problem...
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 22, 2017, 02:23:48 pm
Quote
The truth is, I am kind of afraid of touching this hill... It is used by various terrains, in various configurations, I worry it could just blow up in my face. I'd rather sweep it under the carpet. But... It looks like I can't! :) So I'll see what can be done.


Heh, thanks for being honest with me at least : I know generation is a bitch, and I appreciate the hard work you put in, but I'd be a crappy bug tester if I said nothing was wrong, wouldn't I? ;)

Anyway if that's the case I understand, and don't hassle too much over it, but its better that you tell me that you're just scared to touch it, than an endless back and forth of "no, seriously, this is a problem" and "eh its not that bad". Communication is important, and I hold no ill will against you if certain things are a headache to fix.

Quote
Hmmm... If so, then it's a code problem...
To be fair, this is so incredibly small of a bug, compared to the other one I honestly don't give a damn : its still a bug, but its impact on gameplay is extremely negligible
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 22, 2017, 04:35:53 pm
Heh, thanks for being honest with me at least : I know generation is a bitch, and I appreciate the hard work you put in, but I'd be a crappy bug tester if I said nothing was wrong, wouldn't I? ;)

Very much so! :) And I have fixed it; we'll see what happens...

Anyway if that's the case I understand, and don't hassle too much over it, but its better that you tell me that you're just scared to touch it, than an endless back and forth of "no, seriously, this is a problem" and "eh its not that bad". Communication is important, and I hold no ill will against you if certain things are a headache to fix.

Actually I really thought it wasn't that bad, it wasn't an excuse. Only after you reported problems with shooting I've decided it's too much.

To be fair, this is so incredibly small of a bug, compared to the other one I honestly don't give a damn : its still a bug, but its impact on gameplay is extremely negligible

OK, hopefully it's okay now... And not worse...
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 23, 2017, 08:10:24 pm
Dart pistol is not concealable. Why? Shouldn't all pistols be concealable?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 24, 2017, 12:22:37 am
Dart pistol is not concealable. Why? Shouldn't all pistols be concealable?

Yes, it's a bug. Fixed, thanks.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 26, 2017, 08:11:26 pm
Enemies killed with blaster pistol may die, leaving no corpse. Is this a bug or intentional behaviour?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 26, 2017, 08:40:37 pm
Enemies killed with blaster pistol may die, leaving no corpse. Is this a bug or intentional behaviour?

Intentional, they were vapourized beyond of what counts as a recoverable corpse.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 27, 2017, 12:02:40 am
After "zrbite tank" research finishes, the Ufopedia page is not displayed, and there's no message that zrbite research is unlocked. Bug?

Do I understand correctly, that I also need to capture yet another USO, get its zrbite tank and disassemble it to get any zrbite to research?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 27, 2017, 12:11:56 pm
I can't remember for sure, but it's likely that the rank is done for after your scientists are finished.

I will check the Ufopaedia problem later.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on July 27, 2017, 09:46:22 pm
New version, new bugs!

To start, while you did mention that dart pistols count as concealed now (haven't checked that yet), the Ufopaedia text doesn't say so. Second, I don't have a pic at the moment, but I swear that I could send agents with the Armored Vest uniform in "Osiron 'x'" misions, which I bet it wasn't intended. Third, the "Alien Biochemistry" research is still available to me even though it shouldn't. Fourth, not related to this game but more like probably something I messed up with the mod's installation, but the point is that I had the music of Piratez running instead of the one for X-Files, quite funny.  :)

Lastly, once again there's a research subject I shouldn't have access to that doesn't seem to be finished to boot. Pics attached.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 27, 2017, 10:22:17 pm
After "zrbite tank" research finishes, the Ufopedia page is not displayed, and there's no message that zrbite research is unlocked. Bug?

Fixed, thanks.

New version, new bugs!

:)

To start, while you did mention that dart pistols count as concealed now (haven't checked that yet), the Ufopaedia text doesn't say so.

True. Fixed.

Second, I don't have a pic at the moment, but I swear that I could send agents with the Armored Vest uniform in "Osiron 'x'" misions, which I bet it wasn't intended.

The ruleset says you shouldn't...
But if you have some new data, please let me know. I could've done something wrong.

Third, the "Alien Biochemistry" research is still available to me even though it shouldn't.

You need Alien Biology and Chief Scientist. I understand you don't?

Fourth, not related to this game but more like probably something I messed up with the mod's installation, but the point is that I had the music of Piratez running instead of the one for X-Files, quite funny.  :)

:)

Lastly, once again there's a research subject I shouldn't have access to that doesn't seem to be finished to boot. Pics attached.

Yes, I fixed it already.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 27, 2017, 11:36:10 pm
Fixed, thanks.
What should I do then? Wait till the next update where it will become available? Or better avoid researching zrbite tank?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 28, 2017, 12:37:11 am
Fixed, thanks.
 What should I do then? Wait till the next update where it will become available? Or better avoid researching zrbite tank?

You can research it. Only the Ufopaedia page was linked to STR_ZRBITE, not STR_ZRBITE_TANK. But it won't break a thing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 29, 2017, 01:01:44 pm
Agents fall through staircases in the factory.

Load the attached "Walk downstairs.sav" and plot a route down the staircase or just run there — when the agent steps on the stairs she falls down, inside the staircase.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 29, 2017, 02:06:51 pm
You're right, something's definitely wrong with the terrain. I'm on it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on July 29, 2017, 08:17:48 pm
Some more typos:

Quote
M83 Barett Clip
       
Quote
This hangun is the remarkable hybridization
       
magnum rounds - maybe it would be better to write it with a capital?
       
Miscatonic Valley - it should be "Miskatonic" if it is a toponym taken from the world of Lovecraft.
       
STR_BADASS_CHRYSSALID_TERRORIST - an empty string.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 29, 2017, 10:28:02 pm
Many thanks, all fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 30, 2017, 03:21:02 am
When I get Ironfist, two messages appear: that I can now make it and that I can now rent it. But I'm not allowed to rent it. Bug?

I researched Ethereal Guardian and Ethereal Speaker and got nothing. Is this correct?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 30, 2017, 11:09:28 am
When I get Ironfist, two messages appear: that I can now make it and that I can now rent it. But I'm not allowed to rent it. Bug?

Sounds like a bug, but I can't find any problems.

Does the same happen with other craft you manufacture?

I researched Ethereal Guardian and Ethereal Speaker and got nothing. Is this correct?

Depends on what you mean by "nothing":

Code: [Select]
    unlocks:
      - STR_ETHEREAL_ORDER
      - STR_ALIEN_ORIGINS
      - STR_ALIEN_DIPLOMACY
      - STR_ENVOY_SHIP
    getOneFree:
      - STR_STAY_ALONE_STAY_ALIVE

If you've had all of this already, then yeah, there would be nothing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 30, 2017, 01:55:14 pm
Sounds like a bug, but I can't find any problems.

Does the same happen with other craft you manufacture?
I did not pay attention, but I think both messages — rent and manufacture — appeared for the majority of researched craft. I got all but Ironfist in an earlier version: probably mod 0.6.5 and engine from around June.

Right now I can manufacture: airborne Mudranger, Skyraider, Skyranger, Skymarshall, Ironfist, Interceptor, Raven, Thunderstorm, Sentinel. I can purchase or rent: Awacs, Mudranger, vans and cars, helicopter, Dragonfly, MiG-31.

I did not pay attention earlier, but turns out, I'm paying monthly rent for Skymarshalls, Thunderstorms and Ravens I manufactured.

Depends on what you mean by "nothing":

Code: [Select]
    unlocks:
      - STR_ETHEREAL_ORDER
      - STR_ALIEN_ORIGINS
      - STR_ALIEN_DIPLOMACY
      - STR_ENVOY_SHIP
    getOneFree:
      - STR_STAY_ALONE_STAY_ALIVE

If you've had all of this already, then yeah, there would be nothing.
I already had Etherial Order and Alien Origins. I researched both Guardian and Speaker simultaneously and Alien Diplomacy was added to Ufopaedia, but there was no message about it. Also, before I finished the research, the tech tree viewer displayed Alien Diplomacy in purple, not white. UPDATE: Alien Diplomacy appears after I research only one of them, no matter who.

By the way, what item do I need to research Envoy Ship and where do I get it? I captured the ship that carried Guardian and Speaker, I researched Guardian and Speaker, but Envoy Ship doesn't appear in the research topics list.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 30, 2017, 02:24:21 pm
The issue with the messages is probably because manufacturable craft also have rent costs, to represent maintenance. I think the "you can now rent" message was introduced later and a conflict emerged.
I will talk to Meridian about this, but he's currently out of office, so it will take some time.

As for the envoy ship, I honestly can't remember, but you can try the tech tree viewer.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 30, 2017, 03:04:02 pm
As for the envoy ship, I honestly can't remember, but you can try the tech tree viewer.
The viewer says the topic "Envoy Ship" requires an item "Envoy Ship" and is unlocked by by Ethereal Guardian or Speaker. I'm asking what this item is and where to get it.

And don't forget the other problem with the viewer — it displayed "Alien Diplomacy" as researched when it was not.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 30, 2017, 05:40:58 pm
The viewer says the topic "Envoy Ship" requires an item "Envoy Ship" and is unlocked by by Ethereal Guardian or Speaker. I'm asking what this item is and where to get it.

Good point! It was a bug. Fixing.

And don't forget the other problem with the viewer — it displayed "Alien Diplomacy" as researched when it was not.

Are you sure? Elite Ethereals should unlock it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 30, 2017, 07:48:39 pm
Are you sure? Elite Ethereals should unlock it.
I was pretty sure it was displayed in purple before I finished researching elite Ethereals. But now I can't reproduce it. Probably mistook search results for the list in the topic.

Which reminded me of another problem. Infrequently an agent suddenly loses all time units. It never reproduces in the same circumstances. Is it a known bug, or am I accidentally hitting some secret key combination for "expend all TUs"?

No string for STR_TASOTH_FACTORY_AVAILABLE when the mission is announced the first time.

Studying Tasoth Commando does not open Ufopaedia entry for Tasoth.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on July 31, 2017, 12:38:32 am
Which reminded me of another problem. Infrequently an agent suddenly loses all time units. It never reproduces in the same circumstances. Is it a known bug, or am I accidentally hitting some secret key combination for "expend all TUs"?

You could be. :) Because I haven't experienced it.

BTW this function is available from the button, so it would make sense there is some key bounded to it.

No string for STR_TASOTH_FACTORY_AVAILABLE when the mission is announced the first time.

Thanks, fixed.

Studying Tasoth Commando does not open Ufopaedia entry for Tasoth.

Thanks, also fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on July 31, 2017, 03:10:10 am
Just want to add, hitting delete functions to clear all TU's if you hit it. This might be your problem right here, if you have a cat on your keyboard or something

 key is handy if  you want to avoid blowing apart a cultist you want alive, though.   
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on July 31, 2017, 05:03:30 am
Thanks, fixed.
Same for STR_ALERT_COMRCURBAN_CORP_1 and STR_ALERT_COMRCURBAN_CORP_2.

Just want to add, hitting delete functions to clear all TU's if you hit it. This might be your problem right here, if you have a cat on your keyboard or something
Thanks. I am very unlikely to press "Del" by accident, thus I never tried it when trying to reproduce :) Could be it.


Another missing string: STR_SYNDICATE_RETALIATION.

Another trouble with staircases, this time in the Apocalypse Outpost mission. The staircases in the corner towers are treated as impassable. See the attached "Temple of Apocalypse staircases.sav"

The algorithm that generates mission maps occasionally creates maps with unreachable sections. It is not much of a problem for farms and even Cyberweb, but some missions in zombie catacombs are unwinnable, because the walls are too thick to break. See the attached "zombies locked.sav".

I understand that's more of a problem with the engine, but is there any way to mitigate it? How should I go about reproducing and reporting it in the vanilla version?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 02, 2017, 08:55:35 pm
Thanks for the missing string reports tkzv, fixed.

Another trouble with staircases, this time in the Apocalypse Outpost mission. The staircases in the corner towers are treated as impassable. See the attached "Temple of Apocalypse staircases.sav"

More than that; something's very wrong with this tileset. I think I fixed it now.

The algorithm that generates mission maps occasionally creates maps with unreachable sections. It is not much of a problem for farms and even Cyberweb, but some missions in zombie catacombs are unwinnable, because the walls are too thick to break. See the attached "zombies locked.sav".

I understand that's more of a problem with the engine, but is there any way to mitigate it? How should I go about reproducing and reporting it in the vanilla version?

No please don't report it, it's my fault.

I've never had this problem in catacombs, but I guess it's a matter of luck... I'm not sure how to fix that except making all mapblocks boring.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 02, 2017, 11:37:09 pm
I've never had this problem in catacombs, but I guess it's a matter of luck... I'm not sure how to fix that except making all mapblocks boring.
Yes, it's uncommon and hard to reproduce. But I've seen this even on the farms, so it's not just your tilesets' fault.

What is responsible for map generation? Only the engine, or the mod? Can the mod access the pathfinding algorithm? Can you add a check if it's possible to walk to each block from the first block? And repeat generation if the check fails. This will increase the time for map generation, but since bad maps are uncommon, it won't need to repeat more than once.

Speaking of maps, there's a problem with 2x2 monsters (spider queens, shamblers, megaworms) in caves. Most of the time they are confined to a small area and can't leave it. Of course, this makes the game easier :), but still isn't right. If there's a big monster, the majority of passages should be wide enough. Unless someone deliberately placed them there and feeds them :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 04, 2017, 08:23:27 pm
What is responsible for map generation? Only the engine, or the mod? Can the mod access the pathfinding algorithm? Can you add a check if it's possible to walk to each block from the first block? And repeat generation if the check fails. This will increase the time for map generation, but since bad maps are uncommon, it won't need to repeat more than once.

To be very concise, every map consists of blocks. Blocks are either 10x10 or 20x20 (theoretically can be bigger, but it's hardly ever used, except for UFOs). The map size is specified by deployment (for example, per UFO, per mission, etc.) - for example, 50x50. Map blocks are picked randomly to fill the map.

Now, this process can be tweaked with so called map scripts. The simplest script possible would be "fill everything with normal 10x10 blocks". Such a script would look like this:

Code: [Select]
  - type: SOME_TERRAIN
    commands:
    - type: fillArea

It wouldn't be a very good map script though, as it wouldn't allow spawning any X-Com soldiers (except if you add X-Com spawns to one of the blocks, but there would be no guarantee this block would be picked)... So in practice it also contains some additional commands, like "add craft", "add this special block where X-Com spawns on", "add UFO" etc. Spawning 20x20 blocks also requires special command, like "put 3 such blocks in random positions (and then fill the rest with small blocks)". But there are also more advanced script commands, which allow to draw roads or spawn a particular block in a particular place etc.

So... the answer is, one could think of some very complex script that would put some sort of limits on map generation... But it's hard work and I'm not prepared to do it at the moment.

Speaking of maps, there's a problem with 2x2 monsters (spider queens, shamblers, megaworms) in caves. Most of the time they are confined to a small area and can't leave it. Of course, this makes the game easier :), but still isn't right. If there's a big monster, the majority of passages should be wide enough. Unless someone deliberately placed them there and feeds them :)

If you spot something like this, please let me know (with a screenshot). This is a map design problem - when such tight spots have spawn nodes, they should be specifically unavailable for large units. But sometimes this special limitation may be missing from a node - I fixed many, but possibly not all.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 04, 2017, 10:55:55 pm
To be very concise, every map consists of blocks. Blocks are either 10x10 or 20x20 (theoretically can be bigger, but it's hardly ever used, except for UFOs). The map size is specified by deployment (for example, per UFO, per mission, etc.) - for example, 50x50. Map blocks are picked randomly to fill the map.

What about the walls between blocks? Some blocks are separated by a wall (for a farm those can be a fence, a hedge, a building wall), some aren't. Is there a command that makes walls appear? Is it random? Or are there just identical 10x10 blocks — one without walls, several with walls on different sides?

If you spot something like this, please let me know (with a screenshot). This is a map design problem - when such tight spots have spawn nodes, they should be specifically unavailable for large units. But sometimes this special limitation may be missing from a node - I fixed many, but possibly not all.

Every cave mission has none but those. I'll post a save and screenshots next time I get such a mission.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on August 05, 2017, 01:16:01 am
What about the walls between blocks? Some blocks are separated by a wall (for a farm those can be a fence, a hedge, a building wall), some aren't. Is there a command that makes walls appear? Is it random? Or are there just identical 10x10 blocks — one without walls, several with walls on different sides?

Walls are part of the mapblocks, and rarely are made to continue outside the block, unless more complex mapScripts are used.  Walls also only exist on the north or west side of a tile; this is why, for example, most farm buildings have a 9x9 floor plan with 1 tile space around them on the south and east sides.  To ensure accessibility between mapblocks, it's on the modder to design the scripts and blocks generate properly, no pathfinding is used at that level of map generation.  In vanilla xcom, it's possible for s UFO to be completely blocked off from the Skyranger by water on polar terrain, so this has been an issue from the beginning with randomly generated maps.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 05, 2017, 10:50:48 am
Walls are part of the mapblocks, and rarely are made to continue outside the block, unless more complex mapScripts are used.  Walls also only exist on the north or west side of a tile;
Does that mean there are identical mapblocks with and without walls?

In vanilla xcom, it's possible for s UFO to be completely blocked off from the Skyranger by water on polar terrain, so this has been an issue from the beginning with randomly generated maps.
Thanks. This is what I wanted to know. Has any solutions been proposed? And what about the original UFO: Enemy Unknown, was it a problem there?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 05, 2017, 12:11:57 pm
Does that mean there are identical mapblocks with and without walls?

Eh? No. Why? I'm kinda lost.

Thanks. This is what I wanted to know. Has any solutions been proposed? And what about the original UFO: Enemy Unknown, was it a problem there?

Exactly what Oharty described.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 05, 2017, 09:54:06 pm
Eh? No. Why? I'm kinda lost.
There seem to be identical map blocks, e.g. wheat fields, sometimes with fences on some sides, sometimes without fences on any side.

If you spot something like this, please let me know (with a screenshot).
Do you need the savegames? They are kind of big — approaching 2.5M. I'll stop posting them if you don't need them. Also, do you need the battlescape view, the map, or both?

Here is the most common case. The staircase on the bottom level is too narrow, and there is a narrow squeeze in front of it. Together it creates a perfect place to gun a melee monster in its lair point-blank from a safe distance at leisure. The spider queen is stuck in her lair.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 05, 2017, 10:11:09 pm
There seem to be identical map blocks, e.g. wheat fields, sometimes with fences on some sides, sometimes without fences on any side.

In this case yes, it's very possible. Farm has many variants of similar blocks.

Do you need the savegames? They are kind of big — approaching 2.5M. I'll stop posting them if you don't need them. Also, do you need the battlescape view, the map, or both?

Screenshots are fine, thanks.

Here is the most common case. The staircase on the bottom level is too narrow, and there is a narrow squeeze in front of it. Together it creates a perfect place to gun a melee monster in its lair point-blank from a safe distance at leisure. The spider queen is stuck in her lair.

Ahhh, THESE caves! I kept thinking about caves inside hills!
All right then... I'll see what can be done. Not even sure if it's bad.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 05, 2017, 11:21:44 pm
Ahhh, THESE caves! I kept thinking about caves inside hills!
All right then... I'll see what can be done. Not even sure if it's bad.
Worms offer some challenge, because they can at least spit, but shamblers and big spiders are sitting ducks.

Another round of screenshots then, and I stop until you make up your mind if you want to make caves harder or not. Maybe there should be a separate tileset "Big monster caves", where most corridors are wide enough for them. I can clean those up, if there are some kind of ASCII source files for map tiles.

Worm 1 is stuck in a short corridor.

Worm 2 is stuck on the middle level, because the stairs down are too narrow (same as with spider queen above), and it cannot go beyond the stairs up. Is there too little place?

Worm 3 is stuck in a fairly large hall. Note that entrances to the starting/evacuation area are too narrow, making it completely safe.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 05, 2017, 11:24:10 pm
Hit the attachment limit :) Continuing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 06, 2017, 12:11:59 am
Whoa, you overdid it a little. :D

OK, I'll rethink these caverns...
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on August 06, 2017, 08:41:42 am
To be honest, for the mother spider I found it to match up and be realistic : often in bug nests, the "queen" is typically in a locked off chamber while the drones ferociously defend it.

For other animals this doesn't work, but I find it very fitting for spider hives, or similar bugs.

South wing of the dragonfly does not cast a shadow, but the north wing does.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 06, 2017, 05:10:22 pm
To be honest, for the mother spider I found it to match up and be realistic : often in bug nests, the "queen" is typically in a locked off chamber while the drones ferociously defend it.

For other animals this doesn't work, but I find it very fitting for spider hives, or similar bugs.

My thoughts exactly.

I'm not touching the "queen chamber", but have already adjusted some other nodes.

South wing of the dragonfly does not cast a shadow, but the north wing does.

I haven't noticed it despite hundreds of missions. :P you have good eyes!
I think I know why, but if I'm right then it's not easy to fix.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on August 06, 2017, 08:18:53 pm
Another problem
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 06, 2017, 09:17:33 pm
Another problem
Same here. "A fatal error has occurred: Map generator encountered an error: no xcom units could be placed on the map." I get it when I try to start Hybrid Infiltrator mission. It worked fine in the previous version.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on August 07, 2017, 10:37:14 am
Another problem

STR_VAN is overridden to STR_XCOM_CAFE in the mapscript (URBANALASKA)

Code: [Select]
  - type: URBANLASKA
    commands:
    - type: addCraft
      craftName: STR_XCOM_CAFE

and STR_XCOM_CAFE has no deployment... so there are no starting tiles for xcom to deploy on the whole map
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 07, 2017, 10:23:13 pm
I think the problem was in one of the Cafe maps. Now I have tested all of them - attaching a hotfix.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 08, 2017, 02:24:05 am
An agent is drawn over some walls, not under. To reproduce, load the attached quicksave, enable night vision and move view one level up.


And another similar problem — walls are always over the enemy
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on August 09, 2017, 11:00:40 am
Aliens which die due to lack of containment facility do not generate corpses as loot.

-- posts merged ---

Sorry for double post : I found a bug where, despite making 2 radar systems for my main base in europe, on the geoscape I have no radar in the base. Still, I have radar on my base in central america. This originally occurred when I built both radar systems starting at the same time, and building / rebuilding does not seem to fix it.

no idea why this is, unsure if its a graphics error (no ring around the euro base, while one on central america base) or if something is preventing the radar from activating

Damn ANNOYING bug, considering the only think keeping me from promotion 3 is capturing an alien  :(
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on August 09, 2017, 02:38:56 pm
If the option to show radar circles is turned on, then the issue is likely that only the largest circle is drawn, and in the case of XCF, that is the X-Com HQ or Intelligence Center global coverage, which are large-radius, low-detection-chance radars.  Check on the opposite side of the globe for a small circle where that radius goes just beyond what's necessary to cover the globe. This is not a bug.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on August 09, 2017, 04:05:07 pm
hmmn, I see.

Still, I wonder if this can be changes so intel centers / hq can have this effect removed then, or perhaps even have a multi stage radar display.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on August 09, 2017, 10:00:48 pm
Not enough of a map
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 09, 2017, 10:39:56 pm
Not enough of a map

Oops. Fix attached.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on August 10, 2017, 08:50:09 am
Landmine being """unlocked""" in promotion 3 research complete screen is redundant, since its purchasable at promotion 2 with explosives license.

Mikor MGL acquisition at promotion 3 is redundant, or else it unlocks too early once you research it after picking it up off a dead cultist

Is there some reason I cannot use alien containment as a prison cell? I figure it would just be a prison cell with more bits and bobs to contain an alien, and I dont see why I cant put a cultist inside one.

Chasing a UFO causes an IMMENSE lag fluctuation for the entirety of its pursuit, to the point the game is unresponsive.

Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on August 10, 2017, 02:54:29 pm
Chasing a UFO causes an IMMENSE lag fluctuation for the entirety of its pursuit, to the point the game is unresponsive.

There's an option in the menu to predict UFO trajectories when intercepting, but it doesn't work well and it slows the game down, make sure it's turned off.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on August 10, 2017, 06:36:50 pm
OK, that's enough... I'm removing that stupid option from the game completely.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 10, 2017, 09:32:54 pm
Landmine being """unlocked""" in promotion 3 research complete screen is redundant, since its purchasable at promotion 2 with explosives license.

Good point, it was an outdated text.

Mikor MGL acquisition at promotion 3 is redundant, or else it unlocks too early once you research it after picking it up off a dead cultist

Also a bug. Thanks.

Is there some reason I cannot use alien containment as a prison cell? I figure it would just be a prison cell with more bits and bobs to contain an alien, and I dont see why I cant put a cultist inside one.

It should work, but I'm not sure it can be done... I don't think it's such a huge stretch as to agonize over it.

OK, that's enough... I'm removing that stupid option from the game completely.

(https://new4.fjcdn.com/thumbnails/comments/Someone+with+sense+on+tumblr+_6b0469ef6bff028cef999815af68c7a6.jpg)
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on August 11, 2017, 12:24:41 am
You know, I remember before the function operated WITHOUT lag, but would predict just fine.

Still, if its being removed...oh well.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 11, 2017, 02:00:36 am
According to the tech tree viewer a psionic laboratory is required to manufacture psiclones and X-Com psiclones. But the descriptions do not say it, and the plan to destroy EXALT involves manufacturing psiclones (not by the player, but still) — long before inventing psionic laboratory.

Which part is wrong? Do you plan to give access to psionics earlier? Make EXALT last longer? Or is it a leftover from an earlier version?
Title: Re: Bugs, crashes, typos & bad taste
Post by: SteamXCOM on August 11, 2017, 02:08:37 am
OK, that's enough... I'm removing that stupid option from the game completely.

Its probably the best, some people start blaming the game itself if a feature like this, even optional is included.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 11, 2017, 08:08:33 pm
According to the tech tree viewer a psionic laboratory is required to manufacture psiclones and X-Com psiclones. But the descriptions do not say it, and the plan to destroy EXALT involves manufacturing psiclones (not by the player, but still) — long before inventing psionic laboratory.

Which part is wrong? Do you plan to give access to psionics earlier? Make EXALT last longer? Or is it a leftover from an earlier version?

You need to research Psiclone before you get offensive towards EXALT. You don't have to manufacture it.

But yeah, the Psi Lab requirement for just tuning an existing device is a bit much. I'll remove it.

Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 12, 2017, 01:55:02 pm
You need to research Psiclone before you get offensive towards EXALT. You don't have to manufacture it.

But yeah, the Psi Lab requirement for just tuning an existing device is a bit much. I'll remove it.
So, adapting captured psiclones would be possible, but manufacturing them would still require capturing a psionic sectoid? Makes sense now.

What about the requirements to use psiclones and flame glove? Would they require psi-lab training?

A couple more bugs:
1. Middle-clicking "Fat Zombie" and "Mongorn Savage" in the "Sell/Sack" screen doesn't display their UFOpaedia pages. I've researched both. Works correctly for other items and prisoners. Base #1 in the attached savegame.

2. Some agents carrying a Xeno shield appear without it in the inventory screen. Most others look correctly. 2 agents in the van 3 at base #2 in the attached savegame. (Sorry I mixed "absent" and "present" in the screenshot names.)

3. I found and researched a sledgehammer (on a tomb guardian), got a message that I can now buy it, but it still doesn't appear on the purchase/hire screen. Bug?

4. Ctrl-J in debug mode does not put zombies and robots to sleep. Is this a bug or by design behaviour?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 14, 2017, 11:22:52 am
So, adapting captured psiclones would be possible, but manufacturing them would still require capturing a psionic sectoid? Makes sense now.

Yes.

What about the requirements to use psiclones and flame glove? Would they require psi-lab training?

For Psiclone no, for Flame Glove yes.

A couple more bugs:
1. Middle-clicking "Fat Zombie" and "Mongorn Savage" in the "Sell/Sack" screen doesn't display their UFOpaedia pages. I've researched both. Works correctly for other items and prisoners. Base #1 in the attached savegame.

I've never used (or known about) this feature, so I have no idea what you're talking about. I can check, but I have added these units like any other unit in the game, so I can't really do much. ¯\_(ツ)_/¯

2. Some agents carrying a Xeno shield appear without it in the inventory screen. Most others look correctly. 2 agents in the van 3 at base #2 in the attached savegame. (Sorry I mixed "absent" and "present" in the screenshot names.)

I've never seen it, and all code looks fine. Are you sure it's not an installation issue?

3. I found and researched a sledgehammer (on a tomb guardian), got a message that I can now buy it, but it still doesn't appear on the purchase/hire screen. Bug?

Unlikely. No idea how I could break it if I wanted, anyway.

4. Ctrl-J in debug mode does not put zombies and robots to sleep. Is this a bug or by design behaviour?

That's not a question to me. I don't even know what Ctrl-J does. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on August 14, 2017, 12:40:12 pm
Yes.

For Psiclone no, for Flame Glove yes.

That's not a question to me. I don't even know what Ctrl-J does. :)

That reminds me: Does Psiclone use an agent's psy stats to work? The description does seem to imply they're not really necessary and currently it's hard to get a Psi-Lab before the invasion starts, so I dunno if Voodoo Psychic Power influences the chances of success.
As for Ctr-J, it deals stun damage to all enemies. Robots and Zombies are immune to regular stun damage, so it won't work on them. Instead, try using Electric-type weaponry (aka stun batons and the like) to knock them out (or at least the undead, no idea if robots can be stunned).
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 15, 2017, 12:39:41 am
For Psiclone no, for Flame Glove yes.
Makes sense.

Quote
1. Middle-clicking "Fat Zombie" and "Mongorn Savage" in the "Sell/Sack" screen doesn't display their UFOpaedia pages.
I've never used (or known about) this feature, so I have no idea what you're talking about. I can check, but I have added these units like any other unit in the game, so I can't really do much. ¯\_(ツ)_/¯
I've checked some more, though far from everything yet. It does not seem to work for other living "Strange life forms", rented cars and vans, Red Ops, Red Dawn Pioneers, weapon clips (not sure if they need it) and some Hybrid prisoners. It works for weapons, animal corpses and most human prisoners:

Didn't work for:
public vans and public cars
weapon clips
Zombie
Spikeboar
Mongorn Savage
Giant Spider
Gilldog
Giant Beetle
Deep One Servant
Hybrid Worker
Red Dawn Pioneer (both)
Red Ops (both)

Worked for:
Leather Coat
all weapons
Alien Fuel Trace
First Aid Kit
Bone
Skull
Alien Communicator
Psiclone
Red Dawn Memory Card
Durathread
Durathread Manufacturing
Alien Alloys
Zombie Corpse (and probably all other corpses)
Zombie Parasite
Disciple/Priest/Chosen of Dagon
Black Lotus Follower/Warrior/Witch/Footman
Red Dawn Ganger/Lad/Coordinator
EXALT Infiltrator/Goon/Enforcer

So, it's either living animals or cases when several things have the same Ufopaedia page.

Quote
Some agents carrying a Xeno shield appear without it in the inventory screen.
I've never seen it, and all code looks fine. Are you sure it's not an installation issue?
I copied UFOEU and TFTD files to their folders in /usr/share/openxcom/UFO/ and /usr/share/openxcom/TFTD/ then unpacked the mod and copied the directory XComFiles to ~/.local/share/openxcom/mods/ What can be wrong?

Have you tried my file on your machine?

Quote
I found and researched a sledgehammer (on a tomb guardian), got a message that I can now buy it, but it still doesn't appear on the purchase/hire screen. Bug?
Unlikely. No idea how I could break it if I wanted, anyway.
Could I be looking at the wrong part of the list? Where should it appear? Between crossbow and wooden club, like in Ufopaedia?

As for Ctr-J, it deals stun damage to all enemies.
Like dart pistol and rifle? Thanks.
Robots and Zombies are immune to regular stun damage, so it won't work on them. Instead, try using Electric-type weaponry (aka stun batons and the like) to knock them out (or at least the undead, no idea if robots can be stunned).
Yes, both can be stunned by taser pistol, electric club and stun rod. Hitting with a shield works on zombies, but isn't very effective.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on August 15, 2017, 09:56:30 am
4. Ctrl-J in debug mode does not put zombies and robots to sleep. Is this a bug or by design behaviour?

By design.

Ctrl+J does 1000 stun damage... units immune to stun damage are not hurt of course.

Same for Ctrl+K, which does 1000 piercing damage.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 15, 2017, 10:45:10 am
Meridian, do you have any ideas what could cause the problems with Ufopaedia not opening from Sell/Sack window, shields missing from inventory pictures and unbuyable sledgehammer?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on August 15, 2017, 11:30:28 am
Meridian, do you have any ideas what could cause the problems with Ufopaedia not opening from Sell/Sack window

Article not existing or not having the same name as the item.

shields missing from inventory pictures

Bug in a mod?

unbuyable sledgehammer?

Prerequisites not met.

PS: just guessing in all 3... give me a save where it happens and I can check...
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 15, 2017, 05:08:12 pm
Attached to my post on the previous page: https://openxcom.org/forum/index.php/topic,5047.msg86696.html#msg86696
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 15, 2017, 05:27:21 pm
That reminds me: Does Psiclone use an agent's psy stats to work? The description does seem to imply they're not really necessary and currently it's hard to get a Psi-Lab before the invasion starts, so I dunno if Voodoo Psychic Power influences the chances of success.

I think it depends on Psi Strength, but not Skill.

As for Ctr-J, it deals stun damage to all enemies. Robots and Zombies are immune to regular stun damage, so it won't work on them. Instead, try using Electric-type weaponry (aka stun batons and the like) to knock them out (or at least the undead, no idea if robots can be stunned).

Okay... Well, It depends on the unit really. I might go down the Piratez route and make Ufopaedia entries per armour, not per unit.

I've checked some more, though far from everything yet. It does not seem to work for other living "Strange life forms", rented cars and vans, Red Ops, Red Dawn Pioneers, weapon clips (not sure if they need it) and some Hybrid prisoners. It works for weapons, animal corpses and most human prisoners:

I guess it works for units with armour entries, and doesn't for other units... I honestly have no idea. It's not a feature I requested, and not in vanilla, so... basically, I don't care, to be honest.
If someone tells me exactly what is wr5ong and how to fix it, I might, if it's not too much work. For now, I just don't even understand what's going on.

I copied UFOEU and TFTD files to their folders in /usr/share/openxcom/UFO/ and /usr/share/openxcom/TFTD/ then unpacked the mod and copied the directory XComFiles to ~/.local/share/openxcom/mods/ What can be wrong?

No idea...

Have you tried my file on your machine?

Yes... It looks fine to me. Armours with shields have shields, while armours without shields don't have shields.

Could I be looking at the wrong part of the list? Where should it appear? Between crossbow and wooden club, like in Ufopaedia?

It's STR_SLEDGEHAMMER in the files. In Ufopaedia, it is between STR_NOOSE and STR_BONE_CLUB.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 15, 2017, 07:33:12 pm
I guess it works for units with armour entries, and doesn't for other units...

It doesn't work for Red Ops, Red Dawn Pioneers and Hybrid Workers/Supervisors/Agents. Those have armour, but they have multiple unit names for a single Ufopaedia page. For example, STR_ZSRR_PIONEER_FEMALE and STR_ZSRR_PIONEER_MALE should both call STR_ZSRR_PIONEER. Similarly, STR_SHAMBLER_TERRORIST calls STR_SHAMBLER.

Could this cause the problem?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 16, 2017, 12:30:59 am
It doesn't work for Red Ops, Red Dawn Pioneers and Hybrid Workers/Supervisors/Agents. Those have armour, but they have multiple unit names for a single Ufopaedia page. For example, STR_ZSRR_PIONEER_FEMALE and STR_ZSRR_PIONEER_MALE should both call STR_ZSRR_PIONEER. Similarly, STR_SHAMBLER_TERRORIST calls STR_SHAMBLER.

Could this cause the problem?

Possibly, yes. I will investigate, just give me some time please.
Title: Re: Bugs, crashes, typos & bad taste
Post by: DreamThorn on August 23, 2017, 06:58:52 pm
I seem to have the place for bug reports. ;)

I think the zero movement cost is working on the snowy grass and snowy sludge in the latest, but I have the same problem in some other biomes.  I've kept a save, so I'll attach it.  In the screenshot I highlighted the problem, although it seems there are two kinds of tiles that look exactly the same, but only one kind has the bug.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 23, 2017, 07:12:14 pm
Thanks, I found the map, but couldn't see any wrong with it... Perhaps you have some older files that need to be updated? I have modified forest terrain some time ago.
Title: Re: Bugs, crashes, typos & bad taste
Post by: DreamThorn on August 23, 2017, 10:43:09 pm
I'll try removing the mod and extracting it fresh.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on August 23, 2017, 11:11:26 pm
Some more small bugs:

CIVM_ARMOR: CIVILIAN - missing quotes around the string

Missing strings: STR_CYBER_ARMOR_CORPSE, STR_BOWS

STR_MILKOR_MGL_UFOPEDIA: This lightweight, grenade launcher - the comma is unnecessary here.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 24, 2017, 01:12:38 am
Thank you! All fixed.

As for the STR_CYBER_ARMOR_CORPSE, like oter X-Com corpses - it has no name of its own. It has "name: STR_CORPSE" instead.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on August 25, 2017, 04:48:29 pm
A couple more bugs:
1. Middle-clicking "Fat Zombie" and "Mongorn Savage" in the "Sell/Sack" screen doesn't display their UFOpaedia pages. I've researched both. Works correctly for other items and prisoners. Base #1 in the attached savegame.

2. Some agents carrying a Xeno shield appear without it in the inventory screen. Most others look correctly. 2 agents in the van 3 at base #2 in the attached savegame. (Sorry I mixed "absent" and "present" in the screenshot names.)

3. I found and researched a sledgehammer (on a tomb guardian), got a message that I can now buy it, but it still doesn't appear on the purchase/hire screen. Bug?

1. "Fat Zombie" = STR_ZOMBIE_GRUBAS_TERRORIST

You can access only the following articles:

Code: [Select]
  STR_ZOMBIE_ARE_BREEDING
  STR_ZOMBIE_EVOLUTION_HYPOTHESIS
  STR_ZOMBIE_GRUBAS
  STR_ZOMBIE_GRUBAS_AUTOPSY
  STR_ZOMBIE_INFECTOR
  STR_ZOMBIE_INFECTOR_AUTOPSY
  STR_ZOMBIE_STERILE
  STR_ZOMBIE_STERILE_AUTOPSY

"Mongorn Savage" = STR_MONGORN_TERRORIST

You can access only the following articles:

Code: [Select]
  STR_MONGORN
  STR_MONGORN_AUTOPSY

This is normal... when you click on "Sectoid Navigator" you also don't get the "Sectoid" article... and there is no "Sectoid Navigator" article to show.

2.
Soldier #1 (Henrik Lund) = image "MAN_24M21.SPK"
Soldier #2 (Jencir Sampras) = image "MAN_24M17.SPK"

Code: [Select]
  - type: MAN_24M21.SPK
    singleImage: true
    files:
      0: Resources/Armors_Compilation/Armored_Vest_Shield/Inventory/MAN_24M21.gif

Code: [Select]
  - type: MAN_24M17.SPK
    singleImage: true
    files:
      0: Resources/Armors_Compilation/Armored_Vest_Shield/Inventory/MAN_24M17.gif

Corresponding images look the same on the GUI.
M21 and M22 don't have shield...

3. STR_SLEDGEHAMMER has costBuy = 0, so it is not buyable... that's a bug in OXCE+ (message should not pop up... I will fix it)

--- posts merged ---

I've never seen it, and all code looks fine. Are you sure it's not an installation issue?

Some images in

Code: [Select]
...\XComFiles\Resources\Armors_Compilation\Armored_Vest_Shield\Inventory\

don't have a shield.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on August 25, 2017, 08:41:58 pm
Yes, indeed... Thanks. Fixed!
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on August 26, 2017, 11:09:07 pm
This is normal... when you click on "Sectoid Navigator" you also don't get the "Sectoid" article... and there is no "Sectoid Navigator" article to show.
Is there any way around that? To display the same article for multiple objects.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on August 26, 2017, 11:34:17 pm
Is there any way around that? To display the same article for multiple objects.

Would need to be coded. And then modded.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on August 27, 2017, 08:33:50 pm
Hi Solar,

I tried a new version and found some bugs. First of all, about a previously reported missing string:

Quote
As for the STR_CYBER_ARMOR_CORPSE, like oter X-Com corpses - it has no name of its own

This string somehow shows up on the Sell screen if the new Meridian's cheat which adds two items of each kind is used. The screenshot is attached.

Second. With a new version of OXCE+ I'm getting strange colored texts in some screens. Moreover, the colors change randomly if I open such windows as the Tech Tree viewer and then return back to a previously buggy screen. This doesn't look like the intended behaviour. Some screenshots are also attached.

A typo:

Quote
strange rays that bapass

Too big Ufopedia article: STR_MINEBEA_UZI_UFOPEDIA

And some more missing strings:

STR_EMP
STR_WARP   
STR_PSI
STR_TERROR_MISSION_FLOATER
STR_TERROR_2_MISSION_FLOATER
STR_ALIEN_BASE_ASSAULT_FLOATER
STR_BASE_DEFENSE_FLOATER
STR_BREAKDOWN_STR_PRECISION_PLASMA_CLIP
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on August 27, 2017, 09:00:06 pm
The color issues are caused by outdated data files, namely interfaces.rul.

Possible reasons:
1. you updated only EXE, not all data files from the new version
2. or you updated everything, but just by replacing old files... not by starting fresh... in this case the obsolete "interfaces_XCOMFILES.rul" would not be deleted and will cause problems

I guess #2...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on August 27, 2017, 09:15:18 pm

2. or you updated everything, but just by replacing old files... not by starting fresh... in this case the obsolete "interfaces_XCOMFILES.rul" would not be deleted and will cause problems

I guess #2...

Thanks, Meridian! It was really the second case. Now everything looks OK.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Marduk on September 03, 2017, 07:13:56 pm
Got a CTD in battlescape, it is replicable from the savegame but not on the same turn.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on September 03, 2017, 08:00:39 pm
Got a CTD in battlescape, it is replicable from the savegame but not on the same turn.

What do I need to do exactly to replicate the crash?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Marduk on September 03, 2017, 08:07:00 pm
It happened (or not) randomly during enemy turns, no idea about the exact cause.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on September 03, 2017, 08:35:25 pm
It happened (or not) randomly during enemy turns, no idea about the exact cause.

I see what the crash is, but I don't know why it's happening (really hard to track and isolate, since it's alien turn and happens more or less randomly)... it's a relatively old bug... I've seen it a few times already in the last months... it randomly pops in and out of existence :(

Attached the place where it crashes, if anyone wants to help debug.
For the record, version used was OXCE+ 2017-08-27 (305ca9a).

I tried with the newest version (OXCE+ 2017-09-03) and no crash... you may want to consider upgrading if it happens a lot... but I think the bug is still there, it just doesn't manifest itself often... I'll ask Yankes for help...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Marduk on September 03, 2017, 09:07:25 pm
I see what the crash is, but I don't know why it's happening (really hard to track and isolate, since it's alien turn and happens more or less randomly)... it's a relatively old bug... I've seen it a few times already in the last months... it randomly pops in and out of existence :(

Attached the place where it crashes, if anyone wants to help debug.
For the record, version used was OXCE+ 2017-08-27 (305ca9a).

I tried with the newest version (OXCE+ 2017-09-03) and no crash... you may want to consider upgrading if it happens a lot... but I think the bug is still there, it just doesn't manifest itself often... I'll ask Yankes for help...
Just had it happen again. If that helps, there seems to be a bit of a pattern here - it's a "strange creature" mission with zombies this time, while last one was zombie outbreak. Maybye the problem involves zombies in some way?
It never happened on a non-zombie mission so far and i got through a lot of cult missions...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on September 03, 2017, 09:28:12 pm
Just had it happen again. If that helps, there seems to be a bit of a pattern here - it's a "strange creature" mission with zombies this time, while last one was zombie outbreak. Maybye the problem involves zombies in some way?
It never happened on a non-zombie mission so far and i got through a lot of cult missions...

It happens during melee attacks... and zombies only have melee... other missions probably have significantly less melee...
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on September 03, 2017, 10:07:36 pm
It happens during melee attacks... and zombies only have melee... other missions probably have significantly less melee...
I had a crash when agents used reaction shot for melee attacks on enemies several steps away (hitting with a flashlight). Also there were numerous crashes during hidden movement. It never reproduced when I enabled saving random seed.
Could it be a similar problem?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on September 03, 2017, 10:38:09 pm
Could be... I've added a better error message now, which will at least tell you what to do until it gets fixed.

Code: [Select]
if (!_target)
{
throw Exception("This is a known (but tricky) bug... still fixing it, sorry. In the meantime, try save scumming option or kill all aliens in debug mode to finish the mission.");
}
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on September 07, 2017, 06:04:56 pm
As far as I can say, this was caused by some uninitialized/unreset variables across multiple turns in leeroy jenkins AI.

I've fixed that AI earlier and with the fixed version I can't reproduce this error anymore... so I recommend upgrading OXCE+ to newest version to avoid this bug.
I'm not absolutely 100% certain... but good enough to put this issue on ice.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on September 16, 2017, 11:23:41 pm
A new list of typos and bugs:

STR_BREAKDOWN_STR_INCINERATOR_CLIP - missing string.

The lists of cities in FMP and XCF slightly differ - in FMP there's New Orleans. Looks like it was added after the work on XCF had begun. Maybe this city should be added to XCF too.

Typos:

Quote
alien agression on the U.S. soil

Quote
fact on an asissination mission,

Quote
but is prone to mulfunction

Quote
Adding such standarized information

Quote
hopefully to the plece these

Quote
who may have already infiltrated the bulding

Quote
may have already infiltrated the bulding!

Quote
radio/casette player

Quote
A terryfying alien monster

Quote
or anything about the infrustructure

Quote
The core of Syndicate acivity relies

Quote
alien knowledge and techology at any cost

Quote
to create artifical proteins

Quote
excercise some sort of mental

Quote
capture the locals and imterrogate them

Quote
damaged our ventillation system

Quote
Right around the time of the Kiryu Kai termination
- Kiryu Kai is usually written with a hyphen

Quote
towards his collegues
- Oxford Dictionary states that it's an obsolete form. Maybe it should be replaced by "colleagues"

Quote
via the internet to radio
- the Internet should be written with the capital I

Quote
Some percieve this as proof

Quote
that government 'leaks' are disingenous

Quote
by an exteraterrestrial intelligence

Quote
ou can only take Consealable items

Quote
I sugggest we extract as much

Quote
giving it enourmous vitality

Quote
leading to better metabolical efficiency
- metabolic?

Quote
9 mm is a very reliable and acccurate weapon

Quote
position in a network of his breathren

Quote
It slightly inreases energy regeneration.

Quote
with other artefacts of alien technology

Quote
STR_AMESTERDAM: "Amesterdam"

Quote
STR_CHEYLABINSK: "Cheylabinsk"
- should be Chelyabinsk :).

Quote
STR_LILONGUE: "Lilongue"
- should be Lilongwe.

Quote
STR_BENGUI: "Bengui"
- should be Bangui.

Quote
STR_MOMBASSA: "Mombassa"
- should be Mombasa.

Quote
STR_DUSHAMBE: "Dushambe"
- should be Dushanbe.

Quote
Their masters exercise a limiteed degree

Quote
for its size, elerium core
- should be written with the capital E

Quote
The miniaturized elerium core
- the same as above

Quote
at piercing kevlar vests
- should be written with the capital K (Kevlar is a trademark)
       
Quote
Durathread is similar to kevlar
- the same as above

Quote
make it unsuitable for longe-range


And one more thing. Since coup de grâce is already written with a diacritic character, maybe they should be used where necessary? Just in case, here's a list of the strings that require diacritics:

Quote
work hard to maintain our raison d'etre
- raison d'être

Quote
STR_ASUNCION: "Asuncion"
- Asunción

Quote
STR_SAOPAULO: "Sao Paulo"
- São Paulo
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on September 17, 2017, 01:23:26 am
Thanks for all the details. I have fixed them all, except for kevlar - since I'm not referring to the company but to the product. It's like using a walkman and wearing adidas shoes, regardless of their manufacturer.

I agree adding diacritics is a good thing. I've already started.

Aaaaaaaand here's an update. Some texts are still missing, but at least you'll have something to work with.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on September 17, 2017, 11:23:03 pm
Some more typos (for v. 0.7.0):

Quote
allows us to order such equimpent from their factories
     
Quote
is directly related to the otherwordly
     
Quote
likely requires enviromental protection
     
Quote
distrubuted around the globe by UFOs
     
Quote
A terryfying alien monster is attacking this peaceful village
     
Quote
We should capture the locals and imterrogate them
     
Quote
that lead to places beyong Earth
     
Quote
She studied biochemistry in Zurich
     
Quote
Commmander! We have successfully implanted
     
Quote
we can expect extreme resisitance
     
Quote
Agricutural Flamer Acquisition
     
Quote
Agricutural Flamer
     
Quote
Or at least that's what it appears to be: that the world is full of its brethren


Since the mention about the Brainer was removed, it became unclear whose brethren was mentioned in the article.

STR_PETROPAVLOVSK: "Petropavlovsk" - there's a city in Kazakhstan and in Russia. But the Russian one is called Petropavlovsk-Kamchatsky: https://en.wikipedia.org/wiki/Petropavlovsk-Kamchatsky. Unfortunately, this name is too long, and I don't know if anything can be done in that case.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on September 18, 2017, 01:15:24 am
Some more typos (for v. 0.7.0):

Wow! Thanks!                                                             

Since the mention about the Brainer was removed, it became unclear whose brethren was mentioned in the article.

I have just shortened it:

Quote
STR_HYBRID_NETWORK_UFOPEDIA: "It appears that our planet is not only infested with cults, but also infiltrated by agents bioengineered by aliens themselves, disguised as normal people and preparing the planet for some sort of... harvest? Well I can't say exactly how much truth there is in these tall tales, but we still have documents that contain information on this 'Hybrid Network' and I will track them down personally. I wonder how many types of Hybrids are out there and what they look like..."

STR_PETROPAVLOVSK: "Petropavlovsk" - there's a city in Kazakhstan and in Russia. But the Russian one is called Petropavlovsk-Kamchatsky: https://en.wikipedia.org/wiki/Petropavlovsk-Kamchatsky. Unfortunately, this name is too long, and I don't know if anything can be done in that case.

Well, if you have a better idea, please let me know.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on September 18, 2017, 05:46:02 pm
Well, if you have a better idea, please let me know.

Petropavl.-Kamchatsky fits well and is alright as an abbreviation :).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on September 18, 2017, 08:36:52 pm
Petropavl.-Kamchatsky fits well and is alright as an abbreviation :).

Fair enough. :)

And another update... Sorry if it's too often, please work on it whenever it suits you.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on September 18, 2017, 10:48:47 pm
No problem :). I'm already working on it.

A couple more bugs:

STR_BIOLOGICAL_WARFARE_PREQ - missing string

Quote
for a long time after the revolution

Here the word Revolution should be written with the capital letter.

Typos:

Quote
on any biological matterials of interest

Quote
takes it down with powerful electrical discharches
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on September 20, 2017, 11:16:03 pm
Some fences in the farm terrain are passable. Agents cross the fence as if it isn't there.
Update: looks like the UL-DR fence on the cabbage patch is passable, but all others work correctly.


An unrelated question: the standard "Gun Melee" mod doesn't work with X-Com Files. Is it deliberate or not?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on September 21, 2017, 02:34:53 pm
Hmm, I fixed this fence, but may have missed another instance. I will check.

As for the gun melee, I don't know how it works... I suspect it relies on exact definitions of every weapon, which means it will only works with vanilla weapons.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on September 21, 2017, 06:13:20 pm
As for the gun melee, I don't know how it works... I suspect it relies on exact definitions of every weapon, which means it will only works with vanilla weapons.
It goes like this:

items:
  - type: STR_PISTOL
    meleePower: 20
    tuMelee: 15
    accuracyMelee: 100
  - type: STR_RIFLE
    meleePower: 50
    tuMelee: 40
    accuracyMelee: 100


Yes, "meleePower", "tuMelee" and "accuracyMelee" for every weapon.

If I make a similar file for your mod, will you accept it?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on September 21, 2017, 07:04:56 pm
If I make a similar file for your mod, will you accept it?

If you mean "incorporate it into XCF", then probably not, as it's quite balance changing and I'm not sure it wouldn't turn out silly in the end.

But if you want to make a separate mod, then you have not only my permission, but also blessing! :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on September 23, 2017, 03:10:12 am
If you mean "incorporate it into XCF", then probably not, as it's quite balance changing and I'm not sure it wouldn't turn out silly in the end.

But if you want to make a separate mod, then you have not only my permission, but also blessing! :)
https://openxcom.org/forum/index.php/topic,5719.0.html

I made a Perl script that creates a melee mod for any other mod. The mod for XCF is attached.

For some reason the damage is lethal rather than stunning.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on September 23, 2017, 09:03:13 pm
I think there's an error in items_XCOMFILES.rul. The entry STR_ALIEN_LASER_CANNON_CLIP does not have STR_CLIPS in "categories".
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on September 23, 2017, 09:42:35 pm
I think there's an error in items_XCOMFILES.rul. The entry STR_ALIEN_LASER_CANNON_CLIP does not have STR_CLIPS in "categories".

Thanks, good catch.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on September 30, 2017, 07:44:29 pm
I feel a little warry bringing this up, but I will none the less

I feel the picture for aretha miller and frank smith is ill fitting for exalt

Exalt is a long established, highly wealthy, american based movement with heavy southern influence, and a mostly white population, as far as I can tell

These vibes makes me think it wouldn't be super friendly to blacks, to be honest. Maybe not the to the point of discluding them entirely, but if this group REMOTELY had any white supremacist vibes, or just dislike of blacks in general, I think having a black man / white woman pairing would be nonsense. After all, the exalt soldiers all seem to be white, yet they show a black man? This wouldn't seem good for unit cohesion at all, since propaganda should apply to the lowest common denominator. Any time you deal with propaganda, promotion, you go for what will reach the FARTHEST, which typically means relies on being as relatable as possible : race, origin, religion, world views, ect, so your message will be more effective. And race, while not insurmountable, is certainly a BIG part of propaganda. You don't gauge a message to one race with another races face if you REALLY want to push an idea out, as the racial difference will make the idea less effective...and you cannot tell me you cannot find a white couple anywhere else in exalt who performs the same. It boggles my mind a propaganda target would intentionally include unrelatable factors which could cause division..

Any chance you can change this?  ??? I feel odd bringing it up, but I've felt far more weird seeing that for a VERY long time : a rich, highly successful southern based group with a white majority doesn't seem like it would use a black man as a promotional material, in any universe, as relatability is damaged by racial differences. Its not ultra huge, but the more I think about it, the more it makes me wonder why exalt would pick explicitly an interracial pairing for a majority white group....it simply does not add up, and it always seems like something extremely out of place.

For a change, perhaps leon and the girl from the professional?...
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on September 30, 2017, 08:51:15 pm
How does line of sight calculation work for windows with bars? The agent is standing right in front of the window, the enemy is clearly visible, yet I keep getting "No Line of Fire". First person view shows that the enemies are not obscured.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on September 30, 2017, 09:39:47 pm
How does line of sight calculation work for windows with bars? The agent is standing right in front of the window, the enemy is clearly visible, yet I keep getting "No Line of Fire". First person view shows that the enemies are not obscured.

Line of Sight and Line of Fire are drawn from different spots on the soldier, head vs. center.  Most likely there' a single voxel blocking the line of fire.  You could try force-firing, as sometimes around fences and such you actually could have a clear shot.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on September 30, 2017, 10:08:08 pm
As far as I can tell, fences and such are a "chance to block", per block (I'm probably wrong), and extreme angles in particular make it difficult. LOS doesn't always mean a shot cannot be hit, as the shot calculation doesn't account for shots being slightly off and still hitting : this is why a 30% shot point blank always hits, because all the shots that "miss" the intended target (middle of the chest for instance) will still hit unintended areas (such as shoulders, sides, stomach, head, ect)

Same principle applies for targets past bars : the targets center mass might be blocked by a steel bar, or chainlinks, but shooting might still hit them in the shoulder, or kidney.

So just try forcing a shot, see if it works or not. Crouching also sometimes helps, but hitboxes for bars is always just finicky.

Also, I really would like the whole dossier image issue at least commented on : it seems so very out of place, and I've felt this for a while, but just never had the nerve to comment on it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on September 30, 2017, 11:03:56 pm
Exalt is a long established, highly wealthy, american based movement with heavy southern influence, and a mostly white population, as far as I can tell

Well I'm not going to make another organization of black Americans, if the rest of the world only has 3.

But good point about lack of skin variation in Exalt, I'll look into this.
Title: Re: Bugs, crashes, typos & bad taste
Post by: PvtHopscotch on September 30, 2017, 11:23:02 pm
I'm not sure if I'm encountering a bug in some of the maps or a mechanic that I'm just not getting.

I've been experiencing maps that have sections completely blocked off from access. I've only encountered it in the Cyberweb Sewer maps and the Undead Catacombs but that's also all the further I've gotten. Usually it's been the case that my spawn area/room is blocked off from the rest of the map, forcing me to reload a geoscape save before the mission popped. Most recent however is a inaccessible section in an undead catacombs map, containing the last few enemies.

Again, if this is intentional and I'm missing something I apologize but I've detonated about 2-3 shit-tons of High-Explosives trying to breach them so I figured I'd check.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on September 30, 2017, 11:25:33 pm
I'm not sure if I'm encountering a bug in some of the maps or a mechanic that I'm just not getting.

I've been experiencing maps that have sections completely blocked off from access. I've only encountered it in the Cyberweb Sewer maps and the Undead Catacombs but that's also all the further I've gotten. Usually it's been the case that my spawn area/room is blocked off from the rest of the map, forcing me to reload a geoscape save before the mission popped. Most recent however is a inaccessible section in an undead catacombs map, containing the last few enemies.

Again, if this is intentional and I'm missing something I apologize but I've detonated about 2-3 shit-tons of High-Explosives trying to breach them so I figured I'd check.

You are right, this happens sometimes. But preventing it would 1) be much work, 2) decrease map variety. I suggest bringing explosives, since blocked off areas are kind of justified on these missions.
Title: Re: Bugs, crashes, typos & bad taste
Post by: PvtHopscotch on September 30, 2017, 11:48:32 pm
... I suggest bringing explosives, since blocked off areas are kind of justified on these missions.

So I can breach through those thick walls? I ask because that smoke in the left side of the first screenshot is the result of all 10 of my High Explosives I brought with me and it didn't do anything to the wall. Do the cave/catacomb walls just require more bang than I'm bringing?

Don't get me wrong, I'm not complaining, I just haven't been able to make a dent in these situations so I wanted to double check.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 01, 2017, 12:25:00 am
I wasn't suggesting a black group, I was merely suggesting a picture change. This is a SINGLE part of an otherwise sensible construct I have an issue with, and I think reworking a token black guy exalt troop would be far dumber than just changing it. Infact, I really hope you DON'T go for trying to diversify exalt more by adding more token black guys.  It would just seem weirder that way.

Though we COULD make a cult for africa... Last continental area not having a cult.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 01, 2017, 02:09:49 am
You are right, this happens sometimes. But preventing it would 1) be much work, 2) decrease map variety. I suggest bringing explosives, since blocked off areas are kind of justified on these missions.
Can a sledgehammer break those walls?
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 01, 2017, 03:25:21 am
Sledgehammer targeting walls involves a bullet attack, which presents the following problems

1, sledge hammer can then fire long distances like a rifle.
2. CQC ends up throwing off swings

I want melee that can target cells too, but currently its not possible without some pretty hefty changes on the end of OXC+, like allowing melee to target specific cells while not being classified as gunfire, and a TRUE limited range, not just dropping to 0 when going past 1 cell

I've honestly not encountered any situations with unaccessable rooms, but I do agree that high explosives should be able to help. But I will say this, missions with any BIG importance should make sure this never happens.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 01, 2017, 04:00:29 am
So I can breach through those thick walls? I ask because that smoke in the left side of the first screenshot is the result of all 10 of my High Explosives I brought with me and it didn't do anything to the wall. Do the cave/catacomb walls just require more bang than I'm bringing?

Don't get me wrong, I'm not complaining, I just haven't been able to make a dent in these situations so I wanted to double check.

A few days ago Dioxine made a weaker walls version of the Catacombs, which I have added. Therefore this problem should vanish soon.

I wasn't suggesting a black group, I was merely suggesting a picture change. This is a SINGLE part of an otherwise sensible construct I have an issue with, and I think reworking a token black guy exalt troop would be far dumber than just changing it. Infact, I really hope you DON'T go for trying to diversify exalt more by adding more token black guys.  It would just seem weirder that way.

To be honest I don't really understand... I've never tried for a white supremacist faction. If EXALT turned out to be one, it wasn't intended. If you think it's cool, we could go with that, but I think it might be a bit anvilicious. Besides, I don't know the subject all that well.

Though we COULD make a cult for africa... Last continental area not having a cult.

Church of Dagon is there. It would be hard to have jungle pyramids in Scotland. ;)
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 01, 2017, 10:28:27 am
no no, I'm not trying to say they ARE white supremacist, but merely, I find it kind of WEIRD that a group entirely of white men would promote a black man screwing a white / asian looking girl (the fuck race is zoey anyway?) to promote themselves.

As I said, propaganda is about reliatability and swaying emotions, and its harder to use someone to promote someone to fight and die for something if you have fewer things to relate to, especially with something as intimate as a "romantic image". Kinda hard to self project yourself into the image of such romance if you are not black yourself, thus making the propaganda less effective

no, its not that I view it as white supremacist, its that others would view what I just SAID as "white supremacist" if they are of the liberal persuasion :D. But its a biological fact that people tend to gravitate to their own "kin", hence why I find the whole dossier whacky.

----------

Church of dagon is specifically "Mediterranean". And last I checked, bosnia had a pyramid in EXACTLY the setting your map is in. (maybe not quite a jungle, but close). And other pyramids exist in europe. http://world-pyramids.com/en/world-pyramids/europe/#.WdCgwMZryaE

Areas like the congo, and Saharan africa in general (IE, the majority of africa) aren't entirely represented, and dagon I think would more intensely represent european values of sea-faring, and other elements. Even for Africans pyramids, colonization of africa would enable these activities relatively easily.

And beyond this, every area of the world (north america, south america/central america, asia, europe) has their own representations at this point, yet africa so far does not. Not saying you specifically need it, I don't really care, but I would hesitate to call them of "African origin" because they simply use pyramids in Africa every few months...

And beyond that, pyramids in a jungle is kinda the carraige before the horse, the origin was sea faring places, with medeteranian, and European / gothic influences, so to say they are suddenly african is highly confusing.

besides, doesn't scotland have the whole lore about loc ness? I figure this would be a perfect breeding ground for propaganda of dagon .
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 01, 2017, 04:53:53 pm
no no, I'm not trying to say they ARE white supremacist, but merely, I find it kind of WEIRD that a group entirely of white men would promote a black man screwing a white / asian looking girl (the fuck race is zoey anyway?) to promote themselves.

As I said, propaganda is about reliatability and swaying emotions, and its harder to use someone to promote someone to fight and die for something if you have fewer things to relate to, especially with something as intimate as a "romantic image". Kinda hard to self project yourself into the image of such romance if you are not black yourself, thus making the propaganda less effective

no, its not that I view it as white supremacist, its that others would view what I just SAID as "white supremacist" if they are of the liberal persuasion :D. But its a biological fact that people tend to gravitate to their own "kin", hence why I find the whole dossier whacky.

Sorry Mumble, I'm trying to follow, but still don't get it.

First of all, who said EXALT was "a group entirely of white men"? Certainly not I. I never thought of it that way.
And even if it was, I don't get why it would matter to them what colour their stars are. It's just a WTF moment to me. I don't get your point at all.

"As I said, propaganda is about reliatability and swaying emotions, and its harder to use someone to promote someone to fight and die for something if you have fewer things to relate to, especially with something as intimate as a "romantic image". Kinda hard to self project yourself into the image of such romance if you are not black yourself, thus making the propaganda less effective" - WAT???

"no, its not that I view it as white supremacist, its that others would view what I just SAID as "white supremacist" if they are of the liberal persuasion :D. But its a biological fact that people tend to gravitate to their own "kin", hence why I find the whole dossier whacky." This is som heavy US-specific stuff thast I know little about. Nor do I care, because EZALT is not a US organization anyway; it's an American organization. Right down to the Patagonia.

Church of dagon is specifically "Mediterranean". And last I checked, bosnia had a pyramid in EXACTLY the setting your map is in. (maybe not quite a jungle, but close). And other pyramids exist in europe. http://world-pyramids.com/en/world-pyramids/europe/#.WdCgwMZryaE

Areas like the congo, and Saharan africa in general (IE, the majority of africa) aren't entirely represented, and dagon I think would more intensely represent european values of sea-faring, and other elements. Even for Africans pyramids, colonization of africa would enable these activities relatively easily.

And beyond this, every area of the world (north america, south america/central america, asia, europe) has their own representations at this point, yet africa so far does not. Not saying you specifically need it, I don't really care, but I would hesitate to call them of "African origin" because they simply use pyramids in Africa every few months...

And beyond that, pyramids in a jungle is kinda the carraige before the horse, the origin was sea faring places, with medeteranian, and European / gothic influences, so to say they are suddenly african is highly confusing.

besides, doesn't scotland have the whole lore about loc ness? I figure this would be a perfect breeding ground for propaganda of dagon .

These are all valid points. Maybe another, African faction will emerge one day. But for now I have my hands full.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 01, 2017, 08:24:00 pm
I'm just saying for propaganda, you use the lowest common denominator to make it relatable to make it effective. Exalt  certainly seems to have southern influence, and is majority white, so I just doubt they would choose to promote an interacial couple with a black man being with a white man, to a majority (I think) white force : especially if the intention is to promote fertility and unity, this element would be ineffective in doing so, unless they were trying to PROMOTE such relationships, in which case, why?

Its not like exalt is exactly small... I figure they could find another posterboy for their movement with the same qualifications.

Perhaps I'm overthinking it, but especially with possible cultural / racial tension aspects involved, it just would be bad for unit cohesion.

Perhaps exalt ISN'T entirely white, but with the paxton dossier involving a rich, southern looking guy, and other elements, I cannot help but think its a majority from the information provided in game, which then makes me ask, why this specific couple? You wouldn't see an indian man as a promotional postor for the Chinese army, because the Chinese would be confused by the difference : china is majority Chinese, and promoting someone who isn't for someone who is a majority 1 type  of person seems extremely strange for promoting something, unless its part of a secondary objective.

Another thing to keep in mind, is criminal enterprises often don't care about being "polite", so stuff like sexual harassment, assault, racism, ect, while it might otherwise be the tip of peoples tongues in some circumstances for your average law abiding joe, a person who breaks the law all the time has no reason to conform to law and social etiquette anyway : which sort of makes me think there WOULD be a higher rate of xenophobia / racism among ALL these groups, to be completely honest. Criminal enterprises are not exactly equal opportunity employers, nor is there repercussions for such behaviors. Infact a majority of criminal enterprises who are successful are typically racially segregated (MS13 is latino, italian mafia is italian, triad is Chinese) so I often wonder then, especially with a detectable race distribution of entirely white, why a criminal enterprise would CHOOSE to promote a black / white couple...it just.....Seems weird. Who would choose to make them the face of exalt? Why?

Anyway, if you aren't going to change it, I'm just going to leave it. I've said all I think I can, at this point, and still think its a bit weird to picture that for such a group, but if you won't change it, I doubt anything else I say will influence it.

...I suppose I'm also looking at the racial tension element of it, its always been a bit shakey in America, but recently in particular its been absolutely shit.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 01, 2017, 09:16:10 pm
I appreciate your help, but I think you're making a huge thing out of nothing. I'm not going to scrap content because someone had some impression or other, or I wouldn't have anything left in the mod.
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on October 02, 2017, 12:45:04 am
I think the issue Mumble is talking about is that a HUGE amount of the wealthy elite in the US and at least some of the other American nations are white males, and Exalt is supposed to be heavily made up of the wealthy elite of those countries.

Though, I don't have a problem with that image, that same wealthy elite is in no hurry to fight and risk death, that's what the help is for, they would set up their propaganda based on who they're trying to recruit and where they are, and it shouldn't be too hard to have contradictory themes in their propaganda.  These guys are manipulative, after all.

In general, a mixed couple as heroes is useful, I think, especially if they're as good as Exalt says they are.


US awareness of racism and political correctness is irritating and I think counter-productive at times.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 02, 2017, 05:59:23 am
Thats an interesting way to look at it, doing such things to recruit black men to bring in cheap foot soldiers : the only problem is that there are no other black males visible, so it sticks out greatly

If the only black man in your group is the poster boy, that sends a very odd message.

I wasn't even trying to say it was racism, or should be racism, but its just incredibly odd as a coincidence, that the only one is also  the poster boy.... But hey, maybe it might even be a pawn used to make them look better?...

I guess that head cannon makes sense : a bit of propaganda for OUTSIDE exalt, but dismissed as token BS to insiders... almost like exalt virtue signalling to gain favor

Oh well, even if thats bs, that head cannon makes everything make more sense.  ::)
Title: Re: Bugs, crashes, typos & bad taste
Post by: krautbernd on October 02, 2017, 12:07:33 pm
Can you guys please stop dragging sjw-related stuff into this? As far as i can tell this MOD has very loose ties with reality as it is. I could point out a load of issues i have with how stuff is portrayed in-game, mostly related to technology (e.g. Gauss and Rail weapons should be switched, Avalanche doesn't have a nuclear warhead etc.), but i've never seen race or sex as an issue here. The council of funding nations and X-COM seem to follow very loose ethics anyway, with civilians being mostly expendable and being ok with experimentation and indefinite detention of sentient beings and captured humans.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on October 02, 2017, 10:52:55 pm
A very quick bug report:

"Skorpion SMG", "Skorpion SMG Clip" - no diacritics
     
Quote
and possesses a strong self-consciousness, Commanding large numbers of subjects and personally powerful,

The comma should be replaced by the point.

STR_SEEKER_DRONE, STR_SEEKER_DRONE_AUTOPSY - no Ufopedia marker. As a result, the body of the articles is shown in their titles.

Missing strings:

STR_SEEKER_DRONE_CORPSE
STR_M14_BUY
STR_BIOLOGICAL_WARFARE_PREQ
STR_ZOMBIE_SERVITOR_CORPSE

Edit: the game crashes on opening the Vampire Queen article with the error "Sprite UFOPEDIA_IMG_VAMPIRE_QUEEN_CPAL not found".
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 02, 2017, 11:01:06 pm
Where to report problems with Jukebox? Here or to "OpenXcom Forum » Modding » Released Mods » OpenXCom Extended+" ?

1. When a mission has a custom track (e.g. spiders in a city), pressing "End" displays only the default track. If I switch to it, it's impossible to switch back to the custom track.
2. When I load a quicksave Battlescape game (pressing F9 or from the file list), the same track continues playing, be it the starting menu theme, Geoscape or a different Battlescape track. Games saved via the menu switch music correctly (unless they were saved after loading a quicksave and messing with tracks).

Mod version 0.7.1, engine Git version 54978fba1.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on October 02, 2017, 11:04:38 pm
1. feature, not a bug
2. probably same as in vanilla?
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 02, 2017, 11:52:26 pm
2. probably same as in vanilla?
Latest vanilla git refuses to build. 1.0.0 switches tracks correctly.

1. feature, not a bug
What is the purpose of Jukebox if it only displays 1 track?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on October 03, 2017, 12:28:25 am
Latest vanilla git refuses to build. 1.0.0 switches tracks correctly.

I'll have a look.

What is the purpose of Jukebox if it only displays 1 track?

It displays all battlescape tracks (GMTAC*) in battlescape

e.g.
GMTACTIC for xcom1
GMTACWET and GMTACDRY for xcom2
GMTACTIC, GMTACTIC2, GMTACTIC3, GMTACTIC4 in piratez

and all geoscape tracks (GMGEO*) in geoscape

e.g.
GMGEO1, GMGEO2 in xcom1
GMGEO1, GMGEO2, GMGEO3, GMGEO4, GMGEO5, GMGEO6 in xcom2
etc.
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on October 04, 2017, 01:00:34 am
Can you guys please stop dragging sjw-related stuff into this?

Question: how is attempting to make a faction MORE racist SJW?  It's not really needed, but the pattern is sort of there.  It's perfectly fine with no other changes, but if Solar intended the group to be racist, it could be changed to that easily.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on October 04, 2017, 01:00:30 pm
Can you check the last download? It includes some savefiles, and those seem to use some more external mods rather than just "vanilla" XCF.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on October 04, 2017, 03:26:27 pm
Some reports after a crash experienced in 0.7.1. doin a mission called "enviromental alert" (but on the geoscape these arelabelled as "strange life forms")

Code: [Select]
[04-10-2017_13-56-28] [WARN] STR_ALIEN_RESEARCH_EARLY not found in en-GB
[04-10-2017_13-58-57] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[04-10-2017_13-58-58] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

and the tokarev pisto handob may need some resizing, since it seems big as a SMG

Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on October 04, 2017, 03:52:53 pm
Save or didn't happen.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on October 04, 2017, 04:35:46 pm
Save or didn't happen.

i overwrote it  :o but the attached one should be. Oh, there i'm facing an EXALT cult apprehension, but enemies seems to have spawn all inside that black area, see shot attached
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on October 04, 2017, 11:44:38 pm
The building in the storm seizure mission has bugged stairs.  They seem to have floor over them, preventing you from going back down.  I only noticed after I got to the top, and had to shoot out a wall to escape.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 05, 2017, 01:14:35 am
The building in the storm seizure mission has bugged stairs.  They seem to have floor over them, preventing you from going back down.  I only noticed after I got to the top, and had to shoot out a wall to escape.

Thanks! Fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on October 05, 2017, 09:54:42 am
Another 0.7.1 report: as already wrote posts before, there are some fences in the farms maps that are passable, the right and left side displaied are. And the mac-10 being more powerful that the mpk5, with a 50 rounds magazine? I don't think it might be possible, peraphs these have their stats swithced? I don't know, but i really like the random output of certain interrogation  ;D

Save is attached :)

Edit: Having researched the abducted farmer i got the doctor's way debriefing, the same as i got before havinresearched a red dawn ganger. Maybe it is intended? :)

Edit 2: in a cult apprension misison (league) the title in the briefing screen is duplicated

Edit 3: in such mission captured a live female enemy, but there are some error in strings
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 05, 2017, 08:58:51 pm
Thanks, all fixed. (Except the double research, it's probably something else as you literally can't get it twice.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 06, 2017, 12:49:30 am
I got "Werewolf" from a homicidal maniac, but I still can research the werewolf I caught.
Title: Re: Bugs, crashes, typos & bad taste
Post by: khade on October 06, 2017, 04:17:10 am
Some things give more than one bit of information after a research, you can study them until you run out of those.  I don't know if werewolves are among those, though.  Another possibility is that you were researching the werewolf already, I don't think it cancels a subject you're already looking at if you get it for free.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mrKos on October 06, 2017, 07:22:03 am
There is a question. When you start the mission "Zombie Hive" crash occurs (either from the menu or the battle of the game). The file "TERRAIN / SIETCH.MCD" is missing. Forgot to download it?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 06, 2017, 07:15:27 pm
There is a question. When you start the mission "Zombie Hive" crash occurs (either from the menu or the battle of the game). The file "TERRAIN / SIETCH.MCD" is missing. Forgot to download it?

No, I'm an idiot. Attaching a hotfix - please replace the file in Ruleset folder.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 06, 2017, 07:19:49 pm
Some things give more than one bit of information after a research, you can study them until you run out of those.  I don't know if werewolves are among those, though.
They were not in the previous version. This is why I asked.
Another possibility is that you were researching the werewolf already
No, I did not.

I checked the Tech Tree Viewer. There are not 1 but 2 "Werewolf" items! Probably 1 for the Ufopaedia article (or whatever the correct term is), 1 for the item. One is marked studied, the other is not.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 06, 2017, 07:34:24 pm
It's because of:

Code: [Select]
      STR_WEREWOLF: "Werewolf"
      STR_WEREWOLF_TERRORIST: "Werewolf"

So the guy gives you STR_WEREWOLF (race), but it's the same string as STR_WEREWOLF_TERRORIST (unit).

But it's the same in vanilla: you have STR_SECTOID as a race and STR_SECTOID_SOLDIER as a soldier. The only difference is that the strings are not the same ("Sectoid" and "Sectoid Soldier", respectively).

In vanilla, Medics give info on races in the same way as the madman:

Code: [Select]
  - name: STR_FLOATER_MEDIC
    getOneFree:
      - STR_SECTOID

Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 06, 2017, 07:47:42 pm
Thanks for explaining.

Can a medic give two items? What if a medic gives a "STR_..._TERRORIST" item, would it in turn give the species entry?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 06, 2017, 07:49:30 pm
Thanks for explaining.

Can a medic give two items? What if a medic gives a "STR_..._TERRORIST" item, would it in turn give the species entry?

That's what I intend to find out. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on October 06, 2017, 08:32:01 pm
Yes.

Finished research should give:
- the topic
- the topic's lookup
- getonefree (unless it's not so free, thanks to solarius)
- getonefree's lookup
- then "all non-disabled non-item-requiring unlocked zero-cost research not protected by requires unless it was the last requires that was just researched in the first place"... I hope you see from this sentence how f'ing retarded all these options and combinations are
- and after all this, it will recursively start again in case something new was added by the above

God help save our CPUs.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 07, 2017, 12:41:49 am
Another crash. To reproduce, load the attached quicksave and make Vincenzo Romano (the active agent) shoot the visible Red Dawn ganger.

Update: When this happened the first time, Vincenzo Romano had a red enemy indicator, but after restarts his indicator is now green. Does this mean the sniper-spotter mechanics makes him shoot through the wall?

And I'm pretty sure the indicator was red the first time I tried that.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on October 07, 2017, 01:27:14 am
There is a fix for the executable available on the XComFiles discord channel, otherwise an official executable fix should be released by Meridian by the end of this weekend.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 07, 2017, 02:11:16 am
There is a fix for the executable available on the XComFiles discord channel, otherwise an official executable fix should be released by Meridian by the end of this weekend.
Is it available on Github?
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on October 07, 2017, 04:47:53 am
 Here's the commit on my branch (https://github.com/ohartenstein23/OpenXcom/commit/665f703fe4d336c27e8220dbb49f61b0bc62df7f), based directly on top of Meridian's main branch.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on October 08, 2017, 11:17:17 pm
A very small bug report: the STR_SEEKER_DRONE string is missing in the latest version of the mod.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 08, 2017, 11:52:02 pm
A very small bug report: the STR_SEEKER_DRONE string is missing in the latest version of the mod.

Thanks! This never ends... :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 09, 2017, 10:11:21 am
Article for ghouls text is too long for the page, cuts off. Vampire knights appear WAAAY earlier than tomb gaurdians, yet reference them (through to be honest, it seemed like hunting rifles / mp5s did squat against them..).

I know theres the need to know basis thing, but referencing something in the zombie arc way before you get that deep seems a little strange.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on October 09, 2017, 10:56:29 am
I ran into an inconsistency with plot progression.  In my game I progressed with the Syndicate faster than with zombies, so I did the research that discovered the origin of the implant virus before the research that told me there was a virus to investigate.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 09, 2017, 11:24:18 am
Article for ghouls text is too long for the page, cuts off. Vampire knights appear WAAAY earlier than tomb gaurdians, yet reference them (through to be honest, it seemed like hunting rifles / mp5s did squat against them..).

I know theres the need to know basis thing, but referencing something in the zombie arc way before you get that deep seems a little strange.

Good point. This was an unforeseen side effect of adding Zombies to special monster attacks. These attacks contain a Leader, which some monster races have (like spiders). For Zombies, this position is occupied by the Vampire Knight, meaning he snuck into the campaign earlier than expected.

Having said that, I don't think it's a bad thing. I just need to keep a tighter control over descriptions. This detail has escaped me.

I ran into an inconsistency with plot progression.  In my game I progressed with the Syndicate faster than with zombies, so I did the research that discovered the origin of the implant virus before the research that told me there was a virus to investigate.

Okay, this was a serious blunder.  :) I'll have a look ASAP.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on October 10, 2017, 08:44:02 am
A sabre have electric hit animation.
Also, this mod becomes greater and greater.. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on October 11, 2017, 04:37:25 am
I found some rooms in the Syndicate regional office that have no entrances.  The selected unit should be in one I broke into, with a second one next door.  There was also a second set I later encountered further up.

edit:  Are the chainsawbots supposed to take Alien Containment space and be unresearchable?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 11, 2017, 07:45:49 pm
I found some rooms in the Syndicate regional office that have no entrances.  The selected unit should be in one I broke into, with a second one next door.  There was also a second set I later encountered further up.

Haha, indeed! It looked fine in the editor at a glance, but in fact it was not. Fixed!

edit:  Are the chainsawbots supposed to take Alien Containment space and be unresearchable?

No, they shouldn't take up containment space. Neither should other M.A.G.M.A. robots. Fixed.

However, they are indeed unresearchable. There is no need to research them, since they essentially belong to your allies, but there's just no way to ensure that they won't be recovered. Maybe I'll add a little research after all...
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 12, 2017, 12:03:51 am
Just noticed. At the very beginning interrogating followers of EXALT, Black Lotus, Red Dawn and Church of Dagon gives the Ufopaedia article about the corresponding organization, but it does not appear.

Update: To reproduce, load the savegame and wait — you will see an article about Red Dawn ganger and a random piece of information, but no article about Red Dawn itself.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on October 12, 2017, 02:21:09 am
What do you mean it doesn't appear?  If you mean it didn't pop up automatically after research finished, then that is normal.  The article should still have appeared in your Earth Lore section.  If it isn't there then that sounds like a bug.  You should post a save file.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 12, 2017, 06:05:06 am
Something seems wrong with the black lotus warrior : they just stand around, and don't charge. I was able to walk up on 1 with two tazers with no issue at all, until I triggered throwing knife overwatch range. Did you possibly give them an energy of zero??

Also, warriors really could use a samarai armor instead of a black full body suit : it would distinguish them from ninjas, and would excuse giving them much needed armor / health (warriors are kinda weak considering they have melee only, and I've never viewed them as a serious threat like I have chosen of dagon with magnums, or exalt goons with mac10s.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on October 12, 2017, 09:32:35 am
I remember reading somewhere the AI has issues with limited range weapons.  It sees that throwing knives are ranged so it tries to snipe with them, but since they can't they just waste their turn.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 12, 2017, 12:04:10 pm
What do you mean it doesn't appear?  If you mean it didn't pop up automatically after research finished, then that is normal.  The article should still have appeared in your Earth Lore section.  If it isn't there then that sounds like a bug.  You should post a save file.
It only appears in Ufopaedia. A similar problem with zrbite earlier was deemed a bug and fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 12, 2017, 12:12:51 pm
Something seems wrong with the black lotus warrior : they just stand around, and don't charge. I was able to walk up on 1 with two tazers with no issue at all, until I triggered throwing knife overwatch range. Did you possibly give them an energy of zero??

Also, warriors really could use a samarai armor instead of a black full body suit : it would distinguish them from ninjas, and would excuse giving them much needed armor / health (warriors are kinda weak considering they have melee only, and I've never viewed them as a serious threat like I have chosen of dagon with magnums, or exalt goons with mac10s.)

I got the impression warriors and assassins are ambushing you this way, with lots of TUs to out-react you and throw many knives :) It works fine for assassins, but warriors aren't good enough at hiding and don't realize it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 12, 2017, 12:14:05 pm
Something seems wrong with the black lotus warrior : they just stand around, and don't charge. I was able to walk up on 1 with two tazers with no issue at all, until I triggered throwing knife overwatch range. Did you possibly give them an energy of zero??

Also, warriors really could use a samarai armor instead of a black full body suit : it would distinguish them from ninjas, and would excuse giving them much needed armor / health (warriors are kinda weak considering they have melee only, and I've never viewed them as a serious threat like I have chosen of dagon with magnums, or exalt goons with mac10s.)

Yes, the AI can't use limited range weapons at all, they just freeze in place. But, if they bait you to come closer and then kill you, then it's not so bad. ;D

Samurai armour? Why? They aren't samurai, they are more like ninjas. Just like the Assassins - they are pretty much the same thing, just a different level.
Title: Re: Bugs, crashes, typos & bad taste
Post by: jinxed on October 12, 2017, 09:08:21 pm
I saw it already reported, my game also suffers from occasional segmentation errors, which occur in bigger missions when someone in a far corner of the map goes beserk.
Also, I'm either blind or the HMG doesn't seem to have an UFOPAEDIA entry.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 12, 2017, 09:15:05 pm
I saw it already reported, my game also suffers from occasional segmentation errors, which occur in bigger missions when someone in a far corner of the map goes beserk.
Also, I'm either blind or the HMG doesn't seem to have an UFOPAEDIA entry.

Yes, both issues were reported.
The first one should be fixed by downloading and replacing Meridian's latest OXCE+ release.
The later was a Ufopaedia problem, I have fixed it on my end.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on October 13, 2017, 04:44:02 am
I just did the Vampire Castle mission and I ran into a few issues.  At the start, the evac zone was only ten wide despite arriving in a fully loaded skymarshall.  Later on I ran into some bugged stairs.  The attached save has my guy just before them and his MC'd Queen on them.

Also the issue with blocked off areas hit me hard.  I spent around 40 turns searching for an enemy in a two space room on the edge of the map.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 13, 2017, 06:44:34 am
Yes, the AI can't use limited range weapons at all, they just freeze in place. But, if they bait you to come closer and then kill you, then it's not so bad. ;D

Samurai armour? Why? They aren't samurai, they are more like ninjas. Just like the Assassins - they are pretty much the same thing, just a different level.

Because we ALREADY have ninjas, and the assassins are badass as fuck, while the warriors feel like the lotus warrior feels like the black lotus grunts stole the assassins clothes, put on kevlar and bought a better melee weapon, and forgot a firearm. It really feels kinda cheap, as its a reskin of a STRONGER enemy, and warriors really provide little value in a battle. Honestly this is a big issue I have with black lotus, they are really meh besides the footmen, witch, and assassin, as the melee weapons make for such an easy kill.

You also missed the point, that this guy stood around like a dingus and did nothing UNTIL I got close enough, and had I just lit him up with mp5 bullets, this death wouldn't of happened whatsoever.

Beyond that, warriors really just don't provide much challenge, short of the time listed (which was 100% preventable) I've never died from a warrior since they always prefer melee and knives. I could propose 2 solutions, 1, that they get a boost to overall tu's (faster) and possibly get kamikaze AI, or 2, that they get armor, and a new skin which isn't just a pallet swap.

honestly, I think even giving the black lotus grunts higher TU's would be good : they train daily right? I figure they would be swifter because of this, and this would make them slightly more formidable this way.

In short, warriors don't feel particularly formidable or special in any real sense, to the point I actually prioritize them LOWER than grunts on most occasions... but besides witches, assassins and footmen, lotus is still a slight joke. And giving both warriors and assassins the same texture honestly just seems lazy on your part : no offense.

Whole point of such an outfit is stealth, which they dont have, and so for charging head long, traditional Japanese / Chinese armor would be very fitting.

And either way, the knives locking them in place feels like an exploit, as you can ignore them entirely this way if you stay outside the range.  Maybe for the meantime you should remove knives from them....
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on October 13, 2017, 10:01:58 am
I just ran into an infiltration mission where there was no exit to the Cafe I started in.  Maybe you should add an entrance to another side?
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on October 14, 2017, 04:23:03 pm
In the 0.7.2 there are still palmas in front of doors; plus Solarius pheraphs you'd need to double check ALL the maps in the game? :) a savegame is provided.

Ah, and in the ufopedia  the rocket launchers page, "rocket" word is missing? See screenshots attached :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 14, 2017, 04:38:50 pm
In the 0.7.2 there are still palmas in front of doors

And they will remain there forever.

plus Solarius pheraphs you'd need to double check ALL the maps in the game? :) a savegame is provided.

Yeah, that's one fucking reasonable request.
Why don't you do it, smart guy?

Ah, and in the ufopedia  the rocket launchers page, "rocket" word is missing? See screenshots attached :)

If anything's missing, it's your screws.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on October 14, 2017, 04:45:17 pm
Sorry, did  not want to read annoying. I suppose the map thing is a huge affair  :'( ok never mind :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 15, 2017, 02:53:19 am
Is there a reason "surfs up" mission  forbids all firearms, but allows all kinds of bows, crossbows, and dart guns? I can see not packing a full gear load, but I figure mini pistols like the snub-nose and light pistol could still work just fine, and CERTAINLY be more discreet than a crossbow.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 15, 2017, 03:02:49 am
Is there a reason "surfs up" mission  forbids all firearms, but allows all kinds of bows, crossbows, and dart guns? I can see not packing a full gear load, but I figure mini pistols like the snub-nose and light pistol could still work just fine, and CERTAINLY be more discreet than a crossbow.
Dart guns are an underwater weapon, so it's entirely plausible if some tourists carry an unusual dart gun. Guess, that applies to the crossbow too. Not so much for bows and clubs, I'm afraid.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 15, 2017, 03:53:48 am
An error in purchase list grouping. LC-I Ammo is in the "Incendiaries" group, but Light Cannon is not.
In case of Grenade Launcher and "46mm Crenade (INC)" both are Incendiaries, which seems more correct.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 15, 2017, 06:10:51 am
Theres a BIG difference between dart guns right near a diving area / on a diving boat, and actually just on a sun bathing beach.

And by this logic small pistols would still work, since small pistols are used for catching large fish to shoot them in the head.

Besides that, this REALLY limits the weapons you can use to approach in these missions pretty drastically, making the mission a bit of a shit show.

EDIT : actually this applies to both of the things, ski resort and surfs up : you spawn in with mostly melee weapons and can only bring crossbows / darts for ranged weapons, while fighting cultists with machine guns, and you have no armor?!

Something is horribly unbalanced with these missions man =). I at very least think anything which fits in a quick draw slot should be allowed, period.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 15, 2017, 12:42:00 pm
An error in purchase list grouping. LC-I Ammo is in the "Incendiaries" group, but Light Cannon is not.
In case of Grenade Launcher and "46mm Crenade (INC)" both are Incendiaries, which seems more correct.

Right, fixed.

Theres a BIG difference between dart guns right near a diving area / on a diving boat, and actually just on a sun bathing beach.

And by this logic small pistols would still work, since small pistols are used for catching large fish to shoot them in the head.

Besides that, this REALLY limits the weapons you can use to approach in these missions pretty drastically, making the mission a bit of a shit show.

Well, that's kind of the point... But it's an optional mission, mostly for extra money.
As for weapon selection, sure it's arbitrary. But I honestly can't imagine a tourist carrying a gun for killing fish. I mean, what kind of law would allow that? (In most of the world anyway, I know it's OK in Somalia or the US.)

EDIT : actually this applies to both of the things, ski resort and surfs up : you spawn in with mostly melee weapons and can only bring crossbows / darts for ranged weapons, while fighting cultists with machine guns, and you have no armor?!

Something is horribly unbalanced with these missions man =). I at very least think anything which fits in a quick draw slot should be allowed, period.

But this is called stealth. :) No, seriously, this is not a good idea. You don't like these missions, don't do them. But I won't allow guns on the beach, it just doesn't make sense.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 15, 2017, 02:25:42 pm
I honestly can't imagine a tourist carrying a gun for killing fish. I mean, what kind of law would allow that? (In most of the world anyway, I know it's OK in Somalia or the US.)
Pneumatic single-shot spearguns have muzzle energy on par with 9 mm pistols, but seem to be allowed in most countries of the world. The only thing banned is using them with an aqualung — that's considered poaching in most countries (but allowed in the USA :) )

Though X-COM dart guns are closer to the rumoured needle guns of "frogmen". I did not find anything reliable about those and can't say if they should require permissions or pass through loopholes. (Underwater firearms that use gunpowder are definitely a weapon, but I'm not talking about them.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 15, 2017, 05:05:42 pm
Pneumatic single-shot spearguns have muzzle energy on par with 9 mm pistols, but seem to be allowed in most countries of the world. The only thing banned is using them with an aqualung — that's considered poaching in most countries (but allowed in the USA :) )

Ah, that thing. Yeah, I guess it would be allowed if it existed in the mod. But designing it would probably be a tough one. :)

Though X-COM dart guns are closer to the rumoured needle guns of "frogmen". I did not find anything reliable about those and can't say if they should require permissions or pass through loopholes. (Underwater firearms that use gunpowder are definitely a weapon, but I'm not talking about them.)

Yeah, and I sort of plan to make special underwater ammo for certain weapons, like the Groza. But I never really did, because I don't have a clear idea how to do that, yet.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 15, 2017, 05:57:04 pm
Ah, that thing. Yeah, I guess it would be allowed if it existed in the mod. But designing it would probably be a tough one. :)
Why tough? It's just a crossbow with longer reloading time, "underwater" property and different sprites. Not much work, just pointless, in my opinion.

Unrelated question: Mikor MGL is in "Incendiaries", but it doesn't have any incendiary ammo. Is it an error, or an ammo I haven't discovered yet?
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 15, 2017, 07:31:10 pm
I know it may be illegal, but by this logic, why have guns in ANY european country, china, japan, or all these other (freedom hating) areas?

Beyond that, xcom at day 1 is an international investigation agency with authorization to bring weapons into countries : I know the whole deal with tourism and stuff, but I figure one could flash their badge to sneak in a few small pistols and such

Besides, the weapons availible are very limited, and not even indicated unless you know beforehand, so if you pack a crew with pistols and no crossbows, you  are completely fucked, and killed off all your agents the moment you started the mission : we should AT LEAST make it clear pistols are not allowed, as this was how I started off, and it was a very nasty suprise, especially with no retreat chance

Perhaps this? Maybe such resorts could have archery ranges / sporting rifle spots for procure on sight operations, while tiny pistols are allowed? This would make more sense than weapons as big as crossbows, and still provide unique challenges.

In short, I dont understand why the agents, even when undercover, could not carry concealable pistols, but could totally bring in MASSIVE CROSSBOWS AND DART GUNS into the resort. I would figure these places would have such weapons on sight only, if anything, and it would be easier to smuggle in a handful of snubnose pistols than crossbows ::)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 15, 2017, 09:33:34 pm
Why tough? It's just a crossbow with longer reloading time, "underwater" property and different sprites. Not much work, just pointless, in my opinion.

One-handed shotgun. :) I imagine it would have an abysmal range, yes? Almost taser level?

Unrelated question: Mikor MGL is in "Incendiaries", but it doesn't have any incendiary ammo. Is it an error, or an ammo I haven't discovered yet?

A bug. Thanks, fixed.

I know it may be illegal, but by this logic, why have guns in ANY european country, china, japan, or all these other (freedom hating) areas?

There is always a reason. It's the most obvious reason to raise your level anyway - more lenient rules.

Beyond that, xcom at day 1 is an international investigation agency with authorization to bring weapons into countries : I know the whole deal with tourism and stuff, but I figure one could flash their badge to sneak in a few small pistols and such

In this case it's more about stealth. Even if you keep your pistol hidden, the cult will probably have a very close eye on all tourists, including you. The cleaning lady, the beach cleaner guy, the ice cream vendor - all of them could be informants. So it was decided that we simply don't bring guns. We'll beat them with surfboards!

Besides, the weapons availible are very limited, and not even indicated unless you know beforehand

Hey, it isn't true.

so if you pack a crew with pistols and no crossbows, you  are completely fucked, and killed off all your agents the moment you started the mission : we should AT LEAST make it clear pistols are not allowed, as this was how I started off, and it was a very nasty suprise, especially with no retreat chance

I'm fairly sure this is explained in the briefing. Or maybe it should be improved? Any suggestions?

Perhaps this? Maybe such resorts could have archery ranges / sporting rifle spots for procure on sight operations, while tiny pistols are allowed? This would make more sense than weapons as big as crossbows, and still provide unique challenges.

I'd rather add more non-standard solutions, like bows. Or something else that can pass for sporting/beach equipment.

In short, I dont understand why the agents, even when undercover, could not carry concealable pistols, but could totally bring in MASSIVE CROSSBOWS AND DART GUNS into the resort. I would figure these places would have such weapons on sight only, if anything, and it would be easier to smuggle in a handful of snubnose pistols than crossbows ::)

Well, hopefully I have explained above. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 15, 2017, 11:19:04 pm
I imagine it would have an abysmal range, yes? Almost taser level?
Several — maybe 10 — metres underwater, several times more in air. More like a shotgun than a taser.

I'm fairly sure this is explained in the briefing. Or maybe it should be improved? Any suggestions?
The briefing is rather vague about which weapons and outfits are allowed. There is a button to display acceptable outfits, perhaps it could also display the allowed weapons?

I'd rather add more non-standard solutions, like bows. Or something else that can pass for sporting/beach equipment.
I loved it when I could use surfing board as an improvised weapon :) Though clubs are more convenient.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 15, 2017, 11:40:20 pm
If the idea of all of these weapons is restricted, then how about ultra concealable pistols?

There's 2 in mind, one is a 22 magnum pistol with 1 shot in it, which can fit inside a wallet, and another is a 2 shot 45 pistol which is only slightly bigger. I figure these could be concealed even in swimsuits, and would at LEAST allow some sort of conventional firepower, and would be much more available than crossbows.

Also solair, no there is no notification for weapon restrictions on mission details or anything, and you can check everything you bring by launching the mission in "new battle". Just crossbows and dart guns, darts being a more promotion 3 item anyways, and unavailible : and I figure if the groups are paranoid enough to check for stuff like pistols, crossbows would also raise eye brows.

Beyond that, it seems rediculously balanced even if you see it coming, crossbows against guys with machine guns, and no armor? A bit much, really... And I figure xcom agents could manage sneaking in mirco pistols...they are AGENTS after all.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 16, 2017, 01:36:33 am
Several — maybe 10 — metres underwater, several times more in air.

And how do you propose we do this?

The briefing is rather vague about which weapons and outfits are allowed. There is a button to display acceptable outfits, perhaps it could also display the allowed weapons?

Perhaps, yes. No idea how doable it is, but I think it would be quite helpful.

If the idea of all of these weapons is restricted, then how about ultra concealable pistols?

There's 2 in mind, one is a 22 magnum pistol with 1 shot in it, which can fit inside a wallet, and another is a 2 shot 45 pistol which is only slightly bigger. I figure these could be concealed even in swimsuits, and would at LEAST allow some sort of conventional firepower, and would be much more available than crossbows.

Perhaps. I'll think about it.

Also solair, no there is no notification for weapon restrictions on mission details or anything, and you can check everything you bring by launching the mission in "new battle". Just crossbows and dart guns, darts being a more promotion 3 item anyways, and unavailible : and I figure if the groups are paranoid enough to check for stuff like pistols, crossbows would also raise eye brows.

Crossbows are a bit borderline, but still kind of passable around a beach.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 16, 2017, 01:41:15 am
And how do you propose we do this?
Err... I didn't propose. I was just retelling second-hand information about RL guns :)

I have no idea how to implement different range for water and air.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on October 16, 2017, 04:05:05 am
solair, since outfits can have versions of them for underwater, cant weapons have the same?

Is this remotely possible?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 17, 2017, 06:39:12 pm
No, unfortunately it's not possible at the moment.

And I was actually hoping tkzv had an idea... But don't feel bad man, I am no better. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on October 20, 2017, 12:39:24 am
Mission site for "Hybrid/Men in Black Meeting" is a UFO of type "Mansion Men in Black". To get there I had to shoot this mansion down :)

A few versions ago (0.6.8, probably) I've seen a similar error for something like "Hybrid Fortress" (not sure about the name) which had jarheads inside.



After the victory at Cydonia the endgame slideshow is displayed twice.



An unrelated question: since there are several unrelated groups causing trouble and it's possible to finish Cydonia before some of them, do you think the game should continue after this victory?



How does infiltration work? I shoot down every ship on infiltration mission, including both battleships, before any of them lands, yet every targeted country defects.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 20, 2017, 11:57:39 am
These hybrid missions are relics of very ancient times when a mission required a UFO. Right now they are sort of placeholders.

The Cydonia slideshow is an interesting bug. I will check if it happens to me as well.

I plan to make Cydonia require completion of other arcs in some way.

Infiltration works exactly like in vanilla.
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on October 26, 2017, 02:42:04 am
I got a crash with the most recent version.

I was just starting a new game and managed to intercept an alien ship twice; this is the second ship and I lost all but 1 guy who was the alien's panic buddy(he was being psy-panicked or whatever for like 10 rounds) and they finally did mind control on him and the game crashed. I think it was because he was mind controlled when he was the last guy alive. Also, does anyone have a save for the most recent version that starts around the beginning of the alien invasion?
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on October 26, 2017, 03:22:34 am
By most recent version, do you mean 0.7.2 or 0.7.3? This is a known bug that getting a soldier mind controlled causes a crash in 0.7.2, fixed by the release of a new exe. When you start Open XCom, what date is shown on the title screen?
Title: Re: Bugs, crashes, typos & bad taste
Post by: D3LTA WAV3 on October 26, 2017, 06:42:22 am
Okay, sorry. I had 0.7.2 and thought it was the most recent. Oh, no wonder I thought that. It was updated today!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on October 26, 2017, 10:39:42 pm
Another list of small typos:

of colossal, organic structures - maybe I'm wrong, but I think the comma is unnecessary here

Quote
below a certain threashold

Quote
inspired by his granfather's work

travelling - you replaced all the British to American English. This may be the last one.

STR_CYBERDREADNAUGHT_PLANS - missing string
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on October 27, 2017, 07:02:11 pm
of colossal, organic structures - maybe I'm wrong, but I think the comma is unnecessary here

I agree.

travelling - you replaced all the British to American English. This may be the last one.

It's not that clear cut, but I agree that the form "traveling" is preferred in American English.
(Even though it looks like a window with no glass panes.)

STR_CYBERDREADNAUGHT_PLANS - missing string

Hey, it's not in the game yet :P

As always, many thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 08, 2017, 11:18:02 pm
STR_ALIEN_RESEARCH_EARLY has no string.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 08, 2017, 11:24:42 pm
STR_ALIEN_RESEARCH_EARLY has no string.

And where is this string in the game?
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 08, 2017, 11:48:17 pm
And where is this string in the game?
It appears for some UFOs as a name of their mission.

Unrelated problem: the text for "Into the Dark" is too long, the lower half of the last line is missing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 09, 2017, 12:10:25 am
It appears for some UFOs as a name of their mission.

Ahh, right! I have completely forgotten about the Decoder.

Unrelated problem: the text for "Into the Dark" is too long, the lower half of the last line is missing.

Thanks, fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 09, 2017, 01:09:27 am
I don't get any of the new missions. STR_CHTONITE_MINIBASE_ASSAULT and STR_SHOGG_VILLAGE appear in the save file at the start of the month, but the missions don't start this month.

I used a save from 0.7.3, but added to it missing entries from a save from 0.7.4:
possibleMissions:
    - region: REGION_CHTONITE_MINIBASE
      missions: ~
    - region: REGION_SHOGG_VILLAGE
      missions: ~
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 09, 2017, 12:35:00 pm
The Chtonite Minibase mission was actually added in 0.7.3.

These two missions have a random chance of appearing. From your description I'm not sure if it simply hasn't happened yet or there is some legitimate bug.
If you want to experiment, open.alienMissions_XCOMFILES.rul, find the mission in question and remove the executionOdds line, then wait until next month. If it still doesn't spawn that minth, then we have a bug.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 09, 2017, 10:03:44 pm
The Chtonite Minibase mission was actually added in 0.7.3.

These two missions have a random chance of appearing. From your description I'm not sure if it simply hasn't happened yet or there is some legitimate bug.
If you want to experiment, open.alienMissions_XCOMFILES.rul, find the mission in question and remove the executionOdds line, then wait until next month. If it still doesn't spawn that minth, then we have a bug.
Are you sure? executionOdds is only present in missionScripts_XCOMFILES.rul. Did you mean that? I changed it, but nothing appeared. I think executionOdds sets the chances of the mission appearing next month.

I've attached the game where Chtonite minibase should appear in 1342 minutes (about 22 hours). And the next month with Shogg after 20157 minutes (14 days) and Chtonite after 39348 (27 days). Neither appears.

Then I started another game, manually added STR_ALIEN_SUBTERRANEAN_ACTIVITY and STR_GOING_DEEPER to the list of discoveries, got another 2 missions in the file next month, but neither appeared.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 10, 2017, 07:14:08 pm
Are you sure? executionOdds is only present in missionScripts_XCOMFILES.rul. Did you mean that? I changed it, but nothing appeared. I think executionOdds sets the chances of the mission appearing next month.

Yes, you're right. I mixed up the file names.

I've attached the game where Chtonite minibase should appear in 1342 minutes (about 22 hours). And the next month with Shogg after 20157 minutes (14 days) and Chtonite after 39348 (27 days). Neither appears.

Then I started another game, manually added STR_ALIEN_SUBTERRANEAN_ACTIVITY and STR_GOING_DEEPER to the list of discoveries, got another 2 missions in the file next month, but neither appeared.

Hmmm... No idea what could be wrong... Everything looks fine...

EDIT: Lol no, it was bugged after all. Please download 0.7.5 for the fix.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 11, 2017, 12:09:45 am
Works for Shogg Village now. Landing at Chtonite Minibase results in this message, when I press "Yes":
Quote
OpenXcom has crashed: Map failed to fully generate.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.
Same for any of my saves above.
Update: same for "New Battle" mode. In version 0.7.4 "New Battle" did work for this mission.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 11, 2017, 12:41:15 am
Works for Shogg Village now. Landing at Chtonite Minibase results in this message, when I press "Yes":Same for any of my saves above.
Update: same for "New Battle" mode. In version 0.7.4 "New Battle" did work for this mission.

Crashes for me too. The funny thing is, I can't remember changing this mission. Fix in progress.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 11, 2017, 11:57:57 am
In Scorpoid village it's possible to strike through some brick walls. At least with melee weapons. On the attached screenshot and quicksave it's the wall in front of Taras Shevchenko.

Unrelated question: the mission "ROGUE ROBOTS IN M.A.G.M.A. FACTORY!" appeared after the destruction of Syndicate. Is this right?
P.S. M.A.G.M.A. messages rarely appear in the correct order from 1 to 5. Should their titles be renamed? Something like:
1: "Message from M.A.G.M.A.: Greetings"
2: "Message from M.A.G.M.A.: Cleanup Appreciated"
3: "Message from M.A.G.M.A.: Heavy Cannon"
4: "Message from M.A.G.M.A.: Auto Cannon"
5: "Message from M.A.G.M.A.: Pulse Weapons"

And speaking of repetitive missions, what about monsters terrorizing cities and Blood/Black Moon? The solution for monster problem kills all monsters on the surface, leaving only the cave and catacomb missions. I understand that it doesn't affect Spider Nest and Ooze Nest, because they were underground. But why do the rest remain?

Men in Black use their own craft for cover-up missions, but standard UFOs for retaliation missions. Is this intentional, or yet another leftover from the early versions?

And another duplicate string in extraStrings_XCOMFILES.rul:
STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_2: "NO ANIMAL PENS FOR TRANSFER!{SMALLLINE}Live creatures require special facilities in the base."
STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_2: "No cells available for transfer!"


Interrogated alien medics don't give information about Ultra Cryssalid and Ultra Cryssalid Corpse. Bug? Or is there some reason behind it?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 11, 2017, 05:21:40 pm
In Scorpoid village it's possible to strike through some brick walls. At least with melee weapons. On the attached screenshot and quicksave it's the wall in front of Taras Shevchenko.

I'll look into this.

Unrelated question: the mission "ROGUE ROBOTS IN M.A.G.M.A. FACTORY!" appeared after the destruction of Syndicate. Is this right?

I think it's justifiable with their huge resources. Even decapitated, a wyrm is still dangerous in its death throes.

P.S. M.A.G.M.A. messages rarely appear in the correct order from 1 to 5. Should their titles be renamed? Something like:
1: "Message from M.A.G.M.A.: Greetings"
2: "Message from M.A.G.M.A.: Cleanup Appreciated"
3: "Message from M.A.G.M.A.: Heavy Cannon"
4: "Message from M.A.G.M.A.: Auto Cannon"
5: "Message from M.A.G.M.A.: Pulse Weapons"

Not sure how you can change this order, but I guess it's not a bad idea. I'll consider it.

And speaking of repetitive missions, what about monsters terrorizing cities and Blood/Black Moon? The solution for monster problem kills all monsters on the surface, leaving only the cave and catacomb missions. I understand that it doesn't affect Spider Nest and Ooze Nest, because they were underground. But why do the rest remain?

Good point. Fixed.

Men in Black use their own craft for cover-up missions, but standard UFOs for retaliation missions. Is this intentional, or yet another leftover from the early versions?

Sort of leftover, but MiB need much more work. For now they're more of a demo.

And another duplicate string in extraStrings_XCOMFILES.rul:
STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_2: "NO ANIMAL PENS FOR TRANSFER!{SMALLLINE}Live creatures require special facilities in the base."
STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_2: "No cells available for transfer!"[/tt][/quote]

Thanks, fixed.

Interrogated alien medics don't give information about Ultra Cryssalid and Ultra Cryssalid Corpse. Bug? Or is there some reason behind it?

It's not a common unit, so I'm not sure any medic would have the info... Maybe some of them.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on November 11, 2017, 05:52:44 pm
As always, some more typos in the latest version:

Quote
Was there another, world down there

There's no need in the comma here.

Quote
It preobably wouldn't pass

Quote
I dont believe in criticizing art

Quote
This insectoid have all the features

Quote
knowledge bank ond chemical regulator

Quote
tremendous. there is usually

Quote
this Zombie type holds large amounts of bio energy

I think bioenergy should be written in one word.

fuelled, modelled, theatre - British spelling

Missing strings:
STR_ANTMAN_QUEEN_CORPSE
STR_GIANT_SPIDER_KING_COMMANDER
STR_ANTMAN_WARRIOR_CORPSE
     
STR_CYBERDREDNAUGHT_PLANS - you added the string STR_CYBERDREADNAUGHT_PLANS. This should be fixed either in the items_XCOMFILES.rul ruleset or in the extraStrings_XCOMFILES.rul file.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 11, 2017, 06:07:13 pm
Thanks, attaching a fixed version.

Remember to update the version number in the Russian version, the last one was something like 0.7.2. ;)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 11, 2017, 06:11:01 pm
Not sure how you can change this order, but I guess it's not a bad idea. I'll consider it.
In the previous playthroughs I got something like 1-4-3-5-2 or 1-3-2-4-5. "2" appeared the second only once out of ~5 times.

Sort of leftover, but MiB need much more work. For now they're more of a demo.
There seem to be multiple MiB research topics not appearing when they should. And corpses are not researchable, while topics are present in the tree viewer. If you are going to overhaul that part, I won't dig deeper for now.

It's not a common unit, so I'm not sure any medic would have the info... Maybe some of them.
Ethereal medics, at least. Or whoever works with them.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 11, 2017, 07:14:03 pm
Ethereal medics, at least. Or whoever works with them.

There are no Ethereal medics. XD
But yes, there is one guy who knows...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on November 11, 2017, 07:37:02 pm
Thanks, attaching a fixed version.

Remember to update the version number in the Russian version, the last one was something like 0.7.2. ;)

Thanks for the quick update, Solar! I've reuploaded my translation :).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 12, 2017, 03:50:19 pm
Regarding that attack-through-walls "bug": it's no bug, it's a window. :P But it's not clearly visible with all these walls around.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 14, 2017, 09:59:47 am
Hello, not really a bug but i did not noticed in my "games"  :'( watching Starving Poets's playthrough (https://openxcom.org/forum/index.php/topic,5704.0.html) in the geoscapes' base view the vans are white but in battlescape are black; may be made also black in the base? A couple f screenshots attached, , thanks :D

Edit: that still applies to 0.7.5b, and affects also the starting car, which have red color in base and grey in battlescape

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 14, 2017, 07:54:42 pm
Hello, not really a bug but i did not noticed in my "games"  :'( watching Starving Poets's playthrough (https://openxcom.org/forum/index.php/topic,5704.0.html) in the geoscapes' base view the vans are white but in battlescape are black; may be made also black in the base? A couple f screenshots attached, , thanks :D

Edit: that still applies to 0.7.5b, and affects also the starting car, which have red color in base and grey in battlescape


Hmmm, actually, good point.
If only the basescape palette wasn't that problematic. :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 14, 2017, 10:11:48 pm

Hmmm, actually, good point.
If only the basescape palette wasn't that problematic. :P
Speaking of the van, do you think the "X" logo on the van is too obvious? Doesn't X-COM try to be a secret organization?
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 14, 2017, 10:19:28 pm

Hmmm, actually, good point.
If only the basescape palette wasn't that problematic. :P

Well may i humby suggest to use a color present in both of then. Well i am compete ignorant of possible issues so forgive me please!! Small point: the ak 47 featured in the game appears to be very huge compared to aksu, may its handhob be resized? Or at least a nice choiche would be another sprite (see here (https://openxcom.org/forum/index.php/topic,5715.msg89616.html#msg89616)).

As for the logo on the van i think of it as a covert thing or something
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 14, 2017, 10:53:22 pm
Speaking of the van, do you think the "X" logo on the van is too obvious? Doesn't X-COM try to be a secret organization?

Well, a simple red "X" isn't too much of a reveal. And if you know what it means, then you also know what to look for...
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 16, 2017, 05:24:21 pm
Well, a simple red "X" isn't too much of a reveal. And if you know what it means, then you also know what to look for...
It is fine for monster hunts. Some armed foreign guys with an "X" logo — no problem; likely the government can't handle this on their own and brought outside specialists. But for undercover missions you'd want your party van without any telltale signs.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 16, 2017, 05:39:35 pm
It is fine for monster hunts. Some armed foreign guys with an "X" logo — no problem; likely the government can't handle this on their own and brought outside specialists. But for undercover missions you'd want your party van without any telltale signs.

It's a design thing. Sure, we could remove the X, or even better - never draw it (drawing it is a pain)... But it's X-Com, so if something isn't completely ridiculous, I don't really want to change it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dr.Crowley on November 17, 2017, 08:33:04 am
I do not see any problem here at all. Sometimes it is better to keep something "unrealistic" - a little bit of Rule of Cool is not bad for a video game or game mod.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Dwarmin on November 17, 2017, 07:00:50 pm
I see the X on the side of the van as being true to X-coms campy origins-I mean, the whole thing is like-we're a secret organization! Shh. Don't pay attention to the youtube video of the flying purple aliens with capes that we killed with rocket launchers while trashing Seattle. XCOM is clearly 'sworn to secrecy' but obviously and probably intentionally not doing much of a good job, as evidenced by the lore-only six months after XCOM wins they go public, which implies pretty much everybody already knew. The ultimately want the people of earth to know they are protecting them.

"Hey, it's xcom!"
"No we're not, and we disavow that any organization named XCOM actually, or has ever existed, for the sole purpose of combating extraterrestrial threats. That being said, we are the pest control company you 'hired'. I hear you have giant mutant scorpions in the area? I mean, we may, I mean defintely are not XCOM-which doesn't exist anyway, perish the thought-but, we're good at handling things like that. You know what I mean?"

Also hiding in plain sight is a thing. Who would ever think XCOM would drive around in such an obviously marked 'secret van'?  ;D
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 17, 2017, 10:08:46 pm
I see the X on the side of the van as being true to X-coms campy origins-I mean, the whole thing is like-we're a secret organization! Shh. Don't pay attention to the youtube video of the flying purple aliens with capes that we killed with rocket launchers while trashing Seattle.
Well, that can work too.

I just wanted to know if the "X" on a secret van is a design choice or an oversight.

By the way, YouTube started only in 2005. In 1997 camcorders were bulky, expensive, relatively rare and gave resolution up to 576x480 at 50 frames per second. Anything posted online was full of compression artefacts. Quite easy to deny anything :)

Who would ever think XCOM would drive around in such an obviously marked 'secret van'?  ;D
Paranoid mobsters hiding both from police and from rival alien collaborators :) Better safe than sorry.

Or are they rivals? Solarius, what are the relationships between X-COM's enemies? Church of Dagon works with Aquatoids, Cyberweb does odd jobs for Syndicate through the mediation of Osiron, but what about the rest? The territories of the 4 starting cults partially overlap. Do they fight? Had they made some agreements?

Or are the initiates so few and far between that potential rivals never meet?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 19, 2017, 11:45:35 am
Solarius, what are the relationships between X-COM's enemies? Church of Dagon works with Aquatoids, Cyberweb does odd jobs for Syndicate through the mediation of Osiron, but what about the rest? The territories of the 4 starting cults partially overlap. Do they fight? Had they made some agreements?

This is a bit offtopic, but okay. :) Most of these organizations are neutral to one another, some are sort of rivals (but not necessarily mortal enemies). Osiron will work with anyone who brings cash. At a higher level things are more tense, for example M.A.G.M.A. is at war with the Syndicate. But the most important thing is that bigger organizations tend to control smaller organizations, just like
EXALT
is being controlled by
Hybrids
. This leads to the creation of "chains of command", sometimes with several levels of control and secrecy.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 19, 2017, 05:06:26 pm
This is a bit offtopic, but okay. :) Most of these organizations are neutral to one another, some are sort of rivals (but not necessarily mortal enemies). Osiron will work with anyone who brings cash. At a higher level things are more tense, for example M.A.G.M.A. is at war with the Syndicate. But the most important thing is that bigger organizations tend to control smaller organizations [...] This leads to the creation of "chains of command", sometimes with several levels of control and secrecy.
Thanks. I did notice chains of command :) , but I was interested if there are potential rivalries for X-COM to exploit. Or clean up after :) Lack of direct clashes is boring, but makes life easier :)

EXALT is being controlled by Hybrids.
I got the impression their leader was a rogue, who was on his own :) And sold out his brothers after getting caught.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 19, 2017, 06:36:00 pm
Small report: in 0.7.5b ive completed the black lotus opertions research project; the report reads from now on we won't bother Black Lotus outposts, but right after that a cult outpost misison spawned, and it is a lack lotus one, see save attached :)

Edit: o sometimes in the cut outpost misison player pawns really clse to the building, but i suppose it is a ma problem then...so doesn't mind :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on November 19, 2017, 07:06:07 pm
Small report: in 0.7.5b ive completed the black lotus opertions research project; the report reads from now on we won't bother Black Lotus outposts, but right after that a cult outpost misison spawned, and it is a lack lotus one, see save attached :)

Edit: o sometimes in the cut outpost misison player pawns really clse to the building, but i suppose it is a ma problem then...so doesn't mind :)

The researches that stop missions from happening only start taking effect the month after they researched, so the Black Lotus Outpost you saw was already slated to spawn before you completed the research.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on November 20, 2017, 10:20:20 pm
A tiny bugreport for the small update :).

The string STR_M3_GREASEGUN_BUY is missing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 21, 2017, 05:30:03 pm
A tiny bugreport for the small update :).

The string STR_M3_GREASEGUN_BUY is missing.

Oh, hope will be fixed in 0.7.7. Sidenote: may from the next version and on be the beretta92fs be the very starting pistol instead of glock 18? It is mich more known and used over the glock. Over  :D
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 21, 2017, 06:43:56 pm
Oh, hope will be fixed in 0.7.7.

Sure :)

Sidenote: may from the next version and on be the beretta92fs be the very starting pistol instead of glock 18? It is mich more known and used over the glock. Over  :D

It depends. I've definitely known the Glock before I've known Beretta.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 21, 2017, 07:02:46 pm
Nothingh to add then :D only objetvely considering it is very estensively used by police forces and military; mostly USA but also much more common than the glock, not to mention that  it is the preferred weapon if john woo! (http://uncyclopedia.wikia.com/wiki/John_Woo)

Besudes, a potential new descruption in the ufopedia, bevause, you know, i'm a maniac:

A very famous italian semiautomatic pistol officially adopted by bothe the US and italian armies and police forces, very light and accurate but not very powerful.

Hey, how about to add a couple of the weapons to expand the blackops arsenal, the firts two from the left blackops grenade laumcher and blackops assault rifle made by NeoWorm? See
here (https://openxcom.org/forum/index.php/topic,2732.0/topicseen.html)  :P


Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 21, 2017, 09:43:41 pm
Checked internet... Beretta seems to be far more popular. Everybody seems to have tried Glock 18 and refused to switch to it. Which kind of fits the theme of a third-rate agency that gets the equipment nobody else wants.

I noticed an interesting fact. Glock 18 can use clips with 17, 19, 31, 33 or 100 cartridges (100 is two disks with an adaptor, definitely not concealable :) ). Does the engine allow to use multiple kinds of clips with a single weapon?
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on November 21, 2017, 09:48:42 pm
I noticed an interesting fact. Glock 18 can use clips with 17, 19, 31, 33 or 100 cartridges (100 is two disks with an adaptor, definitely not concealable :) ). Does the engine allow to use multiple kinds of clips with a single weapon?

Yes, see examples of heavy cannon, autocannon, and rocket launcher all having 3 types of ammo.  You could certainly have an increased mag size clip for the glock if you wanted.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 21, 2017, 10:29:32 pm
I noticed an interesting fact. Glock 18 can use clips with 17, 19, 31, 33 or 100 cartridges (100 is two disks with an adaptor, definitely not concealable :) ). Does the engine allow to use multiple kinds of clips with a single weapon?

Very interesting! It may appear in the game once you complete the proper research/unlock contract to make it buyable..

A tiny bugreport for the small update :).

The string STR_M3_GREASEGUN_BUY is missing.

I suppose that means it won't be buyable after research? Any info to fix this manually in 0.7.6?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 22, 2017, 08:53:06 pm
Checked internet... Beretta seems to be far more popular. Everybody seems to have tried Glock 18 and refused to switch to it. Which kind of fits the theme of a third-rate agency that gets the equipment nobody else wants.

To be honest, I don't really care either way. But the Glock 18 is arguably a better weapon than Beretta in X-Com Files (more damage per turn) - wouldn't you mind nerfing the starting equipment even further?

I noticed an interesting fact. Glock 18 can use clips with 17, 19, 31, 33 or 100 cartridges (100 is two disks with an adaptor, definitely not concealable :) ). Does the engine allow to use multiple kinds of clips with a single weapon?

Sure, no problem. But no way in hell I'm doing such things, or this mod would become unplayable to anyone who isn't a gun freak.

I suppose that means it won't be buyable after research? Any info to fix this manually in 0.7.6?

Of course it'll be buyable, the only thing missing is the string.
Okay, attaching a fix here.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 22, 2017, 09:09:29 pm
To be honest, I don't really care either way. But the Glock 18 is arguably a better weapon than Beretta in X-Com Files (more damage per turn) - wouldn't you mind nerfing the starting equipment even further?

No need to nerf anything, only replace betetta with glock as starting equipment
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on November 22, 2017, 09:35:28 pm
No need to nerf anything, only replace betetta with glock as starting equipment
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 23, 2017, 12:11:44 am
To be honest, I don't really care either way. But the Glock 18 is arguably a better weapon than Beretta in X-Com Files (more damage per turn) - wouldn't you mind nerfing the starting equipment even further?
I didn't suggest nerfing it. I said that the current situation fits the theme better :)

this mod would become unplayable to anyone who isn't a gun freak.
What do you mean? Too many guns? I think this mod is way past this point :)

Anyway, here's a double-weight double-capacity triple-price Glock clip, if anybody's interested. This is something I dreamed of during a monster hunt that turned out to be the first zombie mission. 2 rookies against ~20 zombies, and only 10 clips. I spent the first 15 turns shooting from the exit grid ready to retreat any second. Once again proving there can't be too much ammo.

Update: Fixed Ufopaedia page.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 23, 2017, 09:23:00 am
I didn't suggest nerfing it. I said that the current situation fits the theme better :)
 What do you mean? Too many guns? I think this mod is way past this point :)

Anyway, here's a double-weight double-capacity triple-price Glock clip, if anybody's interested. This is something I dreamed of during a monster hunt that turned out to be the first zombie mission. 2 rookies against ~20 zombies, and only 10 clips. I spent the first 15 turns shooting from the exit grid ready to retreat any second. Once again proving there can't be too much ammo.

hey, thanks! Please Solarius, will integrate that in 0.7.7?  :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 23, 2017, 08:18:41 pm
Hmmm, make a bigger bigob (2x1) which looks nice, and it's taken. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 23, 2017, 09:31:37 pm
Hmmm, make a bigger bigob (2x1) which looks nice, and it's taken. :)
What do you mean? Make the picture of a gun clip twice longer? Twice wider?

By the way, I forgot to make Ufopaedia entry, fixed that.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 23, 2017, 09:37:51 pm
Hmmm, make a bigger bigob (2x1) which looks nice, and it's taken. :)

Maybe longer i 'd dare to say, since it is a pistol and has a vertical slot dor the magazine?  :-\
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 24, 2017, 12:03:34 am
What do you mean? Make the picture of a gun clip twice longer? Twice wider?

Twice longer. So two grids vertically, one grid horizontally.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on November 24, 2017, 12:23:30 pm
Twice longer. So two grids vertically, one grid horizontally.
A clip taking 2 cells on a grid would defeat its purpose. I don't like this kind of nerfing.

P.S. I think the big clip can still fit the single grid cell. Barely.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 25, 2017, 04:06:17 pm
Hello there! In the 0.7.6  there are some incongruences with the handobs in the battlescape:

1) the pump action shotgun sprite in the battlescape seems a big fish just caught from the ocean;
2) the stubnose pistol has the gass pistol handob (also the kludge has it);
2) taser one is switched with a shotgun;
4) the huning rifle displays some aline weapon.
5) same as 4) for the ak 47

See sceenshots (exept for the ak 47) nothing too serious, it's really a shame i did not pay attention before  :-[

In the end, experienced a crsh while assaultin a churg of dagon outpost, sorry i have no save for that only some strings of openxcom.log.  The crash happens attacking an outpost in the very north western Irland. It happened during battlescape, and then once going on the mission as soon i hit ok from the preequiping hase just before going into battle. see save attached

Code: [Select]
[25-11-2017_16-59-32] [FATAL] A fatal error has occurred: Invlid surface set 'HANDOB.PCK' for item 'STR_STEN': not enough frames
[25-11-2017_16-59-48] [FATAL] OpenXcom has crashed: Invlid surface set 'HANDOB.PCK' for item 'STR_STEN': not enough frames
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.[

And another one, this time happened during a red dawn activity site, no save this time

Code: [Select]
[25-11-2017_17-39-12] [FATAL] A fatal error has occurred: Invlid surface set 'HANDOB.PCK' for item 'STR_PIPE': not enough frames
[25-11-2017_17-39-26] [FATAL] OpenXcom has crashed: Invlid surface set 'HANDOB.PCK' for item 'STR_PIPE': not enough frames

Proble seem to be related to the sten and the iron pipe,  a chack to the mentione items may be worth. :) prpably some  sprite or a  missin string  in a ruleset

Edit: there is sme kin of trash blockin the way in a cult activity mission, see here (https://s2.postimg.org/4o46w8b7t/screen004.png). It happens in two buildings at the same time in the same mission, prbably a ma problem . recovered a saved game :D Also in battlescape, riding an EXALT safehous, the makarov handob (i think?)  seems to be a rocket laucher (https://s2.postimg.org/qr4ezn7t5/screen004.png). Another sae file is attached (costruendo intellience center) another crash before going in a EXALT outpost activity in south america, this time related to the new weapon m3 grease gun. This 0.7.6 relase it's really unlucky. :(

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 25, 2017, 09:56:15 pm
A clip taking 2 cells on a grid would defeat its purpose. I don't like this kind of nerfing.

This would kill the balance, sorry. You have to believe me, I've been through this so many times.
Thanks for the clip! Should be good.

Hello there! In the 0.7.6  there are some incongruences with the handobs in the battlescape:

What you are describing is seriously broken shit. I can imagine this wouldn't have gone unnoticed... Unless someone can confirm?
Anyway, sounds like an installation problem. Have you tampered with the metadata file maybe?
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 25, 2017, 10:01:28 pm
This would kill the balance, sorry. You have to believe me, I've been through this so many times.
Thanks for the clip! Should be good.

What you are describing is seriously broken shit. I can imagine this wouldn't have gone unnoticed... Unless someone can confirm?
Anyway, sounds like an installation problem. Have you tampered with the metadata file maybe?
Nope...maybe will try do download and install both game and mod, pheraphs in that way may be all right
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 26, 2017, 02:02:30 am
Edit 2: Downloaded and installed all again, also using the .rul attached in the post above, and everything seems to work fine so there is a "false positive" .)

Glad to hear that. No debugging needed :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 26, 2017, 02:19:35 am
Glad to hear that. No debugging needed :)

But please may you check the trash in front a broken wall (https://s2.postimg.org/4o46w8b7t/screen004.png)? Seens a map "error", thanks :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on November 26, 2017, 12:22:07 pm
But please may you check the trash in front a broken wall (https://s2.postimg.org/4o46w8b7t/screen004.png)? Seens a map "error", thanks :)

Thanks, fixed ;)
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on November 26, 2017, 12:52:09 pm
Thanks, fixed ;)

Don't mention it! Still in the 0.7.6 in the cult outposst mission my vehicle keeps 90% times spawning literally in the cultist belly, so as soon i end the 1st turn i got almost instantly bagged out  :'( something may be done about? :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on November 26, 2017, 04:06:41 pm
Don't mention it! Still in the 0.7.6 in the cult outposst mission my vehicle keeps 90% times spawning literally in the cultist belly, so as soon i end the 1st turn i got almost instantly bagged out  :'( something may be done about? :)

Sure, don't stick around if you spawn in a bad spot, abort mission and try again later.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 02, 2017, 08:16:50 pm
A tree grows up right in front of the door of RD safehouse. It keeps 4 gangers inside :)

Going back to an old conversation:
Quote
Quote
Quote
     Pneumatic single-shot spearguns have muzzle energy on par with 9 mm pistols, but seem to be allowed in most countries of the world. The only thing banned is using them with an aqualung — that's considered poaching in most countries (but allowed in the USA :) )
Ah, that thing. Yeah, I guess it would be allowed if it existed in the mod. But designing it would probably be a tough one. :)
Why tough? It's just a crossbow with longer reloading time, "underwater" property and different sprites. Not much work, just pointless, in my opinion.
One-handed shotgun. :) I imagine it would have an abysmal range, yes? Almost taser level?
Several — maybe 10 — metres underwater, several times more in air. More like a shotgun than a taser.
And how do you propose we do this?
I've noticed undercover missions have special sections that describe replacing agents' armour. Can weapons be similarly replaced for underwater missions? If yes, there can be two versions of each underwater-capable gun, e.g. STR_APS_AIR and STR_APS_WATER. Their name strings are identical. The air version is the one that appears in the stores. When an underwater mission starts, STR_APS_AIR becomes STR_APS_WATER, and after the mission it changes back. Perhaps there should be 2 separate Ufopaedia pages with air and water characteristics.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 03, 2017, 01:02:32 pm
No, unfortunately items cannot be replaced underwater like armours are. Otherwise we wouldn't be having this problem. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 05, 2017, 12:53:34 am
I just noticed that the public car has 144 item limit. How did you come up with this number?

Also, you disabled instant grenades. Why? The best way to start a mission is with some smoke.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 05, 2017, 12:05:20 pm
I just noticed that the public car has 144 item limit. How did you come up with this number?

I did? Well, it wasn't planned. I'll check.

Also, you disabled instant grenades. Why? The best way to start a mission is with some smoke.

Because it's the cheesiest cheat ever.

EDIT: Yeah, there was a 144 items limit on the car... No idea why. Removing it for now.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on December 07, 2017, 09:18:24 am
In the meantime, Id suggest a new ufopedia description for the Colt's Manufacturing Company Model 16:

A famous and widespead assault rifles that fires 5.56 NATO bullets, officially adopted by US army in the 1964. Used also by other armies, it is often reported being in the EXALT arsenal  and in the ones of various criminal organizations around the world.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 07, 2017, 12:42:19 pm
In the meantime, Id suggest a new ufopedia description for the Colt's Manufacturing Company Model 16:

A famous and widespead assault rifles that fires 5.56 NATO bullets, officially adopted by US army in the 1964. Used also by other armies, it is often reported being in the EXALT arsenal  and in the ones of various criminal organizations around the world.

Not only EXALT uses it, so it's inappropriate to mention it in the description. Especially since it's a real gun. I just don't do that.
But otherwise I'll check the description when I get home.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 08, 2017, 09:26:55 pm
I heard the sound of the armoured car engine during an army vs. monsters mission, but not during the mansion defence. In the former agents were too far to see the car, in the latter they were close, but hid behind corners. What's wrong?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 09, 2017, 12:25:50 pm
I heard the sound of the armoured car engine during an army vs. monsters mission, but not during the mansion defence. In the former agents were too far to see the car, in the latter they were close, but hid behind corners. What's wrong?

I'm not sure, but doesn't look like a mod issue.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 09, 2017, 05:18:22 pm
I'm not sure, but doesn't look like a mod issue.
No, it doesn't. But you may know something about the cars implementation. I'd rather exhaust all options here before going to "Troubleshooting".

Is there any difference between those cars other than sprite colour?

How does sound propagate? Would I hear anything from outside the house when all agents are inside? Does it compute distance?

Does sound propagate differently from invisible civilians and enemies?
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on December 09, 2017, 11:07:16 pm
(This issue might already have been mentioned, but still..)

I keep getting Red Dawn HQ missions after completing the research "Terminate the Red Dawn". Is it supposed to be so?
My version is 0.7.6. Below there is a save file with Red Dawn HQ.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 09, 2017, 11:26:22 pm
(This issue might already have been mentioned, but still..)

I keep getting Red Dawn HQ missions after completing the research "Terminate the Red Dawn". Is it supposed to be so?
My version is 0.7.6. Below there is a save file with Red Dawn HQ.
They should stop appearing from the next month.
Title: Re: Bugs, crashes, typos & bad taste
Post by: firsttefl1 on December 10, 2017, 12:32:16 am
A string for "Grease Gun" is missing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 10, 2017, 02:47:45 pm
No, it doesn't. But you may know something about the cars implementation. I'd rather exhaust all options here before going to "Troubleshooting".

Is there any difference between those cars other than sprite colour?

How does sound propagate? Would I hear anything from outside the house when all agents are inside? Does it compute distance?

Does sound propagate differently from invisible civilians and enemies?

I don't know the answer to most of these questions. I can't see anything extraordinary about the cars though.

They are different units, with different armours and everything, but they are almost exactly the same.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 10, 2017, 05:50:57 pm
Managed to reproduce. It seems to work the same for all units. The sound of footsteps (including tank engines) is only heard when your agents see the unit and after it leaves your sight. Same for civilians and enemies. I was hiding from enemy tanks, but did occasionally see the friendly tank when it started — thus I could only hear the friendly tank.

Not hearing the footsteps is the engine feature.

New bugs for mod version 0.8 and new engine:

No string for STR_REPTOID_BASE

Pressing "u" in Battlescape causes a crash. The log is attached. Same for regular missions and "New Battle". — Same without mods, which makes it an engine bug.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Martin on December 18, 2017, 04:59:08 pm
Live cultists cannot be recovered.

MIssing string on xenobiological contamination.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 18, 2017, 06:22:51 pm
Live cultists cannot be recovered.

Correction: the unconscious enemies are not recovered. Those, who surrender, are recovered correctly.

To reproduce, load the attached "stunning doesn't work.sav", go down-left and shoot the last enemy. If you finish him the same turn, you get no prisoners at all, if you finish him the next turn, you only get the ones, who recovered from stun and surrendered.

Update: Experimented a little without mods in "New Battle". Stunned enemies seem to count as dead. Another engine bug.

Update 2: Experiments are invalid, because "New Battle" always kills prisoners. Meridian said it's an engine bug, but the one that only reproduces with The X-COM Files.

P.S. Can the mod version 0.8 work with an older version?

Note to self: reverting to the previous version:
git reset --hard 61d22e5f6b770249fd06a13db5ff276875c225a5
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on December 18, 2017, 06:50:44 pm
Another set of bugs. Very short this time since I haven't had too much time to look at the update. One of the bugs is critical.

Missing strings:

STR_REPTOID_COMMANDO_CORPSE
STR_G11_BUY

Opening the Cyberweb HQ Ufopedia article results in a CTD with the Item STR_CYBERWEB_HQ not found error.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 18, 2017, 09:36:58 pm
MIssing string on xenobiological contamination.

Which string?

Correction: the unconscious enemies are not recovered. Those, who surrender, are recovered correctly.

To reproduce, load the attached "stunning doesn't work.sav", go down-left and shoot the last enemy. If you finish him the same turn, you get no prisoners at all, if you finish him the next turn, you only get the ones, who recovered from stun and surrendered.

Update: Experimented a little without mods in "New Battle". Stunned enemies seem to count as dead. Another engine bug.

This is a disaster. Even vanilla aliens aren't recovered. I swear I haven't touched this, so it must be a code issue... I will notify Meridian.

P.S. Can the mod version 0.8 work with an older version?

Yes, no problem here.

Another set of bugs. Very short this time since I haven't had too much time to look at the update. One of the bugs is critical.

Missing strings:

STR_REPTOID_COMMANDO_CORPSE
STR_G11_BUY

Opening the Cyberweb HQ Ufopedia article results in a CTD with the Item STR_CYBERWEB_HQ not found error.

Many thanks, fixing.

EDIT: With the old exe, all is fine with capturing enemies. I'm going to use it for now.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 19, 2017, 03:41:48 am
STR_CYBERWEB_SPACE_TECHNOMAD has no string.

After being killed he becomes a regular technomad — is this correct?

P.S. And his leg animation doesn't seem to work.

Unrelated glitch: Tried "Cyberweb fortress" mission in "New Battle" mode. All my agents were naked! Somehow, the default armour was "nude" unstead of "suit".
Title: Re: Bugs, crashes, typos & bad taste
Post by: Martin on December 19, 2017, 04:02:02 am
What I assume to be anthropoid fires some sort of arcing projectile as a reaction which crashes the game upon impact.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Hyper2Snyper on December 19, 2017, 08:21:39 am
Where can you download the mod?
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 19, 2017, 09:29:29 am
Where can you download the mod?
The links to the newest versions are in the first post here: https://openxcom.org/forum/index.php/topic,4595.0.html
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 19, 2017, 07:48:06 pm
STR_CYBERWEB_SPACE_TECHNOMAD has no string.

Thanks, fixed.

After being killed he becomes a regular technomad — is this correct?

Yes, it's the same guy, only in a different armour.

P.S. And his leg animation doesn't seem to work.

Eh? What do you mean? Looks fine to me.

Unrelated glitch: Tried "Cyberweb fortress" mission in "New Battle" mode. All my agents were naked! Somehow, the default armour was "nude" unstead of "suit".

Congratulations on finding the easter egg!
Try deleting battle.cfg ;)

What I assume to be anthropoid fires some sort of arcing projectile as a reaction which crashes the game upon impact.

Ouch, I messed up. Thanks, fixed!

(Patched version soon.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 20, 2017, 01:42:44 am
Yes, it's the same guy, only in a different armour.
Then should he scream like he's dying?

And how does this work? Can they be killed by a single shot of anything? Or do they require 2 shots: 1 for suit, 1 for unsuited?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 20, 2017, 11:12:35 am
Then should he scream like he's dying?

And how does this work? Can they be killed by a single shot of anything? Or do they require 2 shots: 1 for suit, 1 for unsuited?

I'm not sure how to go about this... But having to ditch your suit should be painful? :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 20, 2017, 10:28:33 pm
I'm not sure how to go about this... But having to ditch your suit should be painful? :)
Some other scream, maybe?

Don't worry too much about that. I'm just being picky.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Martin on December 20, 2017, 11:07:56 pm
OpenXcom has crashed:

alien deployment  for STR_DIMENSION_X_INCURSION_SEVERAL_DESERT not found

 :'(
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 21, 2017, 12:18:03 pm
Don't worry too much about that. I'm just being picky.

Maybe. Any suggestions? :)

OpenXcom has crashed:

alien deployment  for STR_DIMENSION_X_INCURSION_SEVERAL_DESERT not found

Thanks, I'll check tonight. Luckily I haven't released a fixed version yet.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on December 22, 2017, 11:19:25 pm
In 0.8d at the very beginning pitchfork is a buyable weapons, i suppose it is an "overight bug2?

Edit: and in the exobiological contamination, mission briefing is missing
Edit 2: but only when viewing it from geoscape, once mission is engaed, by sending agent on the spot, the description appears
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 23, 2017, 11:23:40 am
In 0.8d at the very beginning pitchfork is a buyable weapons, i suppose it is an "overight bug2?

Indeed, the buying block was missing. Thanks.

Edit: and in the exobiological contamination, mission briefing is missing
Edit 2: but only when viewing it from geoscape, once mission is engaed, by sending agent on the spot, the description appears

Yes, fixed as well! Thanks!

And I suspect there might be a problem with one Diminsion X Incursion mission... It may cause crashes on battlescape generation. I fixed it on my end, just in case.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on December 23, 2017, 11:56:26 am
I have a couple more bugs for you to fix :).

STR_DOGE_DURATHREAD_VEST_ARMOR - this string is repeated two times.

STR_REPTOID_BASE - missing string

Quote
the process has ab extremely high mortality

The version specified in the thread title is wrong: 0.8c while the actual one is 0.8d :).
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 23, 2017, 12:15:37 pm
Many thanks, all fixed.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on December 23, 2017, 01:40:13 pm
Hey, sometimes when finishing  some misisons (hapened for madman rampae  and cult aprrehension), as soon as i got some items recovered all of a suddn apear in the ufopedia like i reseached them, but actuall neer assigned a single scientist in the reseach screen. Atteched is a save, the version is 0.8d.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 24, 2017, 12:30:43 am
Hey, sometimes when finishing  some misisons (hapened for madman rampae  and cult aprrehension), as soon as i got some items recovered all of a suddn apear in the ufopedia like i reseached them, but actuall neer assigned a single scientist in the reseach screen. Atteched is a save, the version is 0.8d.

I wish this was possible. :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 24, 2017, 02:44:07 am
I wish this was possible. :P
I've seen that too. In 0.7.6. I start the research, but don't assign anybody, and get the results the next day. Only happens with the most trivial topics, like "Shiv", if I recall correctly.

By the way, the topic is still "Re: The X-Com Files - 0.8c alpha: Stone of Atlantis " instead of "0.8d."
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on December 24, 2017, 10:25:01 am
It's a behavior i've seen also in the latest version of xpiratez. I think may be an exe glitch, since bot mods are using oexe+ 3.9c. Please someome report that to Dioxine too  :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 24, 2017, 10:25:34 am
Ah, but this is a completely different case. Niculinux hasn't mentioned starting the research at all.
Yes, if the cost is very low, there is a chance for researching it for free, without anyone actually spending time on it. Works as designed. Unfortunately, you still need to start the research.
I never expected people to start a research and not assign any scientists to it... Weird, but okay. ;)

And I finally fixed that thread title, thanks...
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on December 24, 2017, 05:17:04 pm
I never expected people to start a research and not assign any scientists to it...
After the team of 5 finished the most important task, I tried to quickly research everything recovered from missions by then. But there were 7 objects, so I left 2 with 0 researchers.

Weird, but okay. ;)
As I imagine it: there's always not enough space for researches, and this "highly important" piece of evidence is occupying a whole table due to standardised containment procedures, and nobody can use the table until all the paperwork is filed, and the paperwork won't start until someone is assigned to it. Until a researcher desperate enough to get that extra table works 5 minutes overtime to write a report and get rid of the shiv.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on December 24, 2017, 08:22:20 pm
As I imagine it: there's always not enough space for researches, and this "highly important" piece of evidence is occupying a whole table due to standardised containment procedures, and nobody can use the table until all the paperwork is filed, and the paperwork won't start until someone is assigned to it. Until a researcher desperate enough to get that extra table works 5 minutes overtime to write a report and get rid of the shiv.

Yes, that's pretty much how I imagine it. It's even more evident in Piratez, where you can sometimes find newspapers; they are supposedly read in spare time.
Title: Re: Bugs, crashes, typos & bad taste
Post by: hvnlysoldr on January 02, 2018, 07:19:26 pm
I've been experiencing the game crashing. In the save file Muton Base, the Supply ship if left alone triggers the Battleship for the Muton alien base; however "OpenXcom has crashed: Segmentation fault..." At first the log said it couldn't find muton.pak for the armors, but on subsequent reloads didn't reveal anything "missing." Then I took a look in the save file and found this doozy:
Quote
- type: STR_ALIEN_BASE
    region: STR_SOUTHERN_AFRICA
    race: STR_MUTON
    nextWave: 6
    nextUfoCounter: 0
    spawnCountdown: 60
    liveUfos: 4294967295
    uniqueID: 349
    missionSiteZone: 8
So I reduced liveUfos to 2 so it would spawn 1 ship (the Battleship) to properly establish a base and end that particular mission. Don't know how that counter went so high but hopefully there's a fix soon. Thanks for all your hard work.

Looking in my monthly backup save the Muton Base mission is perfectly fine but the Hybrid Purge mission also is haywire with too many liveUfos:
Quote
  - type: STR_HYBRID_PURGE
    region: REGION_HYBRID_PURGE
    race: STR_HYBRID
    nextWave: 1
    nextUfoCounter: 0
    spawnCountdown: 21
    liveUfos: 4294967292
    uniqueID: 347
    missionSiteZone: 27
  - type: STR_ALIEN_TERROR
    region: STR_NORTH_ATLANTIC
    race: STR_WASPITE
    nextWave: 4
    nextUfoCounter: 0
    spawnCountdown: 5550
    liveUfos: 4
    uniqueID: 347
    missionSiteZone: -1
  - type: STR_ALIEN_BASE
    region: STR_SOUTHERN_AFRICA
    race: STR_MUTON
    nextWave: 3
    nextUfoCounter: 0
    spawnCountdown: 5610
    liveUfos: 0
    uniqueID: 349
    missionSiteZone: 8
Sorry for the extra work. Have a great new year's!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 02, 2018, 10:21:05 pm
Uh... Can you guys have a look? XD
Meridian? Otto?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on January 02, 2018, 10:27:20 pm
4294967295 is -1 in unsigned 32bit integers :)

How it happened, I don't know... didn't you edit in some additional UFOs into your save before? If you do it incorrectly...
Title: Re: Bugs, crashes, typos & bad taste
Post by: GreenCake on January 07, 2018, 03:42:46 pm
Bag report.

  Smoke granate on HUMVEE* make game crash.

That's all.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on January 09, 2018, 09:28:13 pm
Another crash - just end turn, and during the enemy movement the game will crash without any log.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on January 09, 2018, 09:47:36 pm
Another crash - just end turn, and during the enemy movement the game will crash without any log.

This save is from your mod Nord, not from X-Com Files. Wrong attachment?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on January 10, 2018, 08:53:18 am
Oops... sorry. Here is it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on January 10, 2018, 09:26:04 am
I ran into a minor bug in an apprehension mission on a trainyard map.  There is only one door into the central tunnel that divides the map, and it is blocked off.  In the minimap picture there is a second alcove in the wall but no door there.  I'm including a save file, but I'm in Ironman mode.
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on January 10, 2018, 11:20:49 pm
Oops... sorry. Here is it.

Are you using a custom build of OXCE+?  Neither Meridian or I have been able to reproduce the crash, and the build for the OXCE+ version shown in the save file doesn't match a commit in either of our repositories.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nord on January 11, 2018, 08:32:22 am
Well, i use android version, and dont have access to pc to check it there... So it can be a problem with oxce+...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 11, 2018, 02:37:13 pm
Could it be that you have updated the .exe, but not the data files (common and standard folders)?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on January 11, 2018, 09:40:18 pm
Another bugreport (not very thorough though):

Missing strings in v. 0.8.2:

STR_MIB0_CORPSE
STR_CAVE_GIRL_CORPSE
STR_CAVE_GUY_CORPSE
STR_EASY_RIDER_CORPSE
STR_FEMALE_STORMY_CORPSE
STR_MALE_STORMY_CORPSE
STR_LUCHADOR_CORPSE
STR_MOTOR_MAN_CORPSE
STR_PINKY_DEVIL_CORPSE
STR_TECH_WIZARD_CORPSE
STR_WESTMAN_CORPSE
STR_BROTHER_OF_APOCALYPSE_CORPSE
STR_SYNDICATE_WORKER_CORPSE
STR_SYNDICATE_AGENT_CORPSE
STR_SYNDICATE_MERC_CORPSE
STR_SYNDICATE_MERC_CAPTAIN_CORPSE
STR_SYNDICATE_MERC_SCIENTIST_CORPSE
STR_HUMAN_OSIRON_GOON_CORPSE
STR_HUMAN_OSIRON_BOSS_CORPSE
STR_MERIDIAN_HUNTER_CORPSE
STR_DIMENSION_X_WRECK_SECURED
STR_REPTOID_BASE_BRIEFING
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 11, 2018, 11:01:56 pm
Another bugreport (not very thorough though):

Missing strings in v. 0.8.2:

STR_MIB0_CORPSE
STR_CAVE_GIRL_CORPSE
STR_CAVE_GUY_CORPSE
STR_EASY_RIDER_CORPSE
STR_FEMALE_STORMY_CORPSE
STR_MALE_STORMY_CORPSE
STR_LUCHADOR_CORPSE
STR_MOTOR_MAN_CORPSE
STR_PINKY_DEVIL_CORPSE
STR_TECH_WIZARD_CORPSE
STR_WESTMAN_CORPSE
STR_BROTHER_OF_APOCALYPSE_CORPSE
STR_SYNDICATE_WORKER_CORPSE
STR_SYNDICATE_AGENT_CORPSE
STR_SYNDICATE_MERC_CORPSE
STR_SYNDICATE_MERC_CAPTAIN_CORPSE
STR_SYNDICATE_MERC_SCIENTIST_CORPSE
STR_HUMAN_OSIRON_GOON_CORPSE
STR_HUMAN_OSIRON_BOSS_CORPSE
STR_MERIDIAN_HUNTER_CORPSE
STR_DIMENSION_X_WRECK_SECURED
STR_REPTOID_BASE_BRIEFING

Thanks, but I don't think any of these are needed - they're either corpses (with name: STR_CORPSE) or still unused strings.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on January 15, 2018, 11:52:51 pm
In 0.8.2 I've been getting civilian corpses.  Based on the names I assume this is a bug.  Also, it costs significantly more to make stun ammo than to make Alien Alloy ammo.  Is it intended to be this expensive?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 16, 2018, 12:06:07 am
In 0.8.2 I've been getting civilian corpses.  Based on the names I assume this is a bug.

Yeah, but I still don't know how it happens.

Also, it costs significantly more to make stun ammo than to make Alien Alloy ammo.  Is it intended to be this expensive?

I'm hesitating. It's not absurd, considering that you don't need any alloys for it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on January 16, 2018, 12:14:48 am
Is the time to manufacture also meant to be so much higher?  I meant to add it in when asking about cost, but I got distracted with italics.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 16, 2018, 12:22:06 am
Is the time to manufacture also meant to be so much higher?  I meant to add it in when asking about cost, but I got distracted with italics.

What, aren't they worth it? :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on January 16, 2018, 12:38:44 am
Not for me, but I do prefer using melee to stun.  I suppose I just wanted the option and was irked by how long it took.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on January 23, 2018, 12:07:08 pm
I really think the multi launcher could do with being reduced to 65-60 damage. Its currently more compact than the UAC rocket launcher in comparison to capacity, more accurate, has an immense 8 shot magazine, and barely does less than standard RPG rounds. Alternatively, any possibility of seperating them into mini rockets, and full sized rockets? Giving the 8 round drum with a smaller damage, comparable to the heavy grenade launcher, and the standard damage, or even slightly buffed for a 4 round drum? I relied unbelievably heavy on this in FMP, and it was a little cheap then, and I doubt its much better now.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 24, 2018, 12:01:59 am
I really think the multi launcher could do with being reduced to 65-60 damage. Its currently more compact than the UAC rocket launcher in comparison to capacity, more accurate, has an immense 8 shot magazine, and barely does less than standard RPG rounds. Alternatively, any possibility of seperating them into mini rockets, and full sized rockets? Giving the 8 round drum with a smaller damage, comparable to the heavy grenade launcher, and the standard damage, or even slightly buffed for a 4 round drum? I relied unbelievably heavy on this in FMP, and it was a little cheap then, and I doubt its much better now.

You're right, it's probably bad balance. Decreased damage to 64.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on January 24, 2018, 07:56:45 am
I think the scout tank size is GROSSLY disproportional : at least checking numbers from FMP the scout tank is identical in storage space to a full sized tank. I'd suggest making it 1.5 units, rather than 7, considering its significantly smaller in all demensions. Besides, being able to stock some for base defense would be nifty.

On the topic, isn't 15 hp and 6 rounds a little light? The rounds hit hard, but it seems like a single pistol round can put it out of commission on high damage rolls, while anything else almost promises a death. Id figure a jump to 40 hp would be reasonable, after all, its supposed to be LIGHTLY armored, but besides being able to resist ultra light rounds SOME of the time, it seems incredibly fragile at all other times. At least 40 would give it a decent chance to resist a rifle round once without falling apart. on anything but a lowball.

The 6 round magazine also seems a little light. I mean, it can't exactly reload mid mission. What about 8 or even 10 shots?

I also want to say, the sectoid power shields are horribly over powered. It seems they fully restore after a single turn, which means unless you train lots of fire at them on 1 turn, they wont even be hurt. It wouldn't be so bad if the shields took longer (4 turns maybe?) to fully restore, but it seems like it takes several m60 rounds just to break the shield, much less DAMAGE the target.

Generally, I've found the sectoid ships to be ridiculously dangerous, between the shields and psionic attacks. It takes continued grenade launcher attacks, m60 fire, grenades, just to drop a single soldier. I understand soldiers should be a little hardy, but the sectoids are easily several fold more difficult to kill than gazers in FMP. I think either the total shield HP should be lowered, regeneration made slower than instant, or both. Another idea is to make the shield HP take from unit energy, or possibly even deal significant stun damage when it bursts, so at least bursting the shield multiple times will knock out the user, so its not so cheap.

p90 should have its auto fire mode raised to a larger burst size : p90 is known for its fast automatic fire isn't it?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 25, 2018, 08:01:22 pm
I think the scout tank size is GROSSLY disproportional : at least checking numbers from FMP the scout tank is identical in storage space to a full sized tank. I'd suggest making it 1.5 units, rather than 7, considering its significantly smaller in all demensions. Besides, being able to stock some for base defense would be nifty.

On the topic, isn't 15 hp and 6 rounds a little light? The rounds hit hard, but it seems like a single pistol round can put it out of commission on high damage rolls, while anything else almost promises a death. Id figure a jump to 40 hp would be reasonable, after all, its supposed to be LIGHTLY armored, but besides being able to resist ultra light rounds SOME of the time, it seems incredibly fragile at all other times. At least 40 would give it a decent chance to resist a rifle round once without falling apart. on anything but a lowball.

The 6 round magazine also seems a little light. I mean, it can't exactly reload mid mission. What about 8 or even 10 shots?

With total overhaul of tanks around the corner anyway, I'm not going to touch it. Well, except for size - I decreased it.

I also want to say, the sectoid power shields are horribly over powered.

Good!

It seems they fully restore after a single turn, which means unless you train lots of fire at them on 1 turn, they wont even be hurt. It wouldn't be so bad if the shields took longer (4 turns maybe?) to fully restore, but it seems like it takes several m60 rounds just to break the shield, much less DAMAGE the target.

Yeah, right... Total capacity 75, regenerates 15 per turn. Total full restoration in a turn. :P Totally not 5 turns, yeah. :P

I've found the sectoid ships to be ridiculously dangerous, between the shields and psionic attacks. It takes continued grenade launcher attacks, m60 fire, grenades, just to drop a single soldier. I understand soldiers should be a little hardy, but the sectoids are easily several fold more difficult to kill than gazers in FMP. I think either the total shield HP should be lowered, regeneration made slower than instant, or both. Another idea is to make the shield HP take from unit energy, or possibly even deal significant stun damage when it bursts, so at least bursting the shield multiple times will knock out the user, so its not so cheap.

I think you're really getting carried away here... All of this is just untrue. How am I supposed to answer that?
Maybe Sectoids are a bit too tough. Maybe. But certainly not in the way you described.

p90 should have its auto fire mode raised to a larger burst size : p90 is known for its fast automatic fire isn't it?

Maybe, but we could keep increasing everything, and then increasing other stuff to keep it balanced, then we go back to the beginning etc. Maybe let's not, but I'll think about it.

EDIT: Sorry, in fact the shield regenerates twice per turn (after your turn and after enemy turn)... I think I'll decrease regeneration time.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Martin on January 26, 2018, 08:08:24 pm
Nah, the sectoid shield is fine.

Gives the little bastards some survivability.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 26, 2018, 10:13:12 pm
Nah, the sectoid shield is fine.

Gives the little bastards some survivability.

It will be just as strong, just won't regenerate as fast. :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on January 27, 2018, 07:48:56 am
I'm getting a crash at the end of the Cyberweb Fortress mission.  In the save you should be facing the last guy to kill(I think he is the only one that hasn't panicked).  When he dies I get a segmentation fault.  I am in Ironman mode as well.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 27, 2018, 12:00:41 pm
Yes, I found the bug. Sorry!

To fix it yourself:
- open items_XCOMFILES.rul
- search for STR_CYBERWEB_CENTURION_TERRORIST
- change it to STR_CYBERWEB_CENTURION
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on January 28, 2018, 07:01:59 am
That fixed it.  Thank you.  Though I don't seem to be able to research my live centurion.  I remember researching the other Cyberweb bots live, so is this a bug too?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 28, 2018, 06:29:19 pm
That fixed it.  Thank you.  Though I don't seem to be able to research my live centurion.  I remember researching the other Cyberweb bots live, so is this a bug too?

Yep, turns out the same must be done in research_XCOMFILES.rul :)
Code: [Select]
STR_CYBERWEB_CENTURION_TERRORIST -> STR_CYBERWEB_CENTURION
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on January 29, 2018, 03:15:38 am
I went a bit further and found some more bugs.  First was pretty minor, but on a Dimension X Outpost Defense mission, I found a door with a solid wall behind it.  Pathing suggests a similar door nearby had the same issue, but I finished the mission before investigating it.

The other bugs had to do with the cyberweb dreadnought.  On its information screen several lines were bugged.  The major issue was that when I tried to intercept, I got a crash.  I included the save, but the error message seems to suggest the sound for its weapon is missing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 29, 2018, 08:23:08 pm
Thanks, I fixed the problem with the cyberdreadnought. You were right: in ufos_XCOMFILES.rul, there is an entry
Code: [Select]
     fireSound: 45 which should be deleted.

As for the mysterious door, it should be easy to fix.
Title: Re: Bugs, crashes, typos & bad taste
Post by: LuigiWhatif on January 30, 2018, 04:25:12 am
That worked.  But I somehow managed to destroy it.   Does it have low health to represent it retreating back into the other dimension, and that I need to let it land?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on January 30, 2018, 08:36:44 pm
That worked.  But I somehow managed to destroy it.   Does it have low health to represent it retreating back into the other dimension, and that I need to let it land?

Yes! But it won't land. You must find another way :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: DarkRaven on February 03, 2018, 10:26:09 pm
It seems like the game is trying to spawn a Cyberweb ship that doesn't exist. The Dreadnought was just spawned again for the 2nd time (shot it down the 1st time) and shortly after it this happens. Save is attached, game is saved at 03:35 and it happens at 07:00.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 04, 2018, 11:13:16 pm
It seems like the game is trying to spawn a Cyberweb ship that doesn't exist. The Dreadnought was just spawned again for the 2nd time (shot it down the 1st time) and shortly after it this happens. Save is attached, game is saved at 03:35 and it happens at 07:00.

Wait, you shot it down? How? That ship has damageMax: 1 - it can't crash!

EDIT: Sorry, I misunderstood. Yes, it's a bug in globe_XCOMFILES.rul - instead of
Code: [Select]
STR_CYBERWEB_BATTLESHIP_ASSAULT it should be
Code: [Select]
STR_CYBERDREDNAUGHT_ASSAULT. Sorry, fixing.
Title: Re: Bugs, crashes, typos & bad taste
Post by: DarkRaven on February 04, 2018, 11:27:01 pm
Sorry, I probably wasn't precise enough and used the wrong terms :) I engaged it and it was destroyed, it didn't crash. So everything working as intended. I only mentioned it because I don't know a lot about modding and if there is possibly any relation between these events.

Dreadnought spawned first time, realized it won't land, shot it down, i.e. destroyed it.
A bit later, probably a few ingame days, Dreadnought spawned again and then a few hours later this issue occurs. At first I thought it happened because I've destroyed it again (which I did on the first try) but then I've realized that the game is also trying to spawn this mission when I just leave the Dreadnought alone. He is somewhere over North America when the mission is trying to spawn and the game crashes.

edit:
Works, thank you :)
And also thank you for making this mod in the first place, I really like it!
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 04, 2018, 11:30:16 pm
Yes, exactly.
If you change that file, you'll fix the issue.
(And I should push out the next version soon anyway, since I'm basically done with it.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: DarkRaven on February 04, 2018, 11:45:32 pm
Thanks, got it :)

And one more thing, but that is just a suggestion for improvement. The orange desert is so orange, it almost hurts. I think you could turn down its orange-y-ness a bit and it would still be orange enough ;)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 04, 2018, 11:53:39 pm
Thanks, got it :)

And one more thing, but that is just a suggestion for improvement. The orange desert is so orange, it almost hurts. I think you could turn down its orange-y-ness a bit and it would still be orange enough ;)

I can try... But I kind of like how unpleasant it is...  ;D
Title: Re: Bugs, crashes, typos & bad taste
Post by: yizow on February 06, 2018, 02:43:20 pm
Is the lightning thrower not supposed to have a power?
the ufopedia entry implies its a weapon, but items_XCOMFILES.rul doesn't list a damagetype or power (i'm guessing that those are the values associated with weapons)
Title: Re: Bugs, crashes, typos & bad taste
Post by: ohartenstein23 on February 06, 2018, 03:10:53 pm
Is the lightning thrower not supposed to have a power?
the ufopedia entry implies its a weapon, but items_XCOMFILES.rul doesn't list a damagetype or power (i'm guessing that those are the values associated with weapons)

Have you researched the clip yet?
Title: Re: Bugs, crashes, typos & bad taste
Post by: yizow on February 06, 2018, 06:56:10 pm
Oh. Thats new to me.

I have not, and thats probably why.
Title: Re: Bugs, crashes, typos & bad taste
Post by: yizow on February 06, 2018, 10:23:12 pm
Ufopedia "Robosphere" implies energy weapons are good against it,
Ufopedia "Wrecked Robosphere Examination" implies it is strong against energy weapons.

I looked in armors_XCOMFILES.rul, but i have no idea where the dmgtype indices are listed. : [
Title: Re: Bugs, crashes, typos & bad taste
Post by: yizow on February 06, 2018, 11:36:32 pm
Crop circles generates a seg fault. first time this has happened to me, no idea why.

Attached save has Osprey-1 en route to seg faulting crop circle.

It seems to be the osprey itself, or a loadout of something on it; sending a different craft seems fine
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on February 06, 2018, 11:58:50 pm
Crop circles generates a seg fault. first time this has happened to me, no idea why.

Attached save has Osprey-1 en route to seg faulting crop circle.

It seems to be the osprey itself, or a loadout of something on it; sending a different craft seems fine

@Solarius:
- map is 40x40
- first a 20x20 UFO is placed (probably in the middle or some other not nice location)
- then a 20x20 craft is placed... but there is no more place for it
- BOOM

I'll make the game crash with a nicer message in the next version... but it will still crash.

@yizow: You can workaround this crash by turning on save scumming... the UFO will be positioned on a better spot and everything will be fiine...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 07, 2018, 12:15:27 am
I knew I'd regret adding Osprey to the game. :/

What the hell should I do... Create a special startingCondition for these missions??? I guess I will have to, and exclude the Osprey.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on February 07, 2018, 12:22:29 am
Or just ignore :)
Exact middle UFO is actually the only way how it could crash, so it's only 11% chance to crash :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: yizow on February 07, 2018, 12:40:16 am
If the osprey was shorter and wider, so that it didnt take up 20x20, would that work?
As long as the ramp off the craft is still only 2 wide, it should be the same with respect to balance.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 07, 2018, 01:20:33 am
I'll try to fix it with mapScripts first.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on February 07, 2018, 11:40:49 am
So I'm curious, can you make alien containment function as animal pens / jails? I figure something strong enough to hold ethereals or mutons could certainly hold a zombie trooper, but i was horribly disappointed by the unfortunate truth.

Is it possible to code in, that alien containment functions as a secondary animal pen, only using space if there's no other option?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on February 07, 2018, 01:40:33 pm
I'll try to fix it with mapScripts first.

Yeah, that seems like the simplest and most-elegant solution.

Anyway, if it should happen again, you will see a message like the one attached here.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 07, 2018, 07:11:39 pm
So I'm curious, can you make alien containment function as animal pens / jails? I figure something strong enough to hold ethereals or mutons could certainly hold a zombie trooper, but i was horribly disappointed by the unfortunate truth.

Is it possible to code in, that alien containment functions as a secondary animal pen, only using space if there's no other option?

I think it can be done, but there are certain considerations that make me hesitant... But you can give it a try yourself.

Yeah, that seems like the simplest and most-elegant solution.

Anyway, if it should happen again, you will see a message like the one attached here.

This is seriously great, Meridian. Thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on February 08, 2018, 11:06:22 am
So apparently the 92fs has the same accuracy for aimed and snap...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 08, 2018, 12:21:18 pm
So apparently the 92fs has the same accuracy for aimed and snap...

Yes, but other parameters are different - most notably maxRange.
Title: Re: Bugs, crashes, typos & bad taste
Post by: tkzv on February 08, 2018, 09:05:00 pm
What, aren't they worth it? :)
Unability to manufacture enough darts forces to use other weapons, making dart guns redundant.

The price I can understand — it has some complex chemicals, that put anything living to sleep without consequences. But the rest is just a metal(?) dart with propellant. Even if it requires manual machining, even if it has to be cut with a rasp, it shouldn't take that long. :)


I've got a question unrelated to balance. Red Dawn and EXALT are called "cults", but there is nothing religious in them. Why? Was it different in earlier versions?

Do you think it would be better to change "cults" to more general "secret societies" in game texts?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 09, 2018, 10:54:29 am
Pretty much everything in this game is a secret society... You are  right, though. Maybe a different word should be used. But I would prefer something which sounds more sinister than a secret society, which is very neutral.
Title: Re: Bugs, crashes, typos & bad taste
Post by: yizow on February 11, 2018, 12:41:13 pm
The ufopedia entry for alloy sword simply states "adds dmg from strength"
The ruleset lists the bonus as "STR*0.6+MEL*0.2"
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 11, 2018, 03:24:49 pm
The ufopedia entry for alloy sword simply states "adds dmg from strength"
The ruleset lists the bonus as "STR*0.6+MEL*0.2"

Thanks. I'll fix it... But there's sure to be more such mistakes between hundreds of items.
A more systemic solution will come in time.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on February 11, 2018, 06:13:28 pm
A new list of bugs. At least one of them is critical:

Missing strings:

STR_MASS_DRIVER_WEAPONS_PREREQUISITE
STR_HEAVY_GAUSSGUN [m]
STR_ELECTRIC

Corpses with missing strings still appear in the game, see the screenshot. If I'm not mistaken, this bug was also noticed by Starving Poet during his stream.

The picture of the storm rose in Ufopedia is out of position, as you can see on the second screenshot.

The game crashes when trying to open the Gauss Hovertank Ufopedia article with the error message 'OpenXcom has crashed: Unit STR_HOVERTANK_GAUSS not found'.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 11, 2018, 07:34:58 pm
Thanks. I fixed everything, except for the corpses, as it's an engine issue. (And is probably fixed already.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Kammerer on February 11, 2018, 07:59:11 pm
Great, thanks!

One more observation. Not really a bug, but anyway. Since Meridian published the language files needed for playing with OXCE+, maybe you should remove the interface strings from XCF. Maybe I'm wrong, but I think it would simplify things a little bit.
Title: Re: Bugs, crashes, typos & bad taste
Post by: NewMars on February 11, 2018, 07:59:49 pm
That's a pretty critical bug re:gauss. Can we get a hotfix, or is the general bugfix release too close to be worth bothering?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 11, 2018, 08:07:26 pm
That's a pretty critical bug re:gauss. Can we get a hotfix, or is the general bugfix release too close to be worth bothering?

It's a late game weapon, so probably not too critical.
But if you want to fix it yourself, please change STR_HEAVY_GAUSSGUN to STR_HEAVY_GAUSS in ufopedia_XCOMFILES.rul.
Title: Re: Bugs, crashes, typos & bad taste
Post by: NewMars on February 11, 2018, 08:10:26 pm
It's a late game weapon, so probably not too critical.
But if you want to fix it yourself, please change STR_HEAVY_GAUSSGUN to STR_HEAVY_GAUSS in ufopedia_XCOMFILES.rul.

Thanks!
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on February 12, 2018, 09:37:38 pm
There is something which I believe is a bug while I was messing around with the skirmish battle mode: The Boomeroid, the weird-shaped explosive taken from UFO: Apocalypse, doesn't work as intended: The description mentions the user uses pathways similar to guided missiles, but in-game it works like a Molotov from Piratez: It's a ranged attack without timer. Also, the same description has a typo: two lines without a dot to separate them IIRC.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 12, 2018, 10:26:41 pm
There is something which I believe is a bug while I was messing around with the skirmish battle mode: The Boomeroid, the weird-shaped explosive taken from UFO: Apocalypse, doesn't work as intended: The description mentions the user uses pathways similar to guided missiles, but in-game it works like a Molotov from Piratez: It's a ranged attack without timer. Also, the same description has a typo: two lines without a dot to separate them IIRC.

Yeah, indeed the Boomeroid was bugged (old code, no longer functioning). Thanks.
As for your second point, what do you mean? What dot? What lines? What needs to be separated??
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on February 18, 2018, 08:49:50 am
Blaster hovertank is, but missiles are not in production. What's wrong?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 18, 2018, 12:25:05 pm
Yeah, found the problem in manufacture_XCOMFILES.rul. Producing STR_HWP_FUSION_BOMB had an unexisting requirement: STR_FUSION_MISSILE. The entry should be:

Code: [Select]
  - name: STR_HWP_FUSION_BOMB
    category: STR_HWP_CANNON_SHELLS
    requires:
      - STR_HOVERTANK_LAUNCHER
    space: 25
    time: 400
    cost: 500000
    requiredItems:
      STR_ALIEN_ALLOYS: 8
      STR_ELERIUM_115: 5
    listOrder: 1178

Similarly, in research_XCOMFILES.rul, STR_FUSION_DEFENSE also has a research prerequisite of STR_FUSION_MISSILE, which it should be STR_FUSION_BOMB.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on February 18, 2018, 01:27:58 pm
The size HWP Fusion Bomb is 2х3, and the picture is 1x2. So it was conceived?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on February 18, 2018, 01:53:58 pm
The size HWP Fusion Bomb is 2х3, and the picture is 1x2. So it was conceived?

Yeah, should be 1x2.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 13, 2018, 02:29:35 pm
So i think the corpse research for brainers in exalt is bugged. I researched it after blowing him in half with a grenade, terminated exalt, but have yet to receive the option to research promotion 3. I've tried researching hybrids, alien communicators and other stuff, and nothing leads to it, and considering my base is in North America, trying to fight other cults is a logistical nightmare to get much needed promotion 3. Not sure if i missed anything, but i remember before, termination of a cult meant promotion 3. But unless this is fixed, i think my playthrough might be screwed.

 had a thought about brainers and balancing their psi ability, what if psi attacks had fall off in power from them? So just through a door is very effective, but across the map is not.

... I also noticed keeping out of sight seemed to reduce psi bombardment, but this might be a fluke. Is psi based on enemy squad last known location?

Xcom psiclone still has text including mind control which is now non existent.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 13, 2018, 08:33:45 pm
So i think the corpse research for brainers in exalt is bugged. I researched it after blowing him in half with a grenade, terminated exalt, but have yet to receive the option to research promotion 3. I've tried researching hybrids, alien communicators and other stuff, and nothing leads to it, and considering my base is in North America, trying to fight other cults is a logistical nightmare to get much needed promotion 3. Not sure if i missed anything, but i remember before, termination of a cult meant promotion 3. But unless this is fixed, i think my playthrough might be screwed.

Do you have Alien Origins? Because you need Alien Origins.
(I will probably add some alternatives though.)

had a thought about brainers and balancing their psi ability, what if psi attacks had fall off in power from them? So just through a door is very effective, but across the map is not.

That's how all psi works, but it can be tweaked further.
Still, it's just one psion.

... I also noticed keeping out of sight seemed to reduce psi bombardment, but this might be a fluke. Is psi based on enemy squad last known location?

No, clustering has no impact on psi. (As opposed to grenades.)

Xcom psiclone still has text including mind control which is now non existent.

Where does it say so? I can't find it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: mumble on March 13, 2018, 09:53:46 pm
Alien origins huh...? I guess, but i thought it didn't need it before. Or i always got it before (i am speeding through this run, june 1998 and exalt is down). I think this should be added to the tactics page of promotion 2, to give the player a clear idea that its necessary to progress.

Psiclone says it in the attacls for it in ufopedia, listing both a panic and mind control. I'm pretty sure I'm up to date.

I just tried a gang war map, and i gotta say, for highly trained military personnel with military grade arms outnumbering a bunch of thugs, I'm a little shocked how many grenades they bring. They bring more it seems, than at a base, and it seems really bizarre considering bases prone to xcom assault has less. Or perhaps this is just a fluke, me getting grenaded 3 times in 4 turns. Do they pack more than usual or was this bad rng?

Also, fighting the brainer wasn't so bad this time, but he was much less aggressive with psi. Mostly its when he spams it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on March 15, 2018, 12:43:12 pm
Just downloaded 0.8.6 on win 10, applyed universal patch, started a ne game, entered in base scree and as soon as i hit "research" button the surprise happens  :'( :'(

Attached is a screenshot, and related openxcom.log file crash strings

Code: [Select]
[FATAL] A fatal error has occurred: locale::facet::_S_create_c_locale name not valid
[FATAL] Unfortunately, no stack trace information is available
[FATAL] OpenXcom has crashed: locale::facet::_S_create_c_locale name not valid
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 15, 2018, 12:51:13 pm
What regional setting do you have in your Windows 10 settings?
And what language is in your options.cfg in openXcom?
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on March 15, 2018, 12:53:24 pm
What regional setting do you have in your Windows 10 settings?
And what language is in your options.cfg in openXcom?

Language was set to English (US)

Regional settings are: italian Language and UTC +1.00 (Rome)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 15, 2018, 01:07:48 pm
Language was set to English (US)

Can you please look into options.cfg, not in the Options GUI.

And is it still happening?
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on March 15, 2018, 01:26:24 pm
Here is the Whole content:

Code: [Select]
mods:
  - active: true
    id: xcom1
  - active: true
    id: x-com-files
  - active: false
    id: Aliens_Pick_Up_Weapons
  - active: false
    id: Aliens_Pick_Up_Weapons_TFTD
  - active: false
    id: Limit_Craft_Item_Capacities
  - active: false
    id: Limit_Craft_Item_Capacities_TFTD
  - active: false
    id: OpenXCom_Unlimited_Waypoints
  - active: false
    id: PSX_Static_Cydonia_Map
  - active: false
    id: StrategyCore_Swap_Small_USOs_TFTD
  - active: false
    id: TFTD_Damage
  - active: false
    id: UFOextender_Gun_Melee
  - active: false
    id: UFOextender_Gun_Melee_TFTD
  - active: false
    id: UFOextender_Psionic_Line_Of_Fire
  - active: false
    id: UFOextender_Psionic_Line_Of_Fire_TFTD
  - active: false
    id: UFOextender_Starting_Avalanches
  - active: false
    id: XCOM_Damage
  - active: false
    id: XcomUtil_Always_Daytime
  - active: false
    id: XcomUtil_Always_Daytime_TFTD
  - active: false
    id: XcomUtil_Always_Nighttime
  - active: false
    id: XcomUtil_Always_Nighttime_TFTD
  - active: false
    id: XcomUtil_Fighter_Transports
  - active: false
    id: XcomUtil_High_Explosive_Damage
  - active: false
    id: XcomUtil_High_Explosive_Damage_TFTD
  - active: false
    id: XcomUtil_Improved_Gauss
  - active: false
    id: XcomUtil_Improved_Ground_Tanks
  - active: false
    id: XcomUtil_Improved_Heavy_Laser
  - active: false
    id: XcomUtil_Infinite_Gauss
  - active: false
    id: XcomUtil_No_Psionics
  - active: false
    id: XcomUtil_No_Psionics_TFTD
  - active: false
    id: XcomUtil_Pistol_Auto_Shot
  - active: false
    id: XcomUtil_Pistol_Auto_Shot_TFTD
  - active: false
    id: XcomUtil_Skyranger_Weapon_Slot
  - active: false
    id: XcomUtil_Starting_Defensive_Base
  - active: false
    id: XcomUtil_Starting_Defensive_Base_TFTD
  - active: false
    id: XcomUtil_Starting_Defensive_Improved_Base
  - active: false
    id: XcomUtil_Starting_Defensive_Improved_Base_TFTD
  - active: false
    id: XcomUtil_Starting_Improved_Base
  - active: false
    id: XcomUtil_Starting_Improved_Base_TFTD
  - active: false
    id: XcomUtil_Statstrings
options:
  FPS: 60
  FPSInactive: 30
  StereoSound: true
  aggressiveRetaliation: false
  alienBleeding: true
  allowBuildingQueue: true
  allowPsiStrengthImprovement: false
  allowPsionicCapture: true
  allowResize: true
  anytimeMartialTraining: true
  anytimePsiTraining: true
  asyncBlit: true
  audioBitDepth: 16
  audioChunkSize: 1024
  audioSampleRate: 22050
  autoNightVision: false
  autoSell: true
  autosave: true
  autosaveFrequency: 5
  battleAlienSpeed: 30
  battleAutoEnd: true
  battleConfirmFireMode: false
  battleDragScrollButton: 2
  battleDragScrollInvert: false
  battleEdgeScroll: 2
  battleExplosionHeight: 2
  battleFireSpeed: 6
  battleHairBleach: true
  battleInstantGrenade: false
  battleNewPreviewPath: 3
  battleNotifyDeath: false
  battleScrollSpeed: 8
  battleSmoothCamera: false
  battleTooltips: true
  battleUFOExtenderAccuracy: true
  battleXcomSpeed: 30
  battlescapeScale: 0
  bleedingIndicator: true
  borderless: false
  canSellLiveAliens: true
  canTransferCraftsWhileAirborne: false
  captureMouse: false
  changeValueByMouseWheel: 0
  checkOpenGLErrors: false
  craftLaunchAlways: true
  cursorInBlackBandsInBorderlessWindow: false
  cursorInBlackBandsInFullscreen: false
  cursorInBlackBandsInWindow: true
  customInitialBase: false
  debug: false
  debugUi: false
  disableAutoEquip: false
  displayHeight: 801
  displayWidth: 1536
  dogfightSpeed: 30
  dragScrollPixelTolerance: 10
  dragScrollTimeTolerance: 300
  everyoneFightsNobodyQuits: true
  executeUnconsciousEnemies: true
  fieldPromotions: true
  forceFire: true
  fpsCounter: false
  friendlyCraftEscort: true
  fullNightVision: false
  fullscreen: false
  geoClockSpeed: 80
  geoDragScrollButton: 2
  geoDragScrollInvert: false
  geoScrollSpeed: 20
  geoscapeScale: 0
  globeAllRadarsOnBaseBuild: true
  globeDetail: true
  globeFlightPaths: true
  globeRadarLines: true
  globeSeasons: true
  includePrimeStateInSavedLayout: true
  keepAspectRatio: true
  keyBaseSelect1: 49
  keyBaseSelect2: 50
  keyBaseSelect3: 51
  keyBaseSelect4: 52
  keyBaseSelect5: 53
  keyBaseSelect6: 54
  keyBaseSelect7: 55
  keyBaseSelect8: 56
  keyBattleAbort: 97
  keyBattleActionItem1: 49
  keyBattleActionItem2: 50
  keyBattleActionItem3: 51
  keyBattleActionItem4: 52
  keyBattleActionItem5: 53
  keyBattleCenterEnemy1: 49
  keyBattleCenterEnemy10: 48
  keyBattleCenterEnemy2: 50
  keyBattleCenterEnemy3: 51
  keyBattleCenterEnemy4: 52
  keyBattleCenterEnemy5: 53
  keyBattleCenterEnemy6: 54
  keyBattleCenterEnemy7: 55
  keyBattleCenterEnemy8: 56
  keyBattleCenterEnemy9: 57
  keyBattleCenterUnit: 278
  keyBattleDeselectUnit: 92
  keyBattleDown: 274
  keyBattleEndTurn: 8
  keyBattleInventory: 105
  keyBattleKneel: 107
  keyBattleLeft: 276
  keyBattleLevelDown: 281
  keyBattleLevelUp: 280
  keyBattleMap: 109
  keyBattleNextUnit: 9
  keyBattleOptions: 27
  keyBattlePersonalLighting: 108
  keyBattlePrevUnit: 0
  keyBattleReload: 114
  keyBattleReserveAimed: 284
  keyBattleReserveAuto: 285
  keyBattleReserveKneel: 106
  keyBattleReserveNone: 282
  keyBattleReserveSnap: 283
  keyBattleRight: 275
  keyBattleStats: 115
  keyBattleUp: 273
  keyBattleUseLeftHand: 113
  keyBattleUseRightHand: 101
  keyBattleVoxelView: 291
  keyBattleZeroTUs: 127
  keyCancel: 27
  keyCraftLoadoutLoad: 290
  keyCraftLoadoutSave: 286
  keyDeselectAll: 120
  keyFps: 288
  keyGeoBases: 98
  keyGeoDown: 274
  keyGeoFunding: 102
  keyGeoGraphs: 103
  keyGeoIntercept: 105
  keyGeoLeft: 276
  keyGeoOptions: 27
  keyGeoRight: 275
  keyGeoSpeed1: 49
  keyGeoSpeed2: 50
  keyGeoSpeed3: 51
  keyGeoSpeed4: 52
  keyGeoSpeed5: 53
  keyGeoSpeed6: 54
  keyGeoTechTreeViewer: 113
  keyGeoToggleDetail: 9
  keyGeoToggleRadar: 114
  keyGeoUfoTracker: 116
  keyGeoUfopedia: 117
  keyGeoUp: 273
  keyGeoZoomIn: 43
  keyGeoZoomOut: 45
  keyGraphsZoomIn: 270
  keyGraphsZoomOut: 269
  keyInvApplyTemplate: 118
  keyInvAutoEquip: 122
  keyInvClear: 120
  keyInvCreateTemplate: 99
  keyInventoryArmor: 97
  keyInventoryAvatar: 109
  keyInventoryLoad: 290
  keyInventorySave: 286
  keyMarkAllAsSeen: 120
  keyNightVisionHold: 32
  keyNightVisionToggle: 302
  keyOk: 13
  keyQuickLoad: 290
  keyQuickSave: 286
  keyResetAll: 120
  keyScreenshot: 293
  keySelectAll: 120
  keySelectMusicTrack: 279
  keyToggleQuickSearch: 113
  keyboardMode: 1
  knockOutIndicator: true
  language: en-US
  maxFrameSkip: 0
  maximizeInfoScreens: false
  minimapBorderIndicator: true
  mousewheelSpeed: 3
  musicAlwaysLoop: false
  musicVolume: 18
  newSeedOnLoad: false
  nightVisionColor: 8
  noAlienPanicMessages: false
  nonSquarePixelRatio: false
  pauseMode: 0
  playBriefingMusicDuringEquipment: true
  playIntro: false
  preferredMusic: 0
  preferredSound: 0
  preferredVideo: 0
  psiStrengthEval: true
  removeWoundedFromTraining: true
  retainCorpses: false
  rootWindowedMode: false
  saveOrder: 3
  showAllCommendations: false
  showFundsOnGeoscape: false
  showGunMeleeOnTop: true
  showItemNameAndWeightInInventory: true
  showMoreStatsInInventoryView: true
  skipNextTurnScreen: true
  sneakyAI: false
  soldierDiaries: true
  soundVolume: 20
  statisticalBulletConservation: true
  storageLimitsEnforced: false
  strafe: false
  techTreeViewerSpoilerProtection: true
  touchEnabled: false
  traceAI: false
  twoHandedIndicator: true
  twoHandedIndicatorInventory: true
  ufoLandingAlert: true
  uiVolume: 42
  useHQXFilter: true
  useOpenGL: false
  useOpenGLShader: Shaders/Raw.OpenGL.shader
  useOpenGLSmoothing: true
  useScaleFilter: false
  useXBRZFilter: false
  vSyncForOpenGL: true
  verboseLogging: false
  weaponSelfDestruction: false
  windowedModePositionX: 0
  windowedModePositionY: 0

And the file itself attached

Edit: tryed once and still happens. With xpiratez never had such issue
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 15, 2018, 01:40:32 pm
Edit: tryed once and still happens. With xpiratez never had such issue

There were some changes, relatively recently, by tkzv: https://openxcom.org/forum/index.php/topic,5835.msg89929.html#msg89929

My guess would be that this change doesn't always work.

PirateZ is on older version still... so it wouldn't be affected.

1/ Can you upgrade PirateZ with the latest OXCE+ and try if it happens there?
2/ Or even just turn off XCF and try if it happens without any mods too?
3/ Do you get such crash on other places? E.g. when opening manufacturing view or Buy/Sell view? Or is it only in Research view?
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on March 15, 2018, 01:55:47 pm
1/ Can you upgrade PirateZ with the latest OXCE+ and try if it happens there?
Did not noticed that OXF 0.8.6 comes with openxcom extended  3.10a (v2018-02-24)  :o Used that on xpiratez 0.99I1 and game even refuses to start. See screenshot attached here (https://openxcom.org/forum/index.php/topic,4058.msg93796.html#msg93796)
2/ Or even just turn off XCF and try if it happens without any mods too?
3/ Do you get such crash on other places? E.g. when opening manufacturing view or Buy/Sell view? Or is it only in Research view?
Disabled mod and happens again running openxcom vanilla, but not in manufacture screen but still in research as soon i hit the "new project"; "purchase/recruit" and "sell/sack" buttons

Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 15, 2018, 02:38:04 pm
Are you running Win 10 or "Win 10 virtual machine under Linux" ?
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on March 15, 2018, 02:49:17 pm
Are you running Win 10 or "Win 10 virtual machine under Linux" ?

Win 10 "real" I'm such a Linux noob i'd don't know even where to start setting up a virtual machine
Title: Re: Bugs, crashes, typos & bad taste
Post by: Serpentium on March 16, 2018, 04:26:13 am
Getting a crash after researching the feral Lobstermen in version 0.8.6.

"Research STR_LOBSTERMAN_FERAL_AUTOPSY not found."
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 16, 2018, 11:16:32 am
Getting a crash after researching the feral Lobstermen in version 0.8.6.

"Research STR_LOBSTERMAN_FERAL_AUTOPSY not found."

Indeed you are correct. Sorry about that, update did not go as planned.

To fix it on your end before I release the next version, you can add this to research_XCOMFILES.rul:

Code: [Select]
  - name: STR_LOBSTERMAN_FERAL_AUTOPSY
    cost: 0
    points: 50
    needItem: true
    unlocks:
      - STR_STRANGE_CREATURE_AUTOPSY

(Remember to only uses spaces, not tabs.)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Serpentium on March 16, 2018, 03:59:47 pm
It is no problem, Solarius! I'm just reporting a little hiccup, so it is no biggie. Thanks for the quick-fix entry.  :)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 16, 2018, 08:37:07 pm
Win 10 "real" I'm such a Linux noob i'd don't know even where to start setting up a virtual machine

Try this version, I changed something, maybe it helps: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-97df39e-2018-03-16-win32.7z
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nalca on March 16, 2018, 10:39:21 pm
I don't know why, but instead of a reptilian attack, i've got a meridian attack. Map is full of meridian hunter with gauss weapons.
I will try to reinstall the mod.

Fantastic work by the way ! ;)

Edit : Reinstalling did nothing
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 17, 2018, 12:27:53 pm
I don't know why, but instead of a reptilian attack, i've got a meridian attack. Map is full of meridian hunter with gauss weapons.

You have incurred the wrath of Meridian! :D
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 17, 2018, 12:43:21 pm
And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy my brothers.
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on March 17, 2018, 10:56:03 pm
Try this version, I changed something, maybe it helps: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-97df39e-2018-03-16-win32.7z

Gives same clisiz-1 bus as xpiratez (https://openxcom.org/forum/index.php/topic,4058.msg93796.html#msg93796)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 17, 2018, 11:10:04 pm
Gives same clipsize -1 bug as xpiratez

That's irrelevant for me.
Try turning off all mods, just to see if OXCE+ works for you, when you click on New Research or still crashes...
Title: Re: Bugs, crashes, typos & bad taste
Post by: niculinux on March 18, 2018, 03:09:16 pm
That's irrelevant for me.
Try turning off all mods, just to see if OXCE+ works for you, when you click on New Research or still crashes...

OK, ot another sht and with this version: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-97df39e-2018-03-16-win32.7z openxcomfle 0.8.6 launches corectly, even the vanilla game starst fine, problem may be with x-piratez

Edit: but the MMB (middle mouse button)/clicking mouse wheel in battlescape to look at enemies is still broken   :'( :'(
Title: Re: Bugs, crashes, typos & bad taste
Post by: Nalca on March 26, 2018, 09:35:23 pm
Look like laser tank can go underwater.
I'm sure those aquatoids didn't expected that.

Edit : And the last alien is in this building where there isn't any passage.
Thanks to the laser tank, i managed to kill it.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 27, 2018, 12:38:40 am
Thanks, I'll check :D
Title: Re: Bugs, crashes, typos & bad taste
Post by: RaeMeevo120 on March 27, 2018, 09:52:20 am
Hey Friends, I don't know if I'm being a bit of an arse with the installation, but I'm doing what it says and it pops up with a "Geodata/world.dat not found" on start-up, despite me going in myself and being able to see the bloody file.

Unsure if bug, or idiotic human. Any ideas on how to fix?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 27, 2018, 10:38:29 am
It's probably just in a different place than where the game searches for it.

Can you make a few screenshots of how your directory structure looks like?
Title: Re: Bugs, crashes, typos & bad taste
Post by: BlackStaff on March 27, 2018, 11:51:20 am
Edit : And the last alien is in this building where there isn't any passage.
I already had this problem on an earth mission!
Fortunately there is this "debug" that goes off. Thank you!
Do you want this error reported for each map type?

Translated by https://www.deepl.com/translator
Title: Re: Bugs, crashes, typos & bad taste
Post by: RaeMeevo120 on March 27, 2018, 12:24:03 pm
I already had this problem on an earth mission!
Fortunately there is this "debug" that goes off. Thank you!
Do you want this error reported for each map type?

Translated by https://www.deepl.com/translator


Well, I just copy/pasted the original game into the UFO
Title: Re: Bugs, crashes, typos & bad taste
Post by: RaeMeevo120 on March 27, 2018, 12:26:51 pm
It's probably just in a different place than where the game searches for it.

Can you make a few screenshots of how your directory structure looks like?


Well, I just copy/pasted the original game into the UFO folder within the openxcom_plus bundle. That's literally all I've done, as that's all the readme told me to do. Do you happen to know where the game searches for it? I can shuffle things around if need be.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 27, 2018, 12:48:04 pm
Well, I just copy/pasted the original game into the UFO folder within the openxcom_plus bundle. That's literally all I've done, as that's all the readme told me to do. Do you happen to know where the game searches for it? I can shuffle things around if need be.

That should be enough.

Still, I would appreciate that screenshot... not that I don't believe you... but I need to start somewhere.

PS: the search paths can be seen in openxcom.log file (which you can upload too)
Title: Re: Bugs, crashes, typos & bad taste
Post by: RaeMeevo120 on March 27, 2018, 02:17:35 pm
[/img][/img][/img]
That should be enough.

Still, I would appreciate that screenshot... not that I don't believe you... but I need to start somewhere.

PS: the search paths can be seen in openxcom.log file (which you can upload too)


That's absolutely fine, thanks for trying to help! Is this what you're after? You'll have to excuse my complete computer illiteracy, this sort of thing isn't really my field. If it works on steam, I play it, usually. Although after watching a friend on this mod, it seemed amazing enough to embarrass myself on a forum to try and get it to work.

Thanks,
Rae
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 27, 2018, 02:22:52 pm
Yes, the 3rd screenshot helped.

Your UFO folder should look like this (see attached).

Just find these directories (they will be somewhere inside the XCOM subdirectory probably) and put them into the UFO directory directly.

PS: also the game already disabled "xcom1" for you, so you will need to either delete file "options.cfg" before you try again... (or reinstall everything again)
Title: Re: Bugs, crashes, typos & bad taste
Post by: RaeMeevo120 on March 27, 2018, 03:34:27 pm
Yes, the 3rd screenshot helped.

Your UFO folder should look like this (see attached).

Just find these directories (they will be somewhere inside the XCOM subdirectory probably) and put them into the UFO directory directly.

PS: also the game already disabled "xcom1" for you, so you will need to either delete file "options.cfg" before you try again... (or reinstall everything again)

You're a hero, and a lovely human being! Thank you for that, it looks like everything is in order now!

Thank's for the patience,

Rae
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on March 27, 2018, 04:39:35 pm
There's a minor bug I noticed by reading Slaughter's LP: The "Public Transport" pic from the 'pedia should show the vehicle's speed, but in my version it doesn't say so for some reason. Attaching a screenshot.

It should be in the final line.
Title: Re: Bugs, crashes, typos & bad taste
Post by: BlackStaff on March 28, 2018, 01:51:49 am
There's a minor bug I noticed by reading Slaughter's LP: The "Public Transport" pic from the 'pedia should show the vehicle's speed, but in my version it doesn't say so for some reason. Attaching a screenshot.

It should be in the final line.
There is no problem.
The speed will depend on the vehicle used: car (200km/h)/private car (350km/h)/van (75km/h)/humvee (150km/h)/Aero Mudranger (300km/h)/...  8)
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 28, 2018, 12:05:28 pm
It's not exactly a bug, I simply did it differently. This was before I got the idea how much people care about numbers I don't really look at. :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Vangrimar1 on March 29, 2018, 02:50:49 pm
Hi guys! A great mod but there are some shortcomings in the behavior of enemies (bandits of the osiron, protection of the ciberweb, splitters, mud, maybe others). The problem is that they do not attack, only the return fire. Because of this, some missions are not fun to play. There were no other problems.
There are wishes: add weapon slots and special weapons for early transport and missions to intercept the transport of human factions. For example, to smuggle cars with smuggling or a gang leader. Weapons of transport can be as follows: a car and a van are hand weapons of agents (a wagon is 2 weapons), a hummer is a machine gun or a grenade launcher. Such weapons must be low-powered, so that it would be worth using this transport and not planes (which would simply blow up the target). You can add a more serious vehicle for the bandits (a red dawn - a helicopter or an armored personnel carrier).
It would be great to add the possibility of the country's return to the project. Let it be a very rare and difficult mission. I do not know whether this is possible in principle.
And lastly: AK-47, AKSU and OC-14 Thunderstorm have a different caliber (7.62, 5.45, 9 mm), one store at all is not used correctly. Still it is possible to reduce fire from a signal pistol to 1 square and that a flamethrower what that.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 29, 2018, 07:46:54 pm
Hi guys! A great mod but there are some shortcomings in the behavior of enemies (bandits of the osiron, protection of the ciberweb, splitters, mud, maybe others). The problem is that they do not attack, only the return fire. Because of this, some missions are not fun to play. There were no other problems.

I don't know what you mean... They don't shoot or something?

There are wishes: add weapon slots and special weapons for early transport and missions to intercept the transport of human factions. For example, to smuggle cars with smuggling or a gang leader. Weapons of transport can be as follows: a car and a van are hand weapons of agents (a wagon is 2 weapons), a hummer is a machine gun or a grenade launcher. Such weapons must be low-powered, so that it would be worth using this transport and not planes (which would simply blow up the target). You can add a more serious vehicle for the bandits (a red dawn - a helicopter or an armored personnel carrier).

TBH I haven't understood a word. :P
A vehicle is a hand weapon? What?

It would be great to add the possibility of the country's return to the project. Let it be a very rare and difficult mission. I do not know whether this is possible in principle.

Not possible without additional code. Probably not very hard, but no programmer thought it would be a good idea.

And lastly: AK-47, AKSU and OC-14 Thunderstorm have a different caliber (7.62, 5.45, 9 mm), one store at all is not used correctly.

Kalashnikovs can use a plethora of ammo, I only used the most common type. And I have no frigging idea what an OC-14 is, but certainly not something from X-Com Files.

Still it is possible to reduce fire from a signal pistol to 1 square and that a flamethrower what that.

Can you rephrase it to be more, umm, understandable?

Thanks for your input, but to be honest, I think you were too stoned or something when writing this post. :P
Title: Re: Bugs, crashes, typos & bad taste
Post by: Lohland on March 29, 2018, 08:23:24 pm
OC-14 "Groza" - Russian assault rifle and grenade launcher complex, developed by CKIB SOO in 1993. It is a variant of the OC-12 "Tiss" machine (in its turn created on the basis of AKS74U), made according to the Bull-Pap scheme. It is installed a somewhat simplified version of the removable grenade launcher GP-25 "Koster" (simplification is primarily the absence of a pistol grip with a trigger guard and trigger). This arrangement made it possible to create a compact powerful weapon. Automatic and grenade launcher fire are controlled by a single trigger. Switching mode "automatic grenade launcher" is carried out by a button translator located on the right side of the receiver. The sight of an open type is placed on a U-shaped stand, which can serve to carry weapons in the hand. It is possible to install a silencer, a laser target designator, an optical sight and a tactical flashlight. The complex is unified with AKS74U by 70%.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 29, 2018, 08:32:34 pm
OC-14 "Groza" - Russian assault rifle and grenade launcher complex, developed by CKIB SOO in 1993. It is a variant of the OC-12 "Tiss" machine (in its turn created on the basis of AKS74U), made according to the Bull-Pap scheme. It is installed a somewhat simplified version of the removable grenade launcher GP-25 "Koster" (simplification is primarily the absence of a pistol grip with a trigger guard and trigger). This arrangement made it possible to create a compact powerful weapon. Automatic and grenade launcher fire are controlled by a single trigger. Switching mode "automatic grenade launcher" is carried out by a button translator located on the right side of the receiver. The sight of an open type is placed on a U-shaped stand, which can serve to carry weapons in the hand. It is possible to install a silencer, a laser target designator, an optical sight and a tactical flashlight. The complex is unified with AKS74U by 70%.

Thanks, I never knew it was called OC-14.
Anyway, the entire point of the AK family is that they use the same bullet... And they will still use the same bullet.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on March 29, 2018, 09:34:21 pm
I think there's a Groza somewhere. Sadly, it's better than the AK, but still crap compared to other models and the Black Ops ones. This is not STALKER.

Also, uploading pics of the MIG plane and the "hidden" one because they pretty much seem to have identical stats. Is that intentional?

Lastly, can the "mid-click" function to show a target's paperdoll be assigned to another key?
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 29, 2018, 09:50:11 pm
I think there's a Groza somewhere. Sadly, it's better than the AK, but still crap compared to other models and the Black Ops ones. This is not STALKER.

Truth is, these are actually good weapons. The ammo is pretty attractive compared to 5.56, at least vs. unarmoured targets. But accuracy issues and then losing to BlackOps/UAC puts them in a somewhat worse position.

Also, uploading pics of the MIG plane and the "hidden" one because they pretty much seem to have identical stats. Is that intentional?

Well... They indeed are a bit too similar. I'll do something about this.

Lastly, can the "mid-click" function to show a target's paperdoll be assigned to another key?

No idea.
Title: Re: Bugs, crashes, typos & bad taste
Post by: jgatkinsn on March 29, 2018, 10:28:33 pm
Lastly, can the "mid-click" function to show a target's paperdoll be assigned to another key?

This looks to be hard-coded right now.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Meridian on March 29, 2018, 10:47:28 pm
This looks to be hard-coded right now.

Not like there are any other options... left and right click are already taken.

Heck, even M-click is taken... for drag scroll, so if it doesn't work, deactivate drag scroll...
Title: Re: Bugs, crashes, typos & bad taste
Post by: Vangrimar1 on March 30, 2018, 08:29:27 am
What is not clear in the words "do not attack?" :o Enemies do not shoot, do not bite, DO NOT KILL, even if they come close. As I said, this does not apply to all enemies. This can be checked by playing a quick battle. I'm playing OpenXcom_XFiles_0.8.7. There are no extraneous mods.
The essence of the idea is to arm cars - so that they too participate in the interception, but only for the same car cults and not UFOs. That is, we found "UFO", let's call it "truck cultists." We can send against him our car with agents 8) to "bring down" and capture. Other X-COM transports (for example, MiG) such "UFO" would simply be destroyed as happens with small scouts of aliens. Otherwise, such transport as APC or Humvee is practically useless and is needed only for rare missions. My idea is not clear or am I writing in English incorrectly? ::)
It may be worth paying more attention to capturing living aliens not only for research but also for extracting useful things from them. For example, the anti-gravity module can only be extracted from live flyers (in the case of the dead, it breaks down). This diversifies tactics and will have to choose: kill the enemy, but lose the desired object or risk and get a reward.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 30, 2018, 01:05:06 pm
OK, now it's much clearer to me. ;)

Regarding the AI: it is as it is in the game, it's not a mod thing. In fact, it's already improved over vanilla OpenXCom. I don't think any features of the mod would impair the AI, especially after Otto Hartenstein taught it to use limited range weapons and added the sniper code. I am not trying to say the AI is perfect - in fact it has some glaring issues, like melee units insisting to attack only from the rear, even against reason - but it's not a mod issue.

I had some similar ideas regarding "road battles" between ground vehicles. But doing it in a convincing way is difficult. In fact, my related ideas were all deemed stupid by my reviewers...

Making capturing live enemies a requirement is generally a good idea, as long as it's not simply anal. I think it's already important enough, though. I will keep working on this.
Title: Re: Bugs, crashes, typos & bad taste
Post by: HumanTraitor on March 30, 2018, 01:30:39 pm
What is not clear in the words "do not attack?" :o Enemies do not shoot, do not bite, DO NOT KILL, even if they come close. As I said, this does not apply to all enemies. This can be checked by playing a quick battle. I'm playing OpenXcom_XFiles_0.8.7.

I think that's a rare situation not exclusive to X-Files, it also happens in Piratez, but VERY rarely. So I wouldn't worry much about it.


The essence of the idea is to arm cars - so that they too participate in the interception, but only for the same car cults and not UFOs. That is, we found "UFO", let's call it "truck cultists." We can send against him our car with agents 8) to "bring down" and capture. Other X-COM transports (for example, MiG) such "UFO" would simply be destroyed as happens with small scouts of aliens. Otherwise, such transport as APC or Humvee is practically useless and is needed only for rare missions. My idea is not clear or am I writing in English incorrectly? ::)
It may be worth paying more attention to capturing living aliens not only for research but also for extracting useful things from them. For example, the anti-gravity module can only be extracted from live flyers (in the case of the dead, it breaks down). This diversifies tactics and will have to choose: kill the enemy, but lose the desired object or risk and get a reward.

English is not your first language, right? In any case, I get what you mean: You want Mad Max-style battles with vehicles before hunting for UFOs, right?
Not sure if it's worth it though: Early on your organization is very limited and using rented/stolen vehicles to fight cults that are glorified gangs. By the time such battles could happen, you probably have enough firepower to (try) attacking UFOs. Besides, the Hummer CAN fight UFOs (don't expect victory though) assuming it catches them. Then there's the fact that many missions require special vehicles and gear, so the Hummer and beyond are not the solution for everything.

As for having to capture more enemies, I disagree: We already have to capture enough to do anything and we don't need more IMO.
In an unrelated note, I'm disappointed that XCOM lost the capability to making laser weapons by themselves and instead you have to use knock-off alien weapons as a base. I liked from the original that human science could become so advanced without external help.

Title: Re: Bugs, crashes, typos & bad taste
Post by: Solarius Scorch on March 30, 2018, 02:10:22 pm
I get the point about the lasers. I just couldn't see how they would be possible with Earth tech level, even with some sci-fi lift - you absolutely need a revolutionary power source to make hand-held weapons. But aayout least you have pulse weapons, which are purely terrestrial.
Title: Re: Bugs, crashes, typos & bad taste
Post by: Vangrimar1 on March 30, 2018, 02:22:43 pm
Unfortunately, the problem with enemy AI is not very rare and exists stably. Especially checked by creating a quick battle with Oziron. Of the 7 enemies, not one shot at me for more than 10 turns, only chaotically moved. It's very bad when a big boss with a big cannon does not shoot at you and can be slaughtered like a pig.
What is strange for a specia