OpenXcom Forum

Modding => Released Mods => 40k => Topic started by: bulletdesigner on July 12, 2018, 04:47:11 pm

Title: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 12, 2018, 04:47:11 pm
Use this thread to report bug´s/crashes/problem's on 40k mod´s and we will try to work it out
Remember no other mod´s are required and must be running in OCXE+
Title: Re: 40k Bug/crashes/problem´s report
Post by: doctor medic on July 13, 2018, 10:16:52 pm
The valkyrie seems to have an issue with the walls

Title: Re: 40k Bug/crashes/problem´s report
Post by: Solarius Scorch on July 13, 2018, 10:28:34 pm
The valkyrie seems to have an issue with the walls

Indeed, though it's really handy. :P
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 13, 2018, 10:29:49 pm
does the map start with the doors opened? they don´t close?
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on July 13, 2018, 10:49:14 pm
You can walk through the diagonal walls between the doors and the cockpit without ever opening the doors.
Title: Re: 40k Bug/crashes/problem´s report
Post by: doctor medic on July 13, 2018, 10:49:23 pm
oh the doors are fine its just that spot in particular you can clip through regardless of door condition.

Also found a typing error in the month report,it should be emperor's work not emperor work.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 14, 2018, 02:36:20 am
Ok did not notice i will correct it sunday ,when i get my pc , thks for the  detection
Title: Re: 40k Bug/crashes/problem´s report
Post by: doctor medic on July 14, 2018, 10:08:33 am
Also not really sure if its a bug or im missplacing it but i have issues having the Sentinel appear on the valkyrie,he is on the craft as i gave a imperial guard the armor type when i had 4 free space but even after i succesfully done that it didnt appear inside the valkyrie
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on July 14, 2018, 02:03:03 pm
Make sure any soldier wearing a large (2x2) armor like the Sentinel is put near or at the front of the craft by moving them above everybody else on the craft in the soldiers list.
Title: Re: 40k Bug/crashes/problem´s report
Post by: doctor medic on July 14, 2018, 08:41:28 pm
allright got it working
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 16, 2018, 02:30:38 am
New Version With Valkyrie fix, thks for the report
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on July 28, 2018, 10:45:05 pm
Hi bulletdesigner,

i found a bug. :)
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 28, 2018, 11:04:28 pm
Hi bulletdesigner,

i found a bug. :)

Hey lordflashheart , can you atach savegame and tell me what happen  changelog is not my forte
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on July 28, 2018, 11:59:10 pm
Hey lordflashheart , can you atach savegame and tell me what happen  changelog is not my forte

Same bug as we discussed yesterday on discord with dieMCD... even the same numbers.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 29, 2018, 12:07:11 am
Ho in that case donwload new version , i reuploaded 1h after the release
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on July 29, 2018, 01:34:30 am
Unfortunately I already saved on that position, but I can tell you what happened. A large ship landed with terminators and the game crashed when one of them panicked. In the future I will make a copy.

In the meantime I have a save with a space hulk mission. Sometimes at the start of the second phase of the mission a carnifex gets a starting position where it gets stuck in a small room on lvl2 and since it is standing on an elevator space, there is no way getting to it. 
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 29, 2018, 03:40:17 pm
Warp stone when destroyed crahed the game due the damage tile being  wrong , so terminator panicked and hit warp stone
New version solved it


I fixed that spawn long time ago, but i will confirme it again
Maybe there arent other spawn points in that map generation
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on August 06, 2018, 10:02:28 am
Hi bullet,

can you check the "northwall object" in the tile at the cursor from the screenshot?
Is it necessary?
And if not, why is it there?

The tile contains a visible "object object", and also this invisible(?) "northwall object", which blocks LOF, but doesn't get highlighted by the obstacle indicator... because it is invisible.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 06, 2018, 11:56:46 am
it was necessary since before unit´s leave exit that door in a diagonal way that look very strange so that was the immediate solution, to create the path where the unit leave the door with the correct direction.
the plan is a north wall that is invisible just to create the correct path
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on August 06, 2018, 02:11:11 pm
I don't understand, is that diagonal wall a door?
And if yes, can't you just not make it a door?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 06, 2018, 02:35:34 pm
let me explain better by image. The red wall prevents unit when leaving the craft from yellow door, to not fallow arrow path 1 and go arrow path 2
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on August 06, 2018, 03:18:59 pm
I've found two ways to fix the pathing bug and allow for Meridian's no-LOF obstacle indicator to work with this map - the first is to set all the LOFTemps for tile 81 in the MCD to 0 and the stop LOS byte (31) to 0 so the transparent wall is only there for the sake of pathing and not LOS/LOF.  The second is to remove this transparent wall and set the big wall byte (33) on the diagonal walls to 1 to be a whole-tile object.

Attached are pictures of both of these settings in MCDEdit.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on August 06, 2018, 08:46:19 pm
I am no mapmaking expert, but the second solution sounds good to me.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 07, 2018, 01:53:00 am
I am no mapmaking expert, but the second solution sounds good to me.

done deal
Title: Re: 40k Bug/crashes/problem´s report
Post by: Dioxine on August 07, 2018, 06:30:32 pm
Yeah if you don't want an object to be passable by diagonal, always set the "big wall" to true (1).
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on August 08, 2018, 07:14:45 pm
The Tzeentch Sorcerer is mis-named "Tzeentch Sorcerer Corpse" as the live unit, just a mislabeled string - STR_TZEENTCH_LEADER.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 09, 2018, 01:36:52 am
Yeah if you don't want an object to be passable by diagonal, always set the "big wall" to true (1).
ok nice didn´t know that

The Tzeentch Sorcerer is mis-named "Tzeentch Sorcerer Corpse" as the live unit, just a mislabeled string - STR_TZEENTCH_LEADER.
i will correct it ASAP
Title: Re: 40k Bug/crashes/problem´s report
Post by: clownagent on August 12, 2018, 02:43:44 pm
There are some ufopedia problems:
- There are too many categories, which do not fit in the corresponding window (screen000 attached)
- Spelling: "standard" instead of "standart" (screen002)
- Some texts are too long and cannot be read (see attached screenshots)
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 13, 2018, 06:59:59 pm
There are some ufopedia problems:
1- There are too many categories, which do not fit in the corresponding window (screen000 attached)
2- Spelling: "standard" instead of "standart" (screen002)
3- Some texts are too long and cannot be read

1- True, i will ask for it
2- True, just corrected
3- True, i got to revise those ( text area is a bit short sometimes)
thks for the headsup
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on August 18, 2018, 08:46:20 am
Hi there bulletdesigner, I found a crash.


Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 18, 2018, 04:03:46 pm
What misson where you performing and what craft?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on August 18, 2018, 05:15:06 pm
It was a terror mission with a valkyrie.
I`m trying to recreate the crash.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 18, 2018, 05:46:53 pm
Dont worry i will fix it , that crash is a mcd die that goes out of range , with that info i will find the bug easy
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on August 19, 2018, 03:07:39 am
Got another one. This time I have a savegame. ;D

 
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 20, 2018, 01:32:17 am
Got another one. This time I have a savegame. ;D

hey lordflasheart something was wrong´s with Washington something with the coordinates (i think),  so i changed position as it works fine, Also i search for that mcd range by manual and with tests and don´t give me crashes and don´t find that bug, was which terror caused(industrial,military bunker, pipeline, airfield?)
are you using version 004?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Skullar on August 23, 2018, 08:18:21 am
Ok first off, just wanna say thanks to you guys for making this mod so awesome 8) just started playing with the IG mod and it's blowing me away! amazing to see lots of improvements in the mod!

Now back on point: I'm not really sure if this is a bug but I wanted to ask if it's there a way to list the AP CASE below the Heavy Bolter (where it should be instead of being below the craft bolter) in the Purchase/recruit list?

I think this little problem comes from the original game so in that case I guess is hard coded, correct me if I'm wrong, but I just wanna know if there is a way I can correct this, attached a picture down below, anyway thanks in advance. :cheers:
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 23, 2018, 02:10:51 pm
Ok first off, just wanna say thanks to you guys for making this mod so awesome 8) just started playing with the IG mod and it's blowing me away! amazing to see lots of improvements in the mod!

Now back on point: I'm not really sure if this is a bug but I wanted to ask if it's there a way to list the AP CASE below the Heavy Bolter (where it should be instead of being below the craft bolter) in the Purchase/recruit list?

I think this little problem comes from the original game so in that case I guess is hard coded, correct me if I'm wrong, but I just wanna know if there is a way I can correct this, attached a picture down below, anyway thanks in advance. :cheers:

it´s a list order easy issue, ohartenstein probably already corrected in the new version , since someone already mention that issue in other thread
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on August 24, 2018, 04:48:59 am
hey lordflasheart something was wrong´s with Washington something with the coordinates (i think),  so i changed position as it works fine, Also i search for that mcd range by manual and with tests and don´t give me crashes and don´t find that bug, was which terror caused(industrial,military bunker, pipeline, airfield?)
are you using version 004?

Hi bulletdesigner, thank you. The other crash with the mcd range was on a pipeline terror map.
I think I used the 004 mod, but I`m not sure. So maybe this bug doesn`t exist anymore.
Title: Re: 40k Bug/crashes/problem´s report
Post by: mudael on August 27, 2018, 08:16:12 pm
Hi guys,
This mod is so epic! I am a big fan of UFO and big fan of the w40k so it almost agonizing pleasure to play it. Thank you so so so much!
But there are few things i consider a bug so here is a list:
1) how to exit drop pods? am I the only one who cannot open it?
2) cannot see popup with accuracy and TU when click on support servitor's manipulator for melee combat. Healing in other hand works fine.
3) on terror map on location with orange excavator(?) and barrels constant crash(something with out of bounds) when barrel being exploded
4) how to kick in melee with MK7 armor?
5) some very small and very fast crafts cause crash when being shot down by interceptors.
6) Rubric sisters? I am not an W40K expert but I do not remember such creatures. There were Rubric Marines because of Rubric of Ahriman which cause space marines of XV legion to become automatons http://warhammer40k.wikia.com/wiki/Rubric_Marines So it kind of inconsistency with Lore. But please correct me if I am wrong.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on August 27, 2018, 08:48:46 pm
Are you using the OXC nightly instead of OXCE+?  Many of those errors sound like missing OXCE+ features, usually caused by using the wrong .exe file.
Title: Re: 40k Bug/crashes/problem´s report
Post by: mudael on August 27, 2018, 08:55:59 pm
yes I am using nightly. will check oxce+
thanks a lot!
Title: Re: 40k Bug/crashes/problem´s report
Post by: mudael on August 27, 2018, 09:58:54 pm
well almost every issue is gone. but still cannot exit droppod.
I cleared existing folder with openxcom, downloaded OXCE+ from here https://openxcom.org/forum/index.php?topic=5258.0 copied folders from original xcom to UFO folder according to https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom) and copied 40k mod to user/mods.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 28, 2018, 12:46:44 am
well almost every issue is gone. but still cannot exit droppod.
I cleared existing folder with openxcom, downloaded OXCE+ from here https://openxcom.org/forum/index.php?topic=5258.0 copied folders from original xcom to UFO folder according to https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom) and copied 40k mod to user/mods.

Try using my folder / just put winzip/decopress it on to desktop and click OpenXcomEx, once in load mod , tell me if it works!
https://drive.google.com/open?id=1dILIZD76MtWVQzC2NA9GdaOpAMJj9yf5

Btw got the lastest OXCE+ update
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on August 28, 2018, 02:27:18 am
well almost every issue is gone. but still cannot exit droppod.
I cleared existing folder with openxcom, downloaded OXCE+ from here https://openxcom.org/forum/index.php?topic=5258.0 copied folders from original xcom to UFO folder according to https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom) and copied 40k mod to user/mods.

Did you try waiting a turn for the pods to deploy?
Title: Re: 40k Bug/crashes/problem´s report
Post by: mudael on August 28, 2018, 07:40:32 am
yes! it was necessary to just wait for one turn to open the pods! thank you so much guys!
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on September 01, 2018, 10:00:49 pm
Hi Bulletdesigner,

I found you a crash. I think it is the same as before, but this time I have every information, saved game, screenshot, log, and I can recreate the crash.

-Terror mission (in Tehran)
-Pipe map

To recreate the crash:
-Select the Marine with the name "Gelasimus Lucius". (see crash capture1.png)
-Select Snap shot.
-and target the left-hinter square of the Chaos Dreadnought to the Southwest where my cursor points. (see crash capture2.png)
-The second shot to the same square will trigger the crash.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on September 02, 2018, 03:03:43 am
It's a similar kind of crash, it's an out-of-bounds destroyed tile, thanks for reporting it.

@bulletdesigner: it's in CONST.MCD, entry 13 (the forklift) points at 51 for the Die_MCD when it should point at 14.  I've attached a fixed version of the terrain.

@Lord Flasheart: try copying the files from the attached .zip into the TERRAIN folder of your copy of the 40k mod, or turn on save scumming in advanced options to reset the RNG so that it doesn't destroy the bugged tile.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on September 03, 2018, 11:55:13 am
thks ohartenstein23 , i missed it while searching for it , even orbital bombarded the whole map with no crash, so nice that is now found

attention 15,16,17,18 were also out of range,
just repaired it
Title: Re: 40k Bug/crashes/problem´s report
Post by: dbomb on September 13, 2018, 02:08:30 am
I just encountered a stuck HWP bug. I was putting sentinel in the droppods and the sentinel was placed into the third drop pod and got stuck. Also are we supposed to put sentinels in the droppods?
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on September 13, 2018, 03:22:12 am
Not a bug - you just put the sentinel in the wrong order in the craft.  Put any 2x2 units to the top of the crew list before launching the craft to have them spawn in the correct order.
Title: Re: 40k Bug/crashes/problem´s report
Post by: dbomb on September 13, 2018, 05:15:55 am
Not a bug - you just put the sentinel in the wrong order in the craft.  Put any 2x2 units to the top of the crew list before launching the craft to have them spawn in the correct order.

Ah thanks I did not know that.
Title: Re: 40k Bug/crashes/problem´s report
Post by: pje8268 on October 18, 2018, 06:13:28 pm
So I've been trying to install 40k, and I have encountered the same issue twice

I installed it as instructed (extracted the mod folder in the User directory, ran OXCE with the usual game files in place), and enabled the mod. When it restarted, I didn't even get to the title screen before it hit me with:

Error linking 'STR_CENT_ARMORR' in research: Unknown research 'STR_UFO_NAVIGATION   '

I tried the nightly, and it worked (but missing certain features as expected). I've deleted the User directory and installed OCXE again, but the same error shows up. My ISP is really bad (a few days ago I had download speeds around 10 KBps), so I might have just downloaded it incorrectly. But WinRAR didn't detect a file corruption so I don't think it's that.

From what limited gameplay I saw, the mod looks beautiful.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on October 18, 2018, 06:19:13 pm
Which version of the mod did you download?  You need the latest (010) in order for it to work with the latest OXCE as it causes the game to quit with that error message when the research ruleset is missing something.
Title: Re: 40k Bug/crashes/problem´s report
Post by: pje8268 on October 18, 2018, 06:29:05 pm
Wow, I feel pretty dumb now. Thanks for the quick response.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Ves on October 27, 2018, 07:18:31 pm
I forgot to save the game, but i think i encountered a bug in a hulk mission. In the second stage of the mission some of my units started with less than the maximum of time units. It seemed to me they had the amount of TU's left with which they ended the previous stage. I'll add a save to this once i encounter it again. I use OpenXcom Extended 5.1 (2018-10-14).
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on October 27, 2018, 07:20:27 pm
I forgot to save the game, but i think i encountered a bug in a hulk mission. In the second stage of the mission some of my units started with less than the maximum of time units. It seemed to me they had the amount of TU's left with which they ended the previous stage. I'll add a save to this once i encounter it again. I use OpenXcom Extended 5.1 (2018-10-14).

Yes, it's a known issue.
You can download fixed OXCE version here: https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-5f27e4bff-2018-10-25-win32.7z
Title: Re: 40k Bug/crashes/problem´s report
Post by: d00my on November 05, 2018, 10:33:45 am
I found a strange and fun bug...  Not sure, it's about 40k mod, but... i have a FEMALE SPACEMARINE! Here's a screenshot. And save file also.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on November 05, 2018, 12:23:04 pm
it´s not a bug   femaleFrequency: 15 , if you want you can femaleFrequency: 0 if you don´t want female marines on soldiers_40k.rul
Title: Re: 40k Bug/crashes/problem´s report
Post by: MajorDerp16 on November 15, 2018, 11:08:41 pm
Hi Bulletdesigner,

I got an error message when i used the drop-pods to deploy, i got this error when i clicked end turn, it states
'OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.',
this may been due to me installing incorrectly, if so could you lend me some help.

Thanks p.s great mod

see attached screenshot: Droppods
 
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on November 16, 2018, 12:04:54 pm
send me the save game i will try to recreate the bug

the only tricky part on installation is always using latest OCXE+ Installed
Title: Re: 40k Bug/crashes/problem´s report
Post by: MajorDerp16 on November 16, 2018, 05:18:26 pm
send me the save game i will try to recreate the bug

the only tricky part on installation is always using latest OCXE+ Installed

Here's the save, well i hope it is;

Im using the 5.1 version of OXCE, just to confirm i copy the base games data into the ufo folder for OCXE
and then just run the exe instead of the OXC exe.

If thats not right what others steps would i have todo as that may be causing the issue. 
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on November 16, 2018, 06:13:16 pm
Work´s fine with me, so it´s your installation, also i have only 40k mod "on" so you have other mod´s "on" that can be creating the problem.  so disable all except 40k to check it out.

also i will link my OX40k folder( with installation correct) , so you only have to drop it on desktop and it will work
https://drive.google.com/open?id=0B3EJsib7nOiIR1ZqeDN5Rm1RYzQ
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on November 16, 2018, 06:19:48 pm
Probably caused by latest OXCE.

Crashes for me too.

I will report to Yankes... in the meantime, try downgrading to OXCE 2018-11-11 or older.

@Yankes:
- attached a save: just end turn and wait a bit (20 seconds) until few explosions happen and then crash.
- tile caching may be off, _objects[part] is nullptr, but _currentSurface[part] is not; relevant change: https://github.com/MeridianOXC/OpenXcom/commit/812c682e1735af955e34daf8e240c495486c4934#diff-f049c7aed8fa8d231e9cbb16b1fb511cL704

PS: @bulletdesigner: your download link in the post above seems to have more files than needed... there are some DLLs, but OXCE doesn't need any... also there is a whole "Safe" directory which is not needed; "data" directory is also not needed, it's actually discouraged. You may want to remove it, I think it will confuse people more than help.
Title: Re: 40k Bug/crashes/problem´s report
Post by: MajorDerp16 on November 16, 2018, 07:27:33 pm
@bulletdesigner, @Meridian

Thank you both, ill try the downgrading,

but loving the mod great fun
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on November 16, 2018, 08:34:50 pm
PS: @bulletdesigner: your download link in the post above seems to have more files than needed... there are some DLLs, but OXCE doesn't need any... also there is a whole "Safe" directory which is not needed; "data" directory is also not needed, it's actually discouraged. You may want to remove it, I think it will confuse people more than help.

ho yes, i do not support my folder, only use it if you cannot install by normal way´s and you are out of options, like Todd Howard says "it just works" ::)
Title: Re: 40k Bug/crashes/problem´s report
Post by: mudael on December 02, 2018, 09:54:53 pm
Bonjour!
Thanks a lot for the great mod!
is it intended that "new battle" mode has only 7 soldiers while equipping any craft? where it can be edited?
THanks!

UPDATE:
pressed Randmize button and get new crew. Nevermind!
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 02, 2018, 10:14:33 pm
Hi mudael, glad you figured out working with the new battle feature, but in general it's hard to support using new battle with mods that add new soldier types, missions, and races. It's more of a debug tool than a feature you should be regularly using unless you know how it works.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 03, 2018, 05:02:19 pm
Hello,
     this is my first time posting on a forum, and I wasn't sure where else I should have asked this so I'm posting here. I've been playing this mod for a few months now, and I'm just curious as to how I'm supposed to "restore fallen battle brother" or put a dead marine into a dreadnought. I've tried collecting the corpses of marines and bringing them back to the craft but I do not get the "fallen battle brother" component. As to placing marines in a dreadnought, is it even possible? I've had a dreadnought for base defense after building it, but there is no marine placed in it and I cannot figure out how to place one inside.

Sorry if this is a stupid question,
     Primarch Girlyman

Edit: Right after posting this, got back on and went after a terror mission on a new save. Game crashed right after I clicked on begin mission. Attached to this post is the log.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 03, 2018, 05:55:11 pm
Hello and welcome to the forums! This is the correct place to report bugs and ask questions about things that seem like bugs. The "Restore Fallen Battle Brother" feature requiring a "Fallen Corpse" was in fact a bug, we're removing it in the next version. To fix this in your version, open up the file "Ruleset/Soldiertransformation40k.rul" in a text editor, and under the requiredItems line remove the line that says "STR_FALLEN_CORPSE: 1" so that the file reads
Code: [Select]
soldierTransformation:
  - name: STR_RESURRECT_MARINE
    requires:
      - STR_LASER_CANNON
      - STR_NEW_FIGHTER_CRAFT
    cost: 850000
    requiredItems:
      STR_ALIEN_ALLOYS: 50
      STR_ELERIUM_115: 30
      STR_ALIEN_HABITAT: 1
    producedSoldierType: STR_FALLEN
    producedSoldierArmor: DREAD_ARMOR_UC
    allowsDeadSoldiers: true
    allowsLiveSoldiers: false
    needsCorpseRecovered: true
    allowedSoldierTypes:
      - STR_SOLDIER
      - STR_SOLDIER_JOAN
    transferTime: 24
    recoveryTime: 0
    lowerBoundAtMinStats: true
then save and restart your game. The dreadnought that you manufactured is treated the same as a HWP in the original game, so it cannot hold a soldier like an armor. Once you do the "Restore Fallen Battle Brother" project, you'll get your marine back but as a new soldier type that wears dreadnought armor.

As for the terror mission crash, sending us the log file isn't very helpful in general, it's best if you have a save file right before the bug happens and some instructions how to recreate the crash. This crash looks like a map script bug, one of which we fixed recently in the latest version - are you running version 012 or something earlier? Also, can you reproduce the crash and send us a save so we can see what's going on?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 04, 2018, 04:38:52 am
Thanks for the reply!

Will try your suggestion and edit this post when I get down to changing the ruleset.

Attached to this post is the save in question in which the game crashed before landing the terror mission. Right after loading into the game, wait for a few days and a terror mission in Budapest should show up. I've been sending the first Valkyrie on my crafts list ("SchoolBus") to this mission. After you click on the interact button to begin mission the game should crash. I wasn't sure if I had version 012 so I just downloaded it again and the crash is still happening.

Appreciate the speedy response.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 04, 2018, 06:27:17 am
I can replicate the crash with your save and I'll work on figuring out what's causing it. It has to do with map generation but it's not consistently happening on the same map script, which means it's something randomly generating wrong, specifically for the RNG seed in your save.

Two things you can do on your end to work around it: first off, I wouldn't recommend ever using ironman in modded OXC, precisely for this reason. There are bugs, some of which will prevent ironman campaigns from progressing, which can be prevented by having backup saves and the second recommendation I'll give. You can turn off ironman mid-campaign by loading your save in a text editor, finding the line that says "ironman: true" and changing it to "ironman: false". The next thing you can do once you've turned off ironman is to go to Options>Advanced>General and turn "Save Scumming" to "Yes". This will reset the RNG seed when you reload the game, which will re-roll the terrain and map generation, meaning you can start the terror mission. You can turn it off again once the mission has started if you like.

Edit: I've found which map script the mission is using, you can replace the file in your rulesets folder with the one I'm attaching and that will also fix your crash instead of doing the RNG manipulation.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 04, 2018, 10:43:05 am
Thank you for all the help ohart. My game is working great now. Will just stay off ironman for now I guess.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 13, 2018, 04:01:20 pm
Hi,

Tried looking around for an answer to this before posting but couldn't find it. Not familiar with mods, sorry if this should be otherwise obvious. Just downloaded V013 and tried out a new save and everything working fine. Just unsure if whether or not I could still use an old save? I had a pretty decent run that I'd like to continue but I have a feeling I will not be able to continue with that save I am unable to load it when I am in the "Load Game" menu.

Interested to see how the changes to krak missile will affect gameplay and especially love that krak grenades are now a thing.

Thanks for all the work!

Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 13, 2018, 04:43:59 pm
Upgrading versions shouldn't break anything unless you have an old HWP-style assault bike or dreadnought, but we've been phasing those out so you'd have to have kept it for a while. If you were using the old separate IG mod, you should turn it off when you upgrade. Your old save should work fine.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 13, 2018, 05:20:11 pm
With your confidence I decided to look at more it myself and actually managed to fix my problem. My save file was in a folder called xcom 1 and I just moved it to an empty folder that I realized I did not create (new folder is called 40k as well). I've seen this folder before but I never messed with it as V012 was loading my saves fine. Not sure how this works but glad that you were clear on what the main problems should be so I could fix this. Sorry I'm a noob  :-[
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 13, 2018, 05:45:08 pm
Ah okay, I missed that part of your post - read too quickly, my bad. We made 40k a "master" mod now, which means it gets its own folder for saves. When you first run the game with the new mod version, this 40k folder is created in your user folder, and any saves you have should be moved to there.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 13, 2018, 06:40:54 pm
Just curious, if I want to ask questions about how some mechanics work (only one I have in mind right now is flamer burn damage per turn) do I ask here?

Also, with the mod having it's own drop down page, can it still run all the mods in the standard folder? One that comes to mind is psi-attacks requiring line of sight and how much that helps the balance of this mod. 

Forgive me if this is the wrong place to ask. Still new to forums in general.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 13, 2018, 07:41:51 pm
It's better to keep this thread for bugs only, general questions would be better asked on the main thread for the mod (https://openxcom.org/forum/index.php/topic,5026.0.html). Part of the point of making 40k a 'master' mod was that the mods in standard could not be applied to 40k, as many are incompatible or won't function when applied to 40k. For example, I think we have some psionic items in addition to what UFO has, so those won't be limited to LOS if you turn on the mod in standard. You'd have to make a separate mod for the same functionality when applied to 40k.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 13, 2018, 07:57:50 pm
Oh ok thanks for the info about posting.

Unrelated question, is there anything I can do to help with the UFOpaedia entries? Some of them are not so clear. I have no experience in modding xcom but my English is pretty good and I think I could help with some writing. Plus I love 40k and would do research if you required (even if this mod isn't very canon i.e. female space marines).

Lastly, I've been doing this a lot in all my posts so I think I have to ask. I ask more questions(like this 8) ) after my response. Is that inappropriate? Should I just bring all these questions into general instead of ending my posts like this?
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 13, 2018, 08:10:07 pm
I'll answer in the main thread so we don't clutter up bugreports so much.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 17, 2018, 06:36:06 pm
Hello!
Having this really strange problem. My game is crashing because of equipping a certain soldier with armor.

Attached will be the save.

The steps to replicate the crash:

Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 17, 2018, 07:11:49 pm
Thanks for the report, this is a case of a missing resource file for the inventory images, we'll fix it in the next version. In the meantime if you're okay with the soldier looking a bit different in the inventory images, open up the mod file Ruleset/layered-armors_40k.rul and find the line
Code: [Select]
  - typeSingle: 1__2__M0_FACE
    fileSingle: Resources/LAYER/CM0.gif
and change the CM0.gif to CM1.gif or any other number 2-5.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 17, 2018, 07:50:21 pm
Thanks!

It's working fine now.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Chapter Master Girlyman on December 19, 2018, 01:56:09 am
Was using the assault cannon on terminator seargent armor and it has reduced accuracy where other 2handed weapons do not have reduced accuracy while wearing  it. Is there a reason for this? I think this is because of the lightning claws as as the regular terminator armor is fine. Storm bolter works fine though, even though that is a 2 handed weapon as well. Is this an intended feature?
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 19, 2018, 03:22:02 am
Most likely - storm bolter is in essence an automatic pistol for a marine in terminator armor, while an assault cannon is a massive support weapon, equivalent more to the vanilla autocannon for an x-com soldier.

As for how 2-handed penalties work, there is a default reduction in accuracy for using a 2-handed weapon in the off hand, any exception to this is explicitly defined in order to display a weapon like a 2-handed item but have no penalty. It doesn't matter what the item in the off hand is, it just matters that it exists.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on December 19, 2018, 07:05:09 pm
Was using the assault cannon on terminator seargent armor and it has reduced accuracy where other 2handed weapons do not have reduced accuracy while wearing  it. Is there a reason for this? I think this is because of the lightning claws as as the regular terminator armor is fine. Storm bolter works fine though, even though that is a 2 handed weapon as well. Is this an intended feature?

My mistake again, next release , Assault cannon will have no 2 handed penalty even thought will mark 2 handed like stormbolter

i Can confirme since chaos assault cannon don´t have the issue, was resolved time ago, i must haved missed it
Title: Re: 40k Bug/crashes/problem´s report
Post by: Thunderwing280 on January 02, 2019, 09:33:06 pm
Hi again

So my 40K setup works but there are some problems, the aliens e.g. the chaos marines etc are just called floaters and some weapons have vanilla descriptions, the vehicles are called Skyranger etc, how to fix?

Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 02, 2019, 10:01:20 pm
We only support the en-US language setting - you're using en-UK. Go to options and change the language to "English (US)".
Title: Re: 40k Bug/crashes/problem´s report
Post by: Thunderwing280 on January 02, 2019, 10:04:57 pm
We only support the en-US language setting - you're using en-UK. Go to options and change the language to "English (US)".
Ok thank you for the help.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Balgias on January 05, 2019, 12:31:14 pm
I have this terrible issue where I can't sell anything while my stores are full.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on January 05, 2019, 04:22:39 pm
That sounds strange, can you send save?check Buying and selling are different bottuns, sometimes can make confusion, Also remember don't hide objects, they won't appear unless you unhide then
Title: Re: 40k Bug/crashes/problem´s report
Post by: Balgias on January 09, 2019, 10:46:41 am
That sounds strange, can you send save?check Buying and selling are different bottuns, sometimes can make confusion, Also remember don't hide objects, they won't appear unless you unhide then

my bad, just some confusion with the amount I needed to sell in order to get off that screen after a battle.

On another topic, how on earth am I supposed to actually bring dreadnoughts into battle with me? I can't equip them, and I don't have the option to bring them into my craft as equipment??

Also I can't seem to build the library, even though i've fully researched it?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on January 09, 2019, 11:56:56 am
On another topic, how on earth am I supposed to actually bring dreadnoughts into battle with me? I can't equip them, and I don't have the option to bring them into my craft as equipment??

dreadnought´s are unit´s, that oucupy 2x2 so they need 4 seat´s, they are not equipment , they are soldier type that are created on the soldier screen (revive section)
also droppods can only carry one
landspeeder´s can´t carry
thunderhawk carry 3
Transport Thunderhawk can´t carry
Title: Re: 40k Bug/crashes/problem´s report
Post by: Balgias on January 09, 2019, 03:09:22 pm
dreadnought´s are unit´s, that oucupy 2x2 so they need 4 seat´s, they are not equipment , they are soldier type that are created on the soldier screen (revive section)
also droppods can only carry one
landspeeder´s can´t carry
thunderhawk carry 3
Transport Thunderhawk can´t carry

revive section wuhhh

I was in a mission that had a small aircraft as support, is it possible to bring things like storm talons into engagements too? Or is it a special scripted event?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on January 09, 2019, 05:11:08 pm
yap they are "scripted" for some missions, but they act always in war missions. With a lot of trouble is doable to give it by research on some mission (enable and disable mission with support by research) but it´s not in WIP since is tremendous trouble
Title: Re: 40k Bug/crashes/problem´s report
Post by: Balgias on January 11, 2019, 03:29:20 pm
Game is freezing once its this chaos dreadnoughts turn to act, where do I share my save file? This is on file ver .16

https://puu.sh/Cv1hm.png

https://dl.dropboxusercontent.com/s/x9yv44n0yb20o5n/crashedx1.sav
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on January 11, 2019, 04:22:07 pm
yap just tested, it´s not dread´s fault, i think is craft´s/mission related script when the turn starts, also i dunno how a ogryn is flying, but your are playing guard and maybe its a jetpack i dunno. Got to wait for ohartenstein23 since that´s a sideoperations mission for the guard.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 11, 2019, 06:38:57 pm
It's something to do with the AI hanging up - when I load the save and turn on debug mode, all the enemy units run through their actions once but when it gets to the second go-around, the game stops with the Sorcerer. Tracing the AI in the log shows the Dreadnought as the last to act, so either there's a map bug where the Dreadnought can't move to where it's going or something with the Sorcerer is causing the game to hang up. I'll take a look further.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Balgias on January 11, 2019, 11:21:27 pm
It's something to do with the AI hanging up - when I load the save and turn on debug mode, all the enemy units run through their actions once but when it gets to the second go-around, the game stops with the Sorcerer. Tracing the AI in the log shows the Dreadnought as the last to act, so either there's a map bug where the Dreadnought can't move to where it's going or something with the Sorcerer is causing the game to hang up. I'll take a look further.

There's always one unit stuck in the sky with all of the gear when I use the valk dropship, forgot to mention that.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 12, 2019, 03:28:11 am
I did notice that from your save, forgot to address it with the other problems you were having. This is the first I've heard of this bug, it was working properly last time I used the craft, and I haven't been able to reproduce it on my end. Could you try the most recent OXCE build? You can find them built here on Stoddard's build farm (https://lxnt.wtf/oxem/#/Extended), select the most recent one that corresponds to your OS.

Edit: I've also had some instances where I could move on to the next turn by turning the option "Save Scumming" on when loading your save - this resets the RNG seed when loading the game, making the AI go through a different set of decisions.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Balgias on January 12, 2019, 07:22:01 am
I did notice that from your save, forgot to address it with the other problems you were having. This is the first I've heard of this bug, it was working properly last time I used the craft, and I haven't been able to reproduce it on my end. Could you try the most recent OXCE build? You can find them built here on Stoddard's build farm (https://lxnt.wtf/oxem/#/Extended), select the most recent one that corresponds to your OS.

Edit: I've also had some instances where I could move on to the next turn by turning the option "Save Scumming" on when loading your save - this resets the RNG seed when loading the game, making the AI go through a different set of decisions.

I have save scumming 'on' though

Latest version of oxce gives me this screen

https://puu.sh/CvoM7.png
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 12, 2019, 05:18:20 pm
Replace the corresponding ruleset in the mod with the one I'm attaching to this post.
Title: Re: 40k Bug/crashes/problem´s report
Post by: doctor medic on January 13, 2019, 12:23:34 pm
Had an issue with middle clicking a juggernaut that caused the game to crash to desktop
Title: Re: 40k Bug/crashes/problem´s report
Post by: krautbernd on January 13, 2019, 07:33:24 pm
Quote
[13-01-2019_18-34-27]   [ERROR]   Error linking 'STR_COLONY_CONDITIONAL' in startingConditions: Armor STR_SCOUTHR_UC    not found
startingConditions_40k.rul in the most recent available version on mod.io contains a tab at the end of the file which causes a crash on startup after enabling the mod.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 13, 2019, 08:33:55 pm
startingConditions_40k.rul in the most recent available version on mod.io contains a tab at the end of the file which causes a crash on startup after enabling the mod.

Yes, I posted a fixed ruleset just two posts above yours here (https://openxcom.org/forum/index.php/topic,6413.msg108510.html#msg108510).
Title: Re: 40k Bug/crashes/problem´s report
Post by: krautbernd on January 14, 2019, 01:34:26 am
Sorry, my bad, should have read the preceeding posts.
Title: Re: 40k Bug/crashes/problem´s report
Post by: doctor medic on January 14, 2019, 12:29:55 pm
Spotted an enemy inside the ship from outside the ship
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 14, 2019, 03:09:49 pm
That's not inside the ship - if you look at the spot that's the mirror image on the other side, it's well outside the ship.
Title: Re: 40k Bug/crashes/problem´s report
Post by: doctor medic on January 14, 2019, 10:55:51 pm
Sorry posted it before i went inside the ship and found out there was a door that lead on top of the wing
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 18, 2019, 06:15:12 pm
To everybody using the Imperial Guard Operations path and Valkyrie Drop Transports - do not use the auto-equip function (default pressing the "z" key) in the pre-battle inventory screen! This will cause your first soldier to be stranded in the air. This will be fixed by the 018 release, but for now don't use auto-equip when deploying from the Valkyrie Drop Transport!

Edit: I'm attaching two ruleset file fixes for this - replace these in your ruleset folder.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Thunderwing280 on January 20, 2019, 02:41:09 pm
I found a problem where I intercepted a landed UFO however it took me to a training mission.

I landed outside the taining base and there were no hostiles but there were the target dummies.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 20, 2019, 03:42:35 pm
If you researched Chapter Sideoperations, this is not a bug. You'll find the mission described in the codex.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Thunderwing280 on January 20, 2019, 07:50:32 pm
If you researched Chapter Sideoperations, this is not a bug. You'll find the mission described in the codex.
But I did not go to that mission marker, it was a landed UFO that forced me into the mission, and I thought you spawned in the facility anyway.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 20, 2019, 09:13:14 pm
It's different between the marines' side missions and the Imperial Guard. We use 'UFOs' to spawn missions that take the terrain from the geoscape.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Thunderwing280 on January 20, 2019, 09:57:28 pm
It's different between the marines' side missions and the Imperial Guard. We use 'UFOs' to spawn missions that take the terrain from the geoscape.
I see thank you for clarifying
Title: Re: 40k Bug/crashes/problem´s report
Post by: mudael on January 29, 2019, 07:02:26 pm
1) got crash in "newbattle" when press equip button if the transport is "DROPPOD"(without S in the end).
2) crash with some message related to missing cryssalid weapon when mind control slaanesh deamonette using psykers with telepathy.
3) it looks like tzeentch devotes need some buffs. they looks more weak in comparison with others devotes.(IMHO)
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 29, 2019, 07:25:29 pm
The single droppod has a typo in the ruleset for the sprite, it'll be fixed in the next version.

I'm not able to reproduce the crash when mind controlling daemonettes - are you using the latest version of both the mod and OXCE? Can you post a save just before you get this crash?
Title: Re: 40k Bug/crashes/problem´s report
Post by: mudael on January 29, 2019, 11:50:06 pm
Here is save.  Select second enemy - it is already mind controlled
also attached screenshot of error
hope this helps
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 30, 2019, 12:54:17 am
Neither bulletdesigner or I can reproduce this error - are you running an older version of OXCE? If so, updating should solve the problem.
Title: Re: 40k Bug/crashes/problem´s report
Post by: mudael on January 30, 2019, 09:07:40 am
I am using version 5.1. Will try to update! Thanks!
Title: Re: 40k Bug/crashes/problem´s report
Post by: Yataka Shimaoka on January 31, 2019, 08:10:45 am
Attaching log....
Crash happened when an HK intercepted my Valkyrie
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on January 31, 2019, 10:02:45 am
Try newer OXCE, or put guns in all craft slots.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Yataka Shimaoka on January 31, 2019, 03:33:34 pm
Mine is up to date, as of Jan 16. Or Am I mistaken again and it is now outdated
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 31, 2019, 04:40:48 pm
Can you post a save just before it happens? HKs hunt down my Valkyries just fine, with the only crash being the Valkyrie to the ground.
Title: Re: 40k Bug/crashes/problem´s report
Post by: b on February 01, 2019, 10:05:29 am
The game crashes when I access the inventory of some but not all soldiers.
I'm using the latest everything on a fresh install on Linux (debian mint),  and a lot of the text has STR in front of it(see examples in attached picture):
(https://i.postimg.cc/bNKpkcyz/Screenshot-from-2019-02-01-00-51-29.png)

Any idea how to fix this?

Also, some random battles start with everyone stuck in the air and unmovable like this:
(https://i.postimg.cc/SQr8NdGQ/Screenshot-from-2019-02-01-01-22-40.png)
 The log says this:
[01-02-2019_01-17-56]   [WARN]   STR_MISSION not found in en-US
[01-02-2019_01-17-56]   [WARN]   STR_CRAFT not found in en-US
[01-02-2019_01-17-56]   [WARN]   STR_HANGAR not found in en-US
[01-02-2019_01-17-56]   [WARN]   STR_SPACESHIP_M8 not found in en-US
[01-02-2019_01-17-56]   [WARN]   STR_SPACESHIP_M9 not found in en-US
[01-02-2019_01-17-56]   [WARN]   STR_MIXED not found in en-US
[01-02-2019_01-17-56]   [WARN]   STR_EQUIP_CRAFT not found in en-US
[01-02-2019_01-17-56]   [WARN]   STR_OK not found in en-US
[01-02-2019_01-17-56]   [WARN]   STR_CANCEL not found in en-US
[01-02-2019_01-17-56]   [WARN]   MAP_MARINEOUT not found in en-US
[01-02-2019_01-17-58]   [WARN]   STR_CRAFTNAME not found in en-US
[01-02-2019_01-17-58]   [WARN]   STR_CRAFT_ not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_HIDDEN_MOVEMENT not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_TURN not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_SIDE not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_PRESS_BUTTON_TO_CONTINUE not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_TIME_UNITS_SHORT not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_WEIGHT not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_ACCURACY_SHORT not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_REACTIONS_SHORT not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_PSIONIC_SKILL_SHORT not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_PSIONIC_STRENGTH_SHORT not found in en-US
[01-02-2019_01-17-59]   [WARN]   STR_AMMO_ROUNDS_LEFT not found in en-US
[01-02-2019_01-18-00]   [WARN]   STR_ELECTRO_FLARE not found in en-US
[01-02-2019_01-18-41]   [WARN]   STR_UNLOAD_WEAPON not found in en-US
[01-02-2019_01-19-33]   [WARN]   STR_PROXIMITY_GRENADE not found in en-US
[01-02-2019_01-19-35]   [WARN]   STR_MOTION_SCANNER not found in en-US
[01-02-2019_01-20-20]   [WARN]   STR_WRONG_AMMUNITION_FOR_THIS_WEAPON not found in en-US
[01-02-2019_01-21-10]   [WARN]   STR_NO_AMMUNITION_LOADED not found in en-US

Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on February 01, 2019, 10:33:51 am
The game crashes when I access the inventory of some but not all soldiers.
I'm using the latest everything on a fresh install on Linux (debian mint),  and a lot of the text has STR in front of it(see examples in attached picture):

Any idea how to fix this?

You need OXCE (OpenXcom Extended) to play 40k mod: https://openxcom.org/forum/index.php/topic,5258.0.html

It will not work with OXC (OpenXcom).
Title: Re: 40k Bug/crashes/problem´s report
Post by: b on February 01, 2019, 10:37:23 am
Yes, I thought I installed this one: https://lxnt.wtf/oxem/builds//Extended/Extended-5.2-0c6c261bd-2019-01-30-stretch-x86_64.7z  maybe I didn't use it right
Title: Re: 40k Bug/crashes/problem´s report
Post by: Stoddard on February 01, 2019, 10:50:50 am
Yes, I thought I installed this one: https://lxnt.wtf/oxem/builds//Extended/Extended-5.2-0c6c261bd-2019-01-30-stretch-x86_64.7z  maybe I didn't use it right

Note how the git commit id (.....7c8) in the window title bar doesn't match the one in the archive name  (0c6c261bd).
You are definitely running something else. Also check out the main menu, the log, the start-up screen - they all show the version there.
Title: Re: 40k Bug/crashes/problem´s report
Post by: b on February 01, 2019, 12:35:26 pm
I was missing an sdl  ..  running this command fixed everything:

apt-get install libsdl-gfx1.2-5
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on February 08, 2019, 08:01:26 pm
Hello Gentlemen, I found a bug on a Space Hulk map (017 version).
Sometimes enemy units - the culprit used to be the Carnifex in previous version, but in this case it is a Genestealer - is standing on an "elevator" square and don't move preventing the player destroying it and finishing the mission.

Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on February 08, 2019, 08:24:29 pm
I'll take a look at the save, but usually you can destroy the terrain or move away from the elevator and wait for the AI to move.

For those of you who just downloaded version 018, the Techmarine's repair ability might not use the new script designed to fix the most damaged armor - we're uploaded a fixed version of the full mod, but you can just replace the attached ruleset as well.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on February 08, 2019, 09:25:59 pm
No need to look at the savegame, it happened just as you said. I destroyed the control and the last unit moved out.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on February 15, 2019, 03:24:35 am
Found a big bug with version 018 - any alien bases generated under the new version will default to the wrong deployment STR_TERROR_MISSION instead of STR_ALIEN_BASE_ASSAULT.

If you have a campaign going on version 018, open up the saved game in a text editor, find the section named "alienBases:", and replace any entries under that section that have "deployment: STR_TERROR_MISSION" with "deployment: STR_ALIEN_BASE_ASSAULT". If you are having trouble with the save editing, PM me with your save and I'll fix it.

I'm also attaching a fixed alienMissions ruleset - replace the corresponding file in 40k/Rulesets with this one to fix the bug.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on February 16, 2019, 04:10:10 am
Hello Gentlemen,

I found a bug. I have attached the log, the savegame and a screenshot.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on February 16, 2019, 04:38:04 am
Thanks, we're aware of this bug. It'll be fixed in the next version. To fix it on your end, go into missionScripts_40k.rul, scroll down to the bottom for the script named "Inquisition," and remove the line that says "label: 1".
Title: Re: 40k Bug/crashes/problem´s report
Post by: Astralon on March 06, 2019, 08:13:32 pm
When I try one of the extra missions, it crashes and says the map is too big for this map type.

Log and save file are attached. I tried updating to extended 5.3, does the same thing.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on March 06, 2019, 08:32:03 pm
what is causing crash is thunderhawk transport is 5 tiles tall and that ship hangar is 4, i thought i resolved that issue a while ago, are you using the lastest 40k version? anyway i will test and see if it still happens to me maybe between updates the files were overwrited and the issue persist.

well mission 8 and 9 have that issue and are inc. , since we are diverting attention to other stuff meanwhile. If you got there by the campaign you have to be patient and w8 for me to finish that sideoperations arc  :P (on the readme file says mission 8 and 9 are WIP) the missions there are placeholder. Sorry about it
Title: Re: 40k Bug/crashes/problem´s report
Post by: Astralon on March 06, 2019, 09:54:26 pm
Ah, darn. I was hoping it was something on my end I could correct. Was really enjoying those missions.

Am I missing out on any goodies for not being able to finish all the side operations? I saw in the tech tree image you posted elsewhere that there was some kinda dreadnaught and what looks like a master crafted heavy plasma.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on March 07, 2019, 12:53:43 pm
y,  if you give me you save and i will give you the final the intended research.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Astralon on March 07, 2019, 06:51:45 pm
Sure thing, thanks.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on March 07, 2019, 07:11:14 pm
You shall be blessed from this day forward with the chapter finest weapons!
Title: Re: 40k Bug/crashes/problem´s report
Post by: Lord Flasheart on March 10, 2019, 10:14:12 pm
Hi bulletdesigner,
I have just encountered the same mission problem.

I have other question too:
1. How can I re-capture lost territories that have fallen to chaos (or to someone else...but that is the future)? Previously I lost North America but a few months later it was „cleansed”. Strangely there was a base that didn`t show up on the map, but when I sent a Valkyre to recon the area, the base popped up as a selectable destination when I clicked on the map. It returned to the emperor`s bosom after I destroyed that base.

2. (I downloaded Astralon`s savegame. Good job Astralon, I love it. Maybe we could create a new subtopic where we could post pictures and ideas on running the game.)

Although I can see the chaplain armor and a Sergeant Signum Armor in the codex, I cannot manufacture any of them.
I also don`t have the Terminator Sergeant, the lightning claw, centurion armor etc. while the research queue is already empty, and the game has no path to the end. So maybe I researched things in the wrong order?

3. And there is an issue with the dreadnought armor. I manufactured one and tried to use it equipping a marine, but it didn`t appear in combat, so I eventually just sold it.

4. I have created the Terminator Apothecary Armor (so far it is only for the Ultramarines), please let me know how can I send it to you and feel free to include it in the next update. I will do some touch-ups with the powerfist, and clone all the sprites for the Imperial Fists.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on March 10, 2019, 11:41:48 pm
hey men,
if you want i can also give you the tech

1-you answered your question, if you take down chaos base in region, they will return to loyal

2- i will ask you to join your discord we have the complete tech tree there, i will also upload in forum

3- dread armor if for dread units, the must be promoted from dead to dread

4- join our discord servers is free and a lot easier . currently we are going for a mega update (a lot of mission mechanics changes), is not that i don´t like other people resources and help, we are low on time for witch as to be done, we must focus on the basic important stuff me and ohartenstein23 see, again in discord we can all talk and go roadmap, personaly i dont think termie apoth is viable, due to the player becoming OP, i prefer chaos gate logic. but we have several people with there own mods to there flavour, we can help you to put it to work

https://discord.gg/WQfaF9
Title: Re: 40k Bug/crashes/problem´s report
Post by: binLaden_in_a_blender on March 20, 2019, 04:40:19 pm
I think have a couple of bugs but not sure if i'm just missing something (i wanna be safe than sorry).
on my current game i have been doing the chaos outposts & have the first two datapads but any other missions that show up are 'mission 2' that gives dp2, i already have a few of those, no 'mission 3' or 'mission 4' in sight. (also, i know this is not the place to ask but may as well. what exactly does the training datapad do?)

my other issue is that the research for the stormeagle hasn't appeared. i saw on the tech tree you recently posted that it comes under mid-tier req, i'm on late-tier req & i'm pretty sure i've researched everthing else. still nothing.

again, i may have missed something but want to be sure.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on March 20, 2019, 06:12:52 pm
The 'tactical training data' is just an item you research to unlock Sidemission 2. If you check in the Codex, Sidemission 2 requires recovery of 3 unique datapads from Chaos Outposts - you'll have to keep doing these missions until you have all three. It might take a while since the datapad you get from the mission is randomly selected each time. Once you have all three you manufacture them into another item you can research to unlock Sidemissions 3 and 4.

The Stormeagle requires knowing about all the larger Chaos craft - you need to interrogate enemies that tell you about the enemy craft in order to unlock it. Next version we're changing this to make it so you only have to win missions against each craft to get data on them.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Colf on April 30, 2019, 05:40:35 pm
Hi all, I've been enjoying this mod a lot.

Got one bug though? (paying for 12 guards when I've got only 3). My save file is attached.

Props for all your work, amazing stuff.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Faravurof on April 30, 2019, 08:52:14 pm
My map is seriously messed up and i'm only getting terror attacks. Both problems remain when I start a new game and are fixed when I disable 40k.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on April 30, 2019, 11:16:25 pm
The terror missions might either be a holdover bug from 018, take a look at this post if you played your campaign with version 018 at all (https://openxcom.org/forum/index.php/topic,6413.msg110164.html#msg110164), or if they're done by Orks then it's not a bug. I'm guessing you just have Orks or you're not scouting out where the terror mission is happening to see the enemy craft.

The globe isn't messed up, you're no longer on Terra.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on May 02, 2019, 08:39:09 pm
Continuing our streak of release-day bugs, here's a fix for sprites causing a crash when opening the bases screen, just replace the ruleset in 40k/Rulesets.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Cristao on May 02, 2019, 10:17:14 pm
Crash during game. Valkyrie returning from combat at start of month. Crash due to alien retaliation mission.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Cristao on May 04, 2019, 10:18:09 am
Crash at start due to missing sound file. I used the 40k_noanims_020 route. I will try the full update now.

EDIT: Full update didnt have same issue. Earlier bug still occurred with trying to find waypoint in Indian Ocean for alien retaliation mission.

I have attached the game file. Mods implemented by myself which I doubt would cause the crash are stronger flares, addition of new armor, soldier stat changes.

Looking at attached file using Notepad++, Lines 8716 to 8724 (replicated below) refer to the bug

  - type: STR_ALIEN_RETALIATION
    region: STR_INDIAN_OCEAN
    race: STR_FLOATER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 150
    liveUfos: 0
    uniqueID: 27
    missionSiteZone: -1

EDIT2: Changed region from Indian Ocean to Austrailiasia in file. So far so good - I could continue. I dont know the long term effects of my change but I could continue playing.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on May 31, 2019, 02:54:57 am
Sorry it took so long to respond, but the Indian Ocean crash is because we're missing missionZones for the the oceans. It'll be fixed in the next release.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Nissandre on June 06, 2019, 02:29:55 am
I just had a crash when starting a Battlefield mission. The log says it failed to generate a map. It's the first time i see this mission so i dont know if maybe its just not finished yet.


Code: [Select]
[05-06-2019_20-04-29] [INFO] OpenXcom Version: Extended 5.5 (v2019-05-19)
[05-06-2019_20-04-29] [INFO] Platform: Windows 64 bit
[05-06-2019_20-04-29] [INFO] Data folder is:
[05-06-2019_20-04-29] [INFO] Data search is:
[05-06-2019_20-04-29] [INFO] - C:/Users/German/Documents/OpenXcom/
[05-06-2019_20-04-29] [INFO] - C:/GOG Games/OXCE5.5/
[05-06-2019_20-04-29] [INFO] User folder is: C:/Users/German/Documents/OpenXcom/
[05-06-2019_20-04-29] [INFO] Config folder is: C:/Users/German/Documents/OpenXcom/
[05-06-2019_20-04-29] [INFO] Options loaded successfully.
[05-06-2019_20-04-29] [INFO] SDL initialized successfully.
[05-06-2019_20-04-29] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-04-29] [INFO] Attempted locale:
[05-06-2019_20-04-29] [INFO] Detected locale: C
[05-06-2019_20-04-29] [INFO] Attempting to set display to 1024x768x32...
[05-06-2019_20-04-29] [INFO] Display set to 1024x768x32.
[05-06-2019_20-04-29] [INFO] Loading data...
[05-06-2019_20-04-29] [INFO] Scanning standard mods in ''...
[05-06-2019_20-04-29] [INFO] Scanning user mods in 'C:/Users/German/Documents/OpenXcom/'...
[05-06-2019_20-04-29] [ERROR] FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[05-06-2019_20-04-29] [INFO] reservedSpace for: xcom1 updated to: 2
[05-06-2019_20-04-29] [INFO] reservedSpace for: 40k is: 2
[05-06-2019_20-04-29] [INFO] Loading rulesets...
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_DEEPSPACE. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_FOREST_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_SNOW_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_URBAN_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_DESERT_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-30] [ERROR] There are invalid/obsolete attributes in starting condition STR_COLONY_CONDITIONAL. Please review the ruleset.
[05-06-2019_20-04-31] [INFO] Loading fonts... Font.dat
[05-06-2019_20-04-31] [INFO] Lazy loading: 1
[05-06-2019_20-04-31] [INFO] Loading custom palettes from ruleset...
[05-06-2019_20-04-31] [INFO] Making palette backups...
[05-06-2019_20-04-31] [INFO] Data loaded successfully.
[05-06-2019_20-04-31] [INFO] Loading language...
[05-06-2019_20-04-31] [INFO] Language loaded successfully.
[05-06-2019_20-04-31] [INFO] OpenXcom started successfully!
[05-06-2019_20-04-31] [INFO] Playing flx, 320x200, 1878 frames
[05-06-2019_20-04-33] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-04-33] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-05-39] [INFO] Playing flx, 320x200, 1623 frames
[05-06-2019_20-06-06] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-06-06] [INFO] SDL_mixer initialized successfully.
[05-06-2019_20-07-39] [WARN] STR_GRETCHIN not found in en-US
[05-06-2019_20-12-11] [WARN] No free channels available
[05-06-2019_20-12-11] [WARN] No free channels available
[05-06-2019_20-12-14] [WARN] No free channels available
[05-06-2019_20-12-14] [WARN] No free channels available
[05-06-2019_20-15-00] [WARN] No free channels available
[05-06-2019_20-19-06] [WARN] No free channels available
[05-06-2019_20-22-08] [FATAL] A fatal error has occurred: Map failed to fully generate.
[05-06-2019_20-22-08] [FATAL] 0x5818f0 OpenXcom::CrossPlatform::stackTrace(void*)
[05-06-2019_20-22-08] [FATAL] 0x582c70 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[05-06-2019_20-22-08] [FATAL] 0x41c780 exceptionLogger()
[05-06-2019_20-22-08] [FATAL] 0xaf4de0 MPEGaction::MPEGaction()
[05-06-2019_20-22-08] [FATAL] 0xcacda0 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[05-06-2019_20-22-08] [FATAL] 0xcb1ca0 OpenXcom::ScriptGlobal::addTagType<OpenXcom::ScriptTag<OpenXcom::RuleItem, unsigned char> >()::{lambda(unsigned long long)#1}::_FUN(unsigned long long)
[05-06-2019_20-22-08] [FATAL] 0x4eaa00 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)
[05-06-2019_20-22-08] [FATAL] 0x4ef600 OpenXcom::BattlescapeGenerator::run()
[05-06-2019_20-22-08] [FATAL] 0x672270 OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)
[05-06-2019_20-22-08] [FATAL] 0x59d120 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[05-06-2019_20-22-08] [FATAL] 0x654750 OpenXcom::State::handle(OpenXcom::Action*)
[05-06-2019_20-22-08] [FATAL] 0x59a6f0 OpenXcom::Game::run()
[05-06-2019_20-22-08] [FATAL] 0x41c8c0 SDL_main
[05-06-2019_20-22-08] [FATAL] 0x910250 console_main
[05-06-2019_20-22-08] [FATAL] 0x910370 WinMain
[05-06-2019_20-22-08] [FATAL] ??
[05-06-2019_20-22-08] [FATAL] ??
[05-06-2019_20-22-08] [FATAL] 0x7ffd05ae81e0 BaseThreadInitThunk
[05-06-2019_20-22-08] [FATAL] 0x7ffd07e7a230 RtlUserThreadStart
[05-06-2019_20-22-13] [FATAL] OpenXcom has crashed: Map failed to fully generate.
More details here: C:/Users/German/Documents/OpenXcom/openxcom.log
If this error was unexpected, please report it to the developers.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on June 06, 2019, 04:19:06 am
Can you give us a save just before this happens? We can't tell at all what's happening from just the log.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Nissandre on June 08, 2019, 10:32:53 pm
Sorry, i came back here too late and that save is history. Any ways that's the only time this happened, i have had several battlefield missions that worked now.
Title: Re: 40k Bug/crashes/problem´s report
Post by: mercy on June 20, 2019, 05:19:41 pm
Problem: Instant Grenades option is greyed out. Well, I went in and set these to true:
+ Instant Grenades,
+ PSI abilities can improve, because in real life they improve, just as every skill
+ Retain Interrogated Aliens, because the Marines aren't eating interrogated aliens for dinner..

I'm playing on highest difficulty. I want my heroic, newbie imperial soldiers fighting in their panties at least able to lob a grenade or two at the enemy, before they are shot to pieces.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on June 20, 2019, 05:29:06 pm
That's intentional on all parts, OXCE allows fixing of certain options in the mod. Instant grenades breaks balance, particularly with smoke grenades. Psi skill can improve and is already really strong when you have a well-trained librarian, no need to make it even stronger. Retaining interrogated enemies is also a balance thing, as capturing one of a certain type of enemy would trivialize part of the tech tree.
Title: Re: 40k Bug/crashes/problem´s report
Post by: mercy on June 20, 2019, 05:37:19 pm
That's intentional on all parts, OXCE allows fixing of certain options in the mod. Instant grenades breaks balance, particularly with smoke grenades. Psi skill can improve and is already really strong when you have a well-trained librarian, no need to make it even stronger. Retaining interrogated enemies is also a balance thing, as capturing one of a certain type of enemy would trivialize part of the tech tree.
Thank You for your help!!
Never used smoke grenades. My "Hero of the Soviet Nation"-rookies always take incoming shots by Bending The Knee™® --> only the Holy Save-Scum might save them, but only if repeated reloading doesn't get on my nerves. :D
Turned these back OFF:
- PSI improv
- retain aliens
as per your suggestion.

Thank You!
Title: Re: 40k Bug/crashes/problem´s report
Post by: mercy on June 24, 2019, 04:34:03 pm
I bought carapace armor for my soldiers and when they don them, their STR goes to 0 and they can't move???  WTH?

Oh, .. so this is heavy and on the first fight the newbies are too weak for carapace. AAAAAARRRRRRGH!!! :
Quote
Generally speaking, this is the most protection an ordinary man will get to use unless they get extremely lucky/prove useful enough to wear some form of powered armor. Like Power Armor (https://1d4chan.org/wiki/Power_Armor) it has Ceramite or armaplas (perhaps plasteel, armaplas is never really explained) molded into armor plates. This also makes it much heavier and will fatigue the wearer much faster than flak armour or power armour given that it usually lacks any kind of assisted movement systems, though that isn't always the case as semi-powered examples do exist. Usually, soldiers issued carapace armor are elite units and given light genetic enhancement to bear the weight without problems.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on July 05, 2019, 07:13:02 pm
For the 021 release, OXCE 5.5 is sufficient, the message you may be getting on start-up or activating the 40k mod for not having 5.5.1 can be ignored if you have the latest release of OXCE.

If you want the message to go away, edit the file 40k/metadata.yml to say the required version is 5.5 instead.
Title: Re: 40k Bug/crashes/problem´s report
Post by: lurker on July 19, 2019, 07:06:49 am
Ohartenstein I think I also just encountered the crash which affected your playthrough. I wanted to report it here, just to confirm. I thought I saw you post a hot-fix to that crash somewhere? Like on ModDB?

Attaching my .log file
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on July 19, 2019, 04:25:37 pm
Yes, it is the same kind of crash. I haven't posted a fix for it yet, so I'll attach my updated ruleset file here - replace the corresponding file in 40k/Ruleset with these ones. You're also going to need to edit your save or you'll get the same crash again.

Open up your geoscape save in a text editor, and find the line that starts with "alienMissions:" Underneath that, look for and entry with type "STR_SUPPORT_PDF_ASSAULT", it should also have "region: M5_SITES" as that's what the log file is telling us. Change the region entry to any one of STR_NORTH_AMERICA, STR_ARCTIC, STR_ANTARCTICA, STR_SOUTH_AMERICA, STR_EUROPE, STR_NORTH_AFRICA, STR_SOUTHERN_AFRICA, STR_CENTRAL_ASIA, STR_SOUTH_EAST_ASIA, STR_SIBERIA, or STR_AUSTRALASIA. Also find the line in that entry that says "missionSiteZone: <some number>" and change it to "missionSiteZone: 0". If that doesn't fix the crash, post the save here and I'll do the editing.
Title: Re: 40k Bug/crashes/problem´s report
Post by: JPlayer 101 on August 03, 2019, 07:50:46 pm
On Android OXCE found issue that crashes game: Some of Codex (Ufopedia) topics that uses .gif background image format generates application error with text:
 "[FATAL]   A fatal error has occurred: Resources/ORK/UP120.GIF:Unsupported image format   [FATAL]   Unfortunately, no stack trace information is available   [FATAL]   OpenXcom has crashed: Resources/ORK/UP120.GIF:Unsupported image format More details here: /storage/emulated/0/openxcom/openxcom.log If this error was unexpected, please report it to the developers."
With topics that uses other background format, or that uses .gif for other purposes everything is going normally.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on August 03, 2019, 08:02:48 pm
On Android OXCE found issue that crashes game: Some of Codex (Ufopedia) topics that uses .gif background image format generates application error with text:
 "[FATAL]   A fatal error has occurred: Resources/ORK/UP120.GIF:Unsupported image format   [FATAL]   Unfortunately, no stack trace information is available   [FATAL]   OpenXcom has crashed: Resources/ORK/UP120.GIF:Unsupported image format More details here: /storage/emulated/0/openxcom/openxcom.log If this error was unexpected, please report it to the developers."
With topics that uses other background format, or that uses .gif for other purposes everything is going normally.

I will just add that the problem is that the file is called GIF... but it is actually a PNG inside... that's why the game can't recognize the format and load the image.
Title: Re: 40k Bug/crashes/problem´s report
Post by: marlborodead on August 21, 2019, 03:33:44 am
just killed all the chaos in the third part of the final mission there is no one left but its not letting the game finish
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 21, 2019, 12:08:52 pm
just killed all the chaos in the third part of the final mission there is no one left but its not letting the game finish


Destroy the big warp stone to end the warp, that´s the main objective
Title: Re: 40k Bug/crashes/problem´s report
Post by: gusta1324 on September 08, 2019, 05:21:32 pm
Hi, i got a crash in this save in v21, upgrading to v22 didnt fix it. the crash in question happens if you fast forward a few hours.
This mod is funking amazing thanks for it. sorry my english :P google translate
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on September 09, 2019, 11:16:25 pm
You have an instance of this bug (https://openxcom.org/forum/index.php/topic,6413.msg114836.html#msg114836), the mission was already generated in the bad configuration before you updated. I'm attaching the fixed save.
Title: Re: 40k Bug/crashes/problem´s report
Post by: gusta1324 on September 11, 2019, 07:27:19 am
Many thanks ohartenstein23 for your time and help, I will looked harder next time.
Title: Re: 40k Bug/crashes/problem´s report
Post by: new_civilian on September 13, 2019, 11:41:35 am
Some things I noticed when testing.
- Bike cannon ammo appears at the beginning even when unresearched
- Winged Demon Trade manufacture has a wrong name, all others start with "Trade xxxxxx"
- Scouts sometimes get hurt when deploying in drop pods, not sure if this is intended, I would understand IG troops (due to the blast and shock, this works fine and is correct) and everything weak, but scouts?

The mod plays and feels really like a 40k table-top game. Which is what you wanted to acchieve I guess.  :)
Anyway: Great mod and very good work. Hats off.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Siven on October 12, 2019, 03:34:28 pm
Similar to the above user I noticed that even scout bikes receive massive amounts of damage when using droppods, or even outright die. Is this WAD?
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on October 12, 2019, 04:33:07 pm
Similar to the above user I noticed that even scout bikes receive massive amounts of damage when using droppods, or even outright die. Is this WAD?

No, something is wrong with the damage resistances. I thought we had fixed this, but I'll check.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Seushimare on October 15, 2019, 02:48:58 am
I've found strange bug causing segmentation fault, it basically causes a crash as soon as my craft lands on landed enemy small craft, before battlescape launches. it happens every time but only on this particular instance. i probably can continue by ignoring the mission but i hope it helps to iron-out future problems with the mod. log and save attached. oxce version 6.0. really nice mod, unforgiving though  ;D
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on October 15, 2019, 01:52:21 pm
Hey man sorry for the error, ohartenstein23 detected whats wrong ,so we are now working on it, meanwhile try putting this replacement (attach) on the ruleset folder. it should fix it
Title: Re: 40k Bug/crashes/problem´s report
Post by: Seushimare on October 15, 2019, 02:51:00 pm
yes that fixed the problem. thank you very much. fastest mod support ever. keep up the good work.
Title: Re: 40k Bug/crashes/problem´s report
Post by: mrbiasha on October 26, 2019, 11:56:38 am
Hello! Currently I am playing Imperial Guard techtree and faced a problem: when I promote or requisition a regimental officer their Vox inbuilt weapon function only as an imperial guard inbuilt melee attack. Is this bug, unfinished feature or am I lacking something in-game?
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on October 26, 2019, 04:15:05 pm
Only melee for now, it's waiting for new code for that feature to be implemented.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Aleide on November 14, 2019, 07:48:58 pm
Hello, i don't know if this is really a bug or not, but enemy traitor guardmans (carapace armor + plasma) is able to trhow grenade at more than 20 squares. He did it when i stayed in the Valkyrie on the 1st turn.
The grenades always land inside the craft and kill nearly everyone, is this intended?

TL;DR : traitor GM lob grenade at more than 20 square.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on November 14, 2019, 08:31:14 pm
well the distance depends on strength, and mind that AI Units got to have good strength so down the line they can also use heavy weapons. So was just a well played move by the AI  :P. Also AI goes for what will do more damage so keeping unit´s together is inviting for some nades. Mind that some Craft provide more cover and Valk is the 1st craft
Title: Re: 40k Bug/crashes/problem´s report
Post by: new_civilian on November 26, 2019, 11:29:45 am
A quick one with two mini-txt-bugs:
- The Winged Demon Trade still shows up as "Winged Demon" and not "Trade Winged Demon"
- The thing that is left behind when a Target Hologram is destroyed is called "Disable Weapons Module", it is missing the D after disable_d

 :)
Title: Re: 40k Bug/crashes/problem´s report
Post by: Viilratha on December 06, 2019, 01:36:22 am
I just downloaded the newest version of OXCE and your mod.  Initial run of OXCE is fine.  Once I activate the mod though I get the following error:

"ERROR: Error processing 'STR_HEAVY_PLASMA; in manufacture: Manufacturing time must be greater than zero."

I've poked around at some of the files in the ruleset folder but I can't seem to find the section that needs to be fixed.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on December 06, 2019, 10:50:23 am
In 40k.rul

Code: [Select]
  - name: STR_HEAVY_PLASMA
    requires:
      - STR_ALIENS_ONLY
    requiredItems:
      STR_ALIEN_ALLOYS: 40

Either add the time attribute, or even remove the whole thing as it doesn't seem to be used at all.
Title: Re: 40k Bug/crashes/problem´s report
Post by: OmniRed on December 18, 2019, 03:28:37 am
You need to add the time attribute to
STR_HEAVY_PLASMA
STR_PLASMA_PISTOL
STR_PLASMA_RIFLE
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on December 20, 2019, 12:52:06 pm
it will be corrected on next version. The entry was deleted, but when i added chaos factions to player i forgot to remove the del
Title: Re: 40k Bug/crashes/problem´s report
Post by: Doc on December 31, 2019, 12:45:05 am
Like some of the previous posters mentioned I'm getting damage to scout marines and bikes when using drop pods, sometimes enough to kill the bikes outright. Is there any way to fix this, or am I using an out of date version?
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on December 31, 2019, 02:44:20 am
Check the latest version on the mod.io page (http://openxcom.mod.io/40k), I'm pretty sure the bikes getting damaged on drop pod landing has been fixed. Scouts are supposed to take a little bit of damage; power armor is the only way to not be damaged when using drop pods. However, an apothecary or a support servitor is enough to keep your scouts in fine shape even when dropping them.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Doc on December 31, 2019, 11:21:18 am
Check the latest version on the mod.io page (http://openxcom.mod.io/40k), I'm pretty sure the bikes getting damaged on drop pod landing has been fixed. Scouts are supposed to take a little bit of damage; power armor is the only way to not be damaged when using drop pods. However, an apothecary or a support servitor is enough to keep your scouts in fine shape even when dropping them.

Version 023, the one at the top of the list? Fresh install of that one and it's still happening.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on December 31, 2019, 04:23:08 pm
It's corrected but not release yet. Sorry, We have a bunch a
Of stuff prepared for release, but we always do that on a big pack instead of several small ones
Title: Re: 40k Bug/crashes/problem´s report
Post by: Doc on December 31, 2019, 11:16:16 pm
Oh no problem at all, I appreciate all the work you guys put in to this. Loving the modpack.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on February 22, 2020, 04:05:21 am
If you're getting a random crash at midnight in the geoscape during the first month of a new game in version 024, please replace your alienDeployments_40k.rul file with the one attached here.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Colf on February 26, 2020, 10:44:11 pm
Hi - I get a crash once I go on my first raid of chaos base and then load a saved game from the battle. Here's my save file.
Much love to this mod btw.

(First file is just before I get into the mission)
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on February 27, 2020, 02:33:53 am
Strange bug.. i can also reproduce it, dunno if it´s a trouble with the mod or the openxcom itself , i got to leave it to the expert´s since i got no knowledge on how to fix it
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on February 27, 2020, 04:19:39 am
I'm getting the crash too, but it's happening in the code for the geoscape for drawing radar circles for your craft. No clue why it's happening though, but you do have a mod I'm not familiar with active - the save calls it "CraftInfoArmor" - can you attach a copy of that mod or a link to it?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Colf on February 27, 2020, 05:41:11 pm
Strange indeed, at least it's not game breaking, I could either try hard that raid or come back more equipped. And sure there's the mod (totally forgot that.. it is pretty much useless for 40k). That one's off now  ::) Thanks you guys

edit: I believe it was the mod, now it's fine: I can save/snipe/load and snipe again! lol

p.e: nevermind, still get it...  :-\
Title: Re: 40k Bug/crashes/problem´s report
Post by: Irismono on March 04, 2020, 01:03:21 am
Missing sprite bug in the inventory screen, I can't even get into a mission due to this.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on March 04, 2020, 11:42:02 am
send save, screenshot. what inventory, what mission?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Irismono on March 04, 2020, 10:48:15 pm
send save, screenshot. what inventory, what mission?

It seems to be any mission, any inventory set up, and only occurs when I try to change what soldier I'm looking at. I'm going to try a reinstall first just in case something extracted wrong, If I still have issues I'll provide a save file.

Edit: Alright, turns out I installed it wrong, it's working now, my space marines are being crushed by Orks.
Title: Re: 40k Bug/crashes/problem´s report
Post by: lizard_mem on March 08, 2020, 12:44:47 pm
minor boo-boo. looking under resources_ig when the ork convoy png is under resources. occurs on interception
Title: Re: 40k Bug/crashes/problem´s report
Post by: lizard_mem on March 09, 2020, 07:02:21 am
fixed the ork convoy image temporarily by putting the file into where it was looking, but now i've discovered some issues with intercepting orks. provided save file has a load of orks buzzin' about and i usually can't shoot em all down without a crash. sorry if these issues are already known, i aint a community person.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Guardsman #4287 on March 29, 2020, 12:25:30 am
I have started a new month and already in the first 30-50 mins, it keeps crashing. Her are the issues below.
Title: Re: 40k Bug/crashes/problem´s report
Post by: N00b45454 on April 01, 2020, 06:30:00 pm
My game seems to crash whenever I load a save while doing an enemy base attack mission. I'm not sure whether it is an issue with the mod or with OXCE. The only save file that doesn't crash is the one in the geoscape prior to attacking the base.

Not sure if it helps but I am using the imperial guard faction for the playthrough.

Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on April 01, 2020, 07:14:18 pm
If you're getting a crash with an error that says something along the lines OpenXcom has crashed: vector::_M_range_check: __n (which is 1) >= this->size() (which is 1) updating OXCE (the date should be after 2020-02-06) to a newer version may help.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on April 01, 2020, 07:14:59 pm
My game seems to crash whenever I load a save while doing an enemy base attack mission. I'm not sure whether it is an issue with the mod or with OXCE. The only save file that doesn't crash is the one in the geoscape prior to attacking the base.

Not sure if it helps but I am using the imperial guard faction for the playthrough.


Send Save
Title: Re: 40k Bug/crashes/problem´s report
Post by: N00b45454 on April 01, 2020, 07:30:16 pm


Send Save

Here are my saves, as well as the log.
ScapeB being the save during the base raid.
Geoscape is the save prior to doing the mission.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on April 01, 2020, 08:23:14 pm
i see, this bug happen before, the one who resolved was oarthstein23, i will tell him to get help u when we gets here
Title: Re: 40k Bug/crashes/problem´s report
Post by: N00b45454 on April 01, 2020, 08:30:02 pm
i see, this bug happen before, the one who resolved was oarthstein23, i will tell him to get help u when we gets here

Alright, thanks for looking at it. In the meantime I'll just ignore the enemy base and do some other missions.
Title: Re: 40k Bug/crashes/problem´s report
Post by: N00b45454 on April 01, 2020, 11:00:04 pm
I'm not sure whether this issue I have is save-dependent but I'm giving up on the save I attached in the previous message. I'm not sure whether this issue may reappear in my new save, however, I'm giving up this current imperial guard run and starting a new one. It's not due to how I'm now going up against terminators while my swarm of imperial guards only have lascarbines and a few bolters, but the fact that I discovered another base other than the bugged base indicating that there are 5 other enemy bases, one of which is filled with terminators, excluding the traitor guard one.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on April 03, 2020, 04:15:06 am
snip

It will happen any time you try to load a save from any tier 2 or tier 3 traitor guard base in battlescape, there's a bug in the map script. I'm working on a fix, looking both at my OXCE code that touches this and my map script, but it won't fix your save file ScapeB or any other battlescape save with this bug. It will allow you to start new missions and save/load them. I'll post the fix here once I have time/energy to fix it.

Edit: Replace the mapScripts_40k.rul file in the 40k/Ruleset folder with the one below to fix the problem.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ShinobiShiba on April 17, 2020, 03:49:18 am
So i've recently installed this mod and randomly if i quit the game and relaunch it again. It breaks Openxcom Extended and i'm no longer able to play the 40k mod unless i delete Extended Xcom entirely and reinstall. So i can't even get to the main menu.

Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on April 17, 2020, 04:07:03 am
Do you have the latest version of the mod (version 024)? That bug is from some missing resources in the mod, but I was pretty sure we fixed that in the current release version.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ShinobiShiba on April 17, 2020, 05:04:08 am
Yes i am using the latest version 024, i downloaded the mod from the openxcom.mod.io page. Even replacing the 024 mod file with another doesn't seem to work.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Silverwolf on April 17, 2020, 06:47:16 am
So i've recently installed this mod and randomly if i quit the game and relaunch it again. It breaks Openxcom Extended and i'm no longer able to play the 40k mod unless i delete Extended Xcom entirely and reinstall. So i can't even get to the main menu.

Looks to me like you installed the game in C:/program files and have windows or some antivirus screwing you up.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Kraigallach on April 19, 2020, 07:28:42 pm
Hi all, I've just downloaded the mod, I had an old version on an old laptop but thought it was time to get up to date. I've had two different crashes, one was a Sentinel weapon missing in the codex I think, and the other (which I can't get past but occurs every time) is the first mission pop up of a Terror Assault against a Guardsman outpost, crashes with it unable to find ICHURCH or TERRAIN/VOSS in my 5 attempts so far (4 Church and 1 Voss).
I tried wiping and redownloading the mod but no joy there. My Maps folder doesn't have an IChurch map in it, did I just goof and miss a whole download?

Logs below:
Church
[19-04-2020_16-21-50]   [INFO]   Active mods:
[19-04-2020_16-21-50]   [INFO]   - 40k v024
[19-04-2020_16-21-50]   [INFO]   - Imperial Fists v1.0
[19-04-2020_16-21-50]   [INFO]   Loading rulesets...
[19-04-2020_16-21-52]   [INFO]   Loading fonts... Font.dat
[19-04-2020_16-21-58]   [INFO]   Data loaded successfully.
[19-04-2020_16-21-58]   [INFO]   Loading language...
[19-04-2020_16-21-58]   [INFO]   Language loaded successfully.
[19-04-2020_16-21-58]   [INFO]   OpenXcom started successfully!
[19-04-2020_16-21-58]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[19-04-2020_16-22-18]   [INFO]   MCD ICHURCH object 35 has 0 armor
[19-04-2020_16-22-18]   [FATAL]   A fatal error has occurred: invalid MCD file: TERRAIN/ICHURCH.MCD, check log file for more details.
[19-04-2020_16-22-18]   [FATAL]   0x46d5e0 OpenXcom::CrossPlatform::stackTrace(void*)
[19-04-2020_16-22-18]   [FATAL]   0x470eb0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[19-04-2020_16-22-18]   [FATAL]   0x40dac0 exceptionLogger()
[19-04-2020_16-22-18]   [FATAL]   0xa38f48 MPEGaction::MPEGaction()
[19-04-2020_16-22-18]   [FATAL]   0x4d6cd0 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)
[19-04-2020_16-22-18]   [FATAL]   0x4daf80 OpenXcom::BattlescapeGenerator::run()
[19-04-2020_16-22-18]   [FATAL]   0x7bc820 OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)
[19-04-2020_16-22-18]   [FATAL]   0x45d2c0 OpenXcom::InteractiveSurface::mouseClick(OpenXcom::Action*, OpenXcom::State*)
[19-04-2020_16-22-18]   [FATAL]   0x45d720 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[19-04-2020_16-22-18]   [FATAL]   0x45e550 OpenXcom::State::handle(OpenXcom::Action*)
[19-04-2020_16-22-18]   [FATAL]   0x460440 OpenXcom::Game::run()
[19-04-2020_16-22-18]   [FATAL]   0x40dd60 SDL_main
[19-04-2020_16-22-18]   [FATAL]   0x87e090 console_main
[19-04-2020_16-22-18]   [FATAL]   ??
[19-04-2020_16-22-18]   [FATAL]   0x75ea6340 BaseThreadInitThunk
[19-04-2020_16-22-18]   [FATAL]   0x775c7a90 RtlGetAppContainerNamedObjectPath
[19-04-2020_16-22-18]   [FATAL]   0x775c7a90 RtlGetAppContainerNamedObjectPath
[19-04-2020_16-22-21]   [FATAL]   OpenXcom has crashed: invalid MCD file: TERRAIN/ICHURCH.MCD, check log file for more details.

Voss
[19-04-2020_16-29-42]   [INFO]   Active mods:
[19-04-2020_16-29-42]   [INFO]   - 40k v024
[19-04-2020_16-29-42]   [INFO]   - Imperial Fists v1.0
[19-04-2020_16-29-42]   [INFO]   Loading rulesets...
[19-04-2020_16-29-45]   [INFO]   Loading fonts... Font.dat
[19-04-2020_16-29-50]   [INFO]   Data loaded successfully.
[19-04-2020_16-29-50]   [INFO]   Loading language...
[19-04-2020_16-29-50]   [INFO]   Language loaded successfully.
[19-04-2020_16-29-50]   [INFO]   OpenXcom started successfully!
[19-04-2020_16-29-50]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[19-04-2020_16-29-54]   [INFO]   Scanning standard mods in 'standard'...
[19-04-2020_16-29-54]   [INFO]   Scanning user mods in 'C:\Users\Primary.000\Documents\OpenXcom\mods'...
[19-04-2020_16-30-14]   [INFO]   Attempting to set display to 1920x1080x8...
[19-04-2020_16-30-14]   [INFO]   Display set to 1920x1080x8.
[19-04-2020_16-34-28]   [INFO]   MCD VOSS object 63 has 0 armor
[19-04-2020_16-34-28]   [FATAL]   A fatal error has occurred: invalid MCD file: TERRAIN/VOSS.MCD, check log file for more details.
[19-04-2020_16-34-28]   [FATAL]   0x46d5e0 OpenXcom::CrossPlatform::stackTrace(void*)
[19-04-2020_16-34-28]   [FATAL]   0x470eb0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[19-04-2020_16-34-28]   [FATAL]   0x40dac0 exceptionLogger()
[19-04-2020_16-34-28]   [FATAL]   0xa38f48 MPEGaction::MPEGaction()
[19-04-2020_16-34-28]   [FATAL]   0x4d6cd0 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)
[19-04-2020_16-34-28]   [FATAL]   0x4daf80 OpenXcom::BattlescapeGenerator::run()
[19-04-2020_16-34-28]   [FATAL]   0x7bc820 OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)
[19-04-2020_16-34-28]   [FATAL]   0x45d2c0 OpenXcom::InteractiveSurface::mouseClick(OpenXcom::Action*, OpenXcom::State*)
[19-04-2020_16-34-28]   [FATAL]   0x45d720 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[19-04-2020_16-34-28]   [FATAL]   0x45e550 OpenXcom::State::handle(OpenXcom::Action*)
[19-04-2020_16-34-28]   [FATAL]   0x460440 OpenXcom::Game::run()
[19-04-2020_16-34-28]   [FATAL]   0x40dd60 SDL_main
[19-04-2020_16-34-28]   [FATAL]   0x87e090 console_main
[19-04-2020_16-34-28]   [FATAL]   ??
[19-04-2020_16-34-28]   [FATAL]   0x75ea6340 BaseThreadInitThunk
[19-04-2020_16-34-28]   [FATAL]   0x775c7a90 RtlGetAppContainerNamedObjectPath
[19-04-2020_16-34-28]   [FATAL]   0x775c7a90 RtlGetAppContainerNamedObjectPath
[19-04-2020_16-34-35]   [FATAL]   OpenXcom has crashed: invalid MCD file: TERRAIN/VOSS.MCD, check log file for more details.



Any help would be much appreciated!
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on April 19, 2020, 08:15:16 pm
Those are mod errors that will be fixed in the next version. For the codex crash, open up the file Ruleset/ufopaedia_IG.rul in a text editor, find this line:

Code: [Select]
  - id: STR_SENTINEL_KRAK_MISSILES

and replace it with

Code: [Select]
  - id: STR_SENTINEL_KRAKK_MISSILES

The ICHURCH and VOSS files are both in the TERRAIN folder. Try replacing them with the files I've zipped and am attaching to this post.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Kraigallach on April 19, 2020, 10:52:49 pm
Thanks ohartenstein23, that got me past that screen. However now it's giving me a "Sprite .SPK not found" and crashing when I start the mission. If I don't equip the soldiers it loads in.
On a possibly related note, my character portraits seem broken, I don't see an image of a soldier, just the Left/Right hand and knee slots, and one of my Marines has a Chaos Sorceror background image. . . I've no idea what's going on here!
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on April 19, 2020, 11:38:57 pm
By any chance are you using OpenXcom (OXC) instead of OpenXcom Extended (OXCE), or an older version of OXCE? That report sounds like you're using a version of the executable that doesn't read the feature we use for the character portraits.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Kraigallach on April 20, 2020, 07:52:16 pm
Ah I'm an idiot, I was using a much older version of OXCE, I downloaded the new one and it's working perfectly fine, thank you for your help and patience ohartenstein23!
Title: Re: 40k Bug/crashes/problem´s report
Post by: Water Puppers on April 21, 2020, 08:29:36 am
I get an OpenXcom Error message as soon as my interceptors (in this case Stormtalons) engage this enemy craft (which I am assuming is an Ork Convoy).

It's easily repeatable. I just assume for whatever reason I don't have the file. I'll try reinstalling, and if the problem still persists I'll just ignore it, but figured I'd throw this up here first.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Water Puppers on April 21, 2020, 08:49:01 am
Reinstalling didn't stop the crash from happening. Well at least for my particular save.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on April 21, 2020, 02:49:20 pm
Open the file Ruleset/extraSprites_40k.rul in a text editor, find the line

Code: [Select]
Resources_IG/CCraft/ORK_CONVOY.png

and replace it with

Code: [Select]
Resources/CCraft/ORK_CONVOY.png
Title: Re: 40k Bug/crashes/problem´s report
Post by: Water Puppers on April 21, 2020, 05:00:18 pm
Thank you, worked like a charm.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Alpha Tomato on April 24, 2020, 06:42:32 am
H i'm playing a game of the most recent 40k update and it was running smoothly until it just started crashing to desktop on march 1 40001 with no crash report or anything, the game just closes.

I have attached the log and the save file, it just seems to crash at some point during the day and i have no idea whats causing it.

Title: Re: 40k Bug/crashes/problem´s report
Post by: Alpha Tomato on April 26, 2020, 03:34:11 am
Not sure if this helps but i can get through to the next day if I clear all the imperial signals. However it still just crashes at about 1-2 on March 2 instead of about 8 on March 1.
Title: Re: 40k Bug/crashes/problem´s report
Post by: 2Maybe4 on April 26, 2020, 03:56:36 am
For some reason, and I've scoured the forums for solutions, I can't manufacture adamantium components. I have a forge, promethium, a workshop, servitors, but it doesn't show up in the menu, hidden or otherwise. the game is kinda beansed if I can't get components from anything other than missions, but hopefully you can see if there's a bug or if I'm doing something wrong
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on April 26, 2020, 04:47:26 pm
If you press second bottum mouse it will hide, to unhind you got to go to the hidden tab, also check for money and space

About the other crash I can reproduce but I dunno how to fix it, for what I see you have too many missions spawn all over, and some can be spawn on top of each other, but I got to leave it to some one with better skills at debugging
Title: Re: 40k Bug/crashes/problem´s report
Post by: 2Maybe4 on April 26, 2020, 05:50:49 pm
If you press second bottum mouse it will hide, to unhind you got to go to the hidden tab, also check for money and space

I checked the hidden tab, still not there. The recipe won't even appear. Is there an amount of space and money that I need for the recipe to proc?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on April 26, 2020, 07:20:06 pm
Send save so I can check, you need some space and 5000 money for 1
Title: Re: 40k Bug/crashes/problem´s report
Post by: 2Maybe4 on April 26, 2020, 07:23:52 pm
Nvm, I didn't know I needed to research promethium first *facepalm*

I just tried to rush the forge and didn't realize I needed that bit too. Research completed and recipe available
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on April 26, 2020, 07:47:55 pm
Alpha, your crash is due to an enemy base trying to spawn a terror-like mission in the ocean. I'm looking into how the base got there in the first place, it shouldn't be trying to put missions there. If you want to try to play through it, try clearing the traitor guard, cultist, or ork bases.
Title: Re: 40k Bug/crashes/problem´s report
Post by: baronvonsatchel on April 27, 2020, 03:25:05 am
I'm enjoying the mod but I keep getting crashes upon trying to start a battle at a crash site. Something about a missing file in the MAPS folder, as you can see in the attached log. Sometimes the crash locks up my computer completely and the only way to get it back is to hard power off.

I have attached a save where my droppods are already launched, all you have to do to reproduce the error is increase the game speed until they arrive, and then upon clicking "start battle" the game will crash (this happens reliably every time I have tried it with this save). I am on Linux Mint 19.3 and compiled OXCE on my machine. Obviously there's a lot of wacky stuff that can happen on Linux and it might be that the save works perfectly fine on a different machine, but hopefully someone here can help me.

Anyway, thanks for a cool mod and hoping this gets resolved so I can see more of it.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on April 27, 2020, 02:58:55 pm
works perfectly for me, no crash at all, also the map is the most basic there is (the farm) (can´t be missing map)
Also no other mod´s detected so it must be something you installed wrong, with the wrong order.
Title: Re: 40k Bug/crashes/problem´s report
Post by: sunkship203 on April 28, 2020, 09:27:15 pm
Hello, im new to Open Xcom, and im having problems with sudden crashes, sometimes sprites not found or crash vector.
Started today to play using the latest mod version, did the instalation according the mod's site video tutorial, but surely im too stupid to make it work properly.

So, ill upload the log and the savefile as i seen in other posts.

Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on April 29, 2020, 08:46:02 pm
Hello, im new to Open Xcom, and im having problems with sudden crashes, sometimes sprites not found or crash vector.
Started today to play using the latest mod version, did the instalation according the mod's site video tutorial, but surely im too stupid to make it work properly.

So, ill upload the log and the savefile as i seen in other posts.


All works great on me, so you got to specify the time or when something happens, or revise installation
Title: Re: 40k Bug/crashes/problem´s report
Post by: warbear1976 on May 01, 2020, 11:17:43 pm
Hi. I was trying to destroy an ork's base and all of a sudden the game froze up after I pressed the "next turn" button. If I let greenskins kill some of my men it goes on well, but if I don't, it jujst stops working. I 've just managed to shoot most of them filthy aliens down and get into thr greenskins wagon without losing a single unit and I'm not going to sacrifice any of my men. Can you please help me out and solve this problem?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on May 02, 2020, 06:01:18 pm
There's a bug if you put a unit in the waggon under the turret the ai gets stuck thinking, if this is the problem just destroy the main waggon gun or don't leave units in the waggon, if this is not your issue tommorow I'll check it when I get home
Title: Re: 40k Bug/crashes/problem´s report
Post by: warbear1976 on May 02, 2020, 09:32:49 pm
Destroying a wagon turret takes up to thirty turns, a busket of crack grenades and a bunch of crack missils. I wander if what my men are carrying will be enough. However, my solger's APs are over and the only thing I can do is press the button. I've done this several times, hiding incide the wggon has always been the most effective tactics. But not this time. So please, help me, you're my only hope.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on May 03, 2020, 01:29:41 am
Well explosives are useless since imobbile target get under armor 150 for no exploits, the easy way is to get lascannon but if you don't have it use heavy bolter ap rounds they go down after several brust,s since ap bolter always give damage, the third option use some smoke if you want to get close and melt armor with melta or just use flamer
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on May 03, 2020, 02:37:33 am
Explosives aren't useless, I usually have 10 krak missiles on my craft and that's typically enough to deal with turrets. The grenades won't do hardly anything though.
Title: Re: 40k Bug/crashes/problem´s report
Post by: warbear1976 on May 03, 2020, 03:45:05 pm
I have no heavy bolters, no lascannons, no missil launcher, no AP. The biggest problem is not that I don't have heavy weapon. The biggest problem is that the game freezes up.
Title: Re: 40k Bug/crashes/problem´s report
Post by: sunkship203 on May 03, 2020, 06:19:59 pm

All works great on me, so you got to specify the time or when something happens, or revise installation

Sorry for hanging the response, i was attending some emergencies.
The crashes mostly happen when about to enter Battlescape. I did reinstall everything today, gonna keep you updated if anything happens.
Title: Re: 40k Bug/crashes/problem´s report
Post by: sunkship203 on May 04, 2020, 05:38:50 am
yeah i had another crash error, im uploading the log and the save file.
this ocurred while trying to load a save game. So the savefile is now corrupted it seems...
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on May 04, 2020, 01:51:45 pm
I have no heavy bolters, no lascannons, no missil launcher, no AP. The biggest problem is not that I don't have heavy weapon. The biggest problem is that the game freezes up.

i just removed the guy from under the cannon, so you can keep the charge going  8)
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on May 04, 2020, 01:57:42 pm
yeah i had another crash error, im uploading the log and the save file.
this ocurred while trying to load a save game. So the savefile is now corrupted it seems...

automatic crash when loaded, but there is a issue with saving and loading during the traitor guard base that has to corrected with the new OCXE , so in other words u go to do a full run (no load/save)
Title: Re: 40k Bug/crashes/problem´s report
Post by: sunkship203 on May 04, 2020, 03:29:25 pm

automatic crash when loaded, but there is a issue with saving and loading during the traitor guard base that has to corrected with the new OCXE , so in other words u go to do a full run (no load/save)

oof, this gonna be damn hard.
This is the first month, my guardsmen are not stronger yet, the base is right next to mine; on battlescape we start sorrounded by traitor guardsmen with rocket launchers and grenade launchers.

Also, the enemy always throw their grenades from long distances but my dudes can't, like c'mon!
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on May 04, 2020, 05:20:51 pm
well you can do several run´s and see the best one, you just cant save or load during mission
Title: Re: 40k Bug/crashes/problem´s report
Post by: warbear1976 on May 04, 2020, 05:23:27 pm
Um, thank you. Is there a way of curing the bug with the turret? I got used to the hiding inside tactics.
Title: Re: 40k Bug/crashes/problem´s report
Post by: tywami on May 22, 2020, 04:13:00 pm
Okay so I was just playing and boom my first ever openxcom crash I followed the instructions and have the log, an autosave that was pretty close to the crash, a screenshot of the error and I can give you a play by play of how to get there the craft that does it is craft-2
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on May 22, 2020, 07:28:14 pm
Known error with the current version, you can fix it by following the instructions posted here (https://openxcom.org/forum/index.php/topic,6413.msg126375.html#msg126375).

Thanks for sending the information though, that's very helpful if we haven't seen the bug before. Usually the save + instructions to reproduce are the most helpful, though for sprite errors like this often the last few lines from the log is enough.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Yataka Shimaoka on May 30, 2020, 09:59:53 am
I have noticed that my Guardsman managed to transform her Bolter into a Hammer. Looks like a wrong handob sprite
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on May 30, 2020, 03:20:21 pm
Known issue, already fixed in upcoming version.
Title: Re: 40k Bug/crashes/problem´s report
Post by: SuperSirStromming on May 31, 2020, 08:40:18 pm
Has there been a problem with the training facilities before? It seems like after I researched something I lost the ability to use the training facility.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on May 31, 2020, 10:05:03 pm
Research cannot do that. Check your advanced options menu to see if the training at any time options are turned on.
Title: Re: 40k Bug/crashes/problem´s report
Post by: SuperSirStromming on June 01, 2020, 02:27:02 am
It's turned on, I always have that kind of stuff turned on. Also I haven't messed with the setting since I started my first play through, which is why I think it's weird that all of a sudden I can't train my guys.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Silverwolf on June 01, 2020, 03:17:26 am
It's turned on, I always have that kind of stuff turned on. Also I haven't messed with the setting since I started my first play through, which is why I think it's weird that all of a sudden I can't train my guys.

I had no problems adding your guys to training (other than the wounded ofc which don't receive training) in any of your bases.
Title: Re: 40k Bug/crashes/problem´s report
Post by: SuperSirStromming on June 01, 2020, 06:56:31 am
That's really weird since I can't seem to be able to add them in any of my bases on my end. Maybe I'll be able to on a brand new playthrough or something.
Title: Crash
Post by: Colf on June 18, 2020, 11:00:12 pm
Hi, I get a random crash a few hours from that save.

Battle sisters mod seems very good so far!

edit: maybe I just have to update OXCE there, so nvm lol..
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on June 24, 2020, 11:58:27 pm
yap that´s the issue, since i get no crash , it´s generating a mission
Title: Ork Trukk with Levitating Turrets
Post by: Biggerisbetter on June 30, 2020, 11:04:22 pm
Just attacked my first ork base and got hammer by the truck in mid. Getting vision it looks like the turret have gone up a level to fire. Running on latest version.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Ten on July 01, 2020, 05:08:02 am
A wall spawned inside the third chimera with the missiles on top of it on my first terror mission as Imperial Guard.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 01, 2020, 05:07:22 pm
A wall spawned inside the third chimera with the missiles on top of it on my first terror mission as Imperial Guard.
It´s a rare bug that causes some misplace turret´s both units are immobile and spawning in correct position

Just attacked my first ork base and got hammer by the truck in mid. Getting vision it looks like the turret have gone up a level to fire. Running on latest version.
when we made the map there was no vehicle in that position, we will remove those tiles form the map
Title: Re: 40k Bug/crashes/problem´s report
Post by: Foxhound634 on July 01, 2020, 11:46:59 pm
Not sure if this has been posted before, but i get a consistent CTD when intercepting and Ork Convoy. Any ideas how to fix?
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on July 02, 2020, 12:20:33 am
Not sure if this has been posted before, but i get a consistent CTD when intercepting and Ork Convoy. Any ideas how to fix?

Update to the latest version of the mod, 025.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Foxhound634 on July 02, 2020, 01:06:00 am
Update to the latest version of the mod, 025.

Hi, i just tried that and i just happened upon another CTD, this time with battlesisters (last time was imperial guard), though i don't know if that matters. This time was also regarding interception, but this time it was and Ork Traktor, but it only crashes when i was half-way to closing in, in the interception window. I tried reloading just before interception, but it didn't happen that time.

Attached error message and log again.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Ten on July 08, 2020, 06:07:30 am
She is holding a dagger and a plasma rifle while being able to throw a blight grenade from the bottom right to the top left of the screen instantly killing a scout marine who was four squares away from another scout. This is on terror mission four in the second month I brought eight scout marines two in Assault armor and a support servitor in a Valkyrie. I've been using trial and error to complete these early missions, constantly reloading if anyone in armor dies I don't know if that screws up enemy load outs or if she spawned like this.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 08, 2020, 04:47:29 pm
well that`s not a bug, they like you access their inventory and replace weapons, TBH i dunno if they do the math on the replace or it was other unit, since both starting weapons are there, but again not a bug. About the 38 square length, mind that pc Units dont evolve like yours so  they must start with good  STR stat´s for carring high level weapons.

Also you can complain that issue with ork´s and cultist/guard but not khorne devotes, a high tier foe in the game. Still it wont happen since STR have been revised this version
Title: Re: 40k Bug/crashes/problem´s report
Post by: Ham on July 08, 2020, 08:26:54 pm
When you try to start a "New Battle" the game crashes. The mod version is 25. The OXCE version is the latest at the moment (6.5.3)
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 09, 2020, 12:25:15 am
Show me the new battle configuration do a screenshot
Title: Re: 40k Bug/crashes/problem´s report
Post by: Ham on July 09, 2020, 01:15:39 am
Where can i do this? Settings in the game, or is there a line in the file?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 09, 2020, 01:17:28 pm
press f12 when this screen is up, so i see what you have chosen
Title: Re: 40k Bug/crashes/problem´s report
Post by: Ham on July 09, 2020, 04:18:06 pm
I can’t, I click on the “New Battle” button in the main menu with “New Game” “Mods” “Settings” and "Load Save” the game crashes when I try to enter the “New Battle” menu where you can select a ship (opponents, type ship, etc.) I checked, with the XCF mod, the "New Battle" does not crash when trying to enter, also with a vanilla game.

Installed: Completely deleted the mod, and then set 25. Did you delete the mission? Say, an arena to see all the equipment available to the Imperium? Before the update, I had it turned on.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on July 09, 2020, 04:34:56 pm
We don't support the New Battle feature - there's no way to guarantee it won't crash with a mod, even when the mod has no crashes during a normal campaign. Please don't report crashes with it unless you know what you're doing or are instructed to use it to reproduce a campaign bug.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 09, 2020, 05:40:01 pm

Installed: Completely deleted the mod, and then set 25. Did you delete the mission? Say, an arena to see all the equipment available to the Imperium? Before the update, I had it turned on.

no it´s still there, the showcase outpost. but you did well reinstalling, it since if you cant even enter that menu that´s some faulty installation

And also ohartenstein23 is right we don´t support the New Battle feature since we can create some bug´s since all can be mixed up and can lead to bug´s that are not present in campaign
Title: Re: 40k Bug/crashes/problem´s report
Post by: Ham on July 09, 2020, 06:07:49 pm
Well, the main thing is that there are no failures in the company.

Thanks for the prompt reply and help.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Foxhound634 on July 13, 2020, 02:32:51 am
Hi, i just tried that and i just happened upon another CTD, this time with battlesisters (last time was imperial guard), though i don't know if that matters. This time was also regarding interception, but this time it was and Ork Traktor, but it only crashes when i was half-way to closing in, in the interception window. I tried reloading just before interception, but it didn't happen that time.

Attached error message and log again.

So i happened to save right when a terror mission was launched, and i suspect that the crashes happen if you intercept crafts that are part of a terror mission (not just the terror-mission-spawner-craft itself, but its escort as well)
Title: Re: 40k Bug/crashes/problem´s report
Post by: Ten on July 14, 2020, 12:04:30 pm
The top rim of this pyramid plays the death noise of a HWP and gun shots when walking on it but not the tiles inside.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Soderbok on July 23, 2020, 12:24:47 pm
I think I've found a bug in the Eye of the Storm mission, part one. I've crushed the chaos scum and blown a few holes in the gate. If  I completely destroy the gate the level ends, I get a prepare for part 2 message

The equipment load out screen appears and if I start the mission the screen immediately goes blank and the game crashes.
No error message appears on screen.
I've attached the log file and the save from just before the level ends.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 24, 2020, 02:12:07 pm
I think I've found a bug in the Eye of the Storm mission, part one. I've crushed the chaos scum and blown a few holes in the gate. If  I completely destroy the gate the level ends, I get a prepare for part 2 message

The equipment load out screen appears and if I start the mission the screen immediately goes blank and the game crashes.
No error message appears on screen.
I've attached the log file and the save from just before the level ends.


Dosen´t crash with me, runs normal, but you have an issue with the INV , disable all other mod´s
Title: Re: 40k Bug/crashes/problem´s report
Post by: Soderbok on July 25, 2020, 12:48:36 am
I've replaced the INV file with the original one to reset any changes. Reloaded from a non battlescape save.
Changed equipment to Laspistol on left hand and motion scanner in right hand.
Removed all other equipment.
Started final mission again.
Destroyed the gate, part 1 ends.
Goes to equipment screen and immediately fails to load part 2.
Nothing flagged in game log.
Attaching error log.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 27, 2020, 04:29:01 pm
i get no problem again , but your unit´s TU are crazy , but i think is an issue about the video, since when you lose you play slideshow.
My solution is for you to do a clean instalation with the latest OXCE and 40k and loading the previous save you give me... if it works with me has to work with you
Title: Re: 40k Bug/crashes/problem´s report
Post by: lurker on July 31, 2020, 04:27:53 am
Hey there;

I just finished updating OXCE to 6.5.7 because I got the Range Check error. Now that I've updated OXCE, the game fails to start up because certain files seem to be missing. I re-extracted v25 and moved the contents to the Documents/OpenXCom/mods folder, because that's what we're doing now, right?

What did I do wrong? Should v25 go into the folder with the .exe?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on July 31, 2020, 12:35:03 pm
if the game wont start, it was nothing to do with the mod, so you have updated oXCE incorrectly, since without 40k mod on folder the game should start anyway , also even if the mod is loaded and crash by mod error, the next initiation will automatically shut down that mod and start anyway
Title: Re: 40k Bug/crashes/problem´s report
Post by: lurker on August 04, 2020, 12:30:45 am
Thank you BD. I tried re-installing 6.5.7 and then re-extracting v25, but that didn't solve my problem.

I rolled back to 6.5.3 and it works again. I wonder what I did wrong. :-\
Title: Re: 40k Bug/crashes/problem´s report
Post by: lurker on August 05, 2020, 06:56:25 am
Ohartenstein here's a save file just before the crash, for the bug you're hunting. It happens on the way to the ork WAAAAGH mission once both the intercepting ork convoy craft are destroyed by my chimera and its lightning fighter escort.
Title: Re: 40k Bug/crashes/problem´s report
Post by: OmniRed on August 23, 2020, 11:37:26 pm
Just tried to install the mod and I'm getting an error message as soon as I try to swap over to the mod from OXCE. I'll attach a ss.

I followed the video instructions, anything that pops out as me having done wrong?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on August 23, 2020, 11:41:59 pm
Just tried to install the mod and I'm getting an error message as soon as I try to swap over to the mod from OXCE. I'll attach a ss.

I followed the video instructions, anything that pops out as me having done wrong?

The mod will need some small updates for the newest OXCE.

Try previous version of OXCE, e.g. v6.5.3

Here's the archive: https://openxcom.org/oxce/release/
Title: Re: 40k Bug/crashes/problem´s report
Post by: OmniRed on August 23, 2020, 11:57:11 pm
The mod will need some small updates for the newest OXCE.

Try previous version of OXCE, e.g. v6.5.3

Here's the archive: https://openxcom.org/oxce/release/

That got 'er done! Kudos for the speedy reply!
I feel like a right dummy for not trying that before I started scouring through the text files trying to find some reason why it couldn't read the entries listed in the error message.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Colf on September 09, 2020, 10:10:18 pm
Hi, I'm getting these errors (link) since 6.6.1. when trying to start the game.

I previously change ''needsCorpseRecovered: true'' to false, in ''soldiertransformation40k.rul'',.. didn't knew I had to recover the body of a ''fallen brother'' in order to restore ''it'' in a dreadnought.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on September 10, 2020, 03:12:19 am
Just check a few posts back in this thread. (https://openxcom.org/forum/index.php/topic,6413.msg130854.html#msg130854)
Title: Re: 40k Bug/crashes/problem´s report
Post by: norenh on October 03, 2020, 05:53:58 pm
Reproducable crash with latest 40k mod and OpenXCom 6.5.3. Here is the log (username in paths censored):

[03-10-2020_16-45-09]   [INFO]   OpenXcom Version: Extended 6.5.3 (v2020-05-28)
[03-10-2020_16-45-09]   [INFO]   Platform: Linux
[03-10-2020_16-45-09]   [INFO]   Data folder is:
[03-10-2020_16-45-09]   [INFO]   Data search is:
[03-10-2020_16-45-09]   [INFO]   - /home/***/.local/share/openxcom/
[03-10-2020_16-45-09]   [INFO]   - /home/***/.local/share/flatpak/exports/share/openxcom/
[03-10-2020_16-45-09]   [INFO]   - /var/lib/flatpak/exports/share/openxcom/
[03-10-2020_16-45-09]   [INFO]   - /usr/local/share/openxcom/
[03-10-2020_16-45-09]   [INFO]   - /usr/share/openxcom/
[03-10-2020_16-45-09]   [INFO]   - /usr/local/share/openxcom/
[03-10-2020_16-45-09]   [INFO]   - /usr/share/openxcom/
[03-10-2020_16-45-09]   [INFO]   - ./
[03-10-2020_16-45-09]   [INFO]   User folder is: /home/***/.local/share/openxcom/
[03-10-2020_16-45-09]   [INFO]   Config folder is: /home/***/.config/openxcom/
[03-10-2020_16-45-09]   [INFO]   Options loaded successfully.
[03-10-2020_16-45-09]   [INFO]   SDL initialized successfully.
[03-10-2020_16-45-09]   [INFO]   SDL_mixer initialized successfully.
[03-10-2020_16-45-09]   [INFO]   Attempted locale: aa_DJ.utf8
[03-10-2020_16-45-09]   [INFO]   Detected locale: aa_DJ.utf8
[03-10-2020_16-45-09]   [INFO]   Attempting to set display to 1600x900x8...
[03-10-2020_16-45-09]   [INFO]   Display set to 1600x900x8.
[03-10-2020_16-45-09]   [INFO]   Loading data...
[03-10-2020_16-45-09]   [INFO]   Scanning standard mods in ''...
[03-10-2020_16-45-09]   [INFO]   Scanning user mods in '/home/***/.local/share/openxcom/'...
[03-10-2020_16-45-09]   [INFO]   Active mods:
[03-10-2020_16-45-09]   [INFO]   - 40k v025
[03-10-2020_16-45-09]   [INFO]   Loading rulesets...
[03-10-2020_16-45-11]   [INFO]   Loading fonts... Font.dat
[03-10-2020_16-45-11]   [INFO]   Lazy loading: 1
[03-10-2020_16-45-14]   [INFO]   Loading custom palettes from ruleset...
[03-10-2020_16-45-14]   [INFO]   Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[03-10-2020_16-45-14]   [INFO]   Making palette backups...
[03-10-2020_16-45-14]   [INFO]   Creating transparency LUTs for PAL_BATTLESCAPE...
[03-10-2020_16-45-14]   [INFO]   Data loaded successfully.
[03-10-2020_16-45-14]   [INFO]   Loading language...
[03-10-2020_16-45-14]   [INFO]   Language loaded successfully.
[03-10-2020_16-45-14]   [INFO]   OpenXcom started successfully!
[03-10-2020_16-45-14]   [INFO]   Playing flx, 320x200, 702 frames
[03-10-2020_16-45-14]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[03-10-2020_16-45-15]   [INFO]   SDL_mixer initialized successfully.
[03-10-2020_16-45-24]   [FATAL]   A fatal error has occurred: Image missing in 'BIGOBS.PCK' for item 'STR_SIGNAL_CORPSE'
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::CrossPlatform::stackTrace(void*)+0x36) [0x560862403676]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x477) [0x560862404217]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(exceptionLogger()+0x75) [0x56086223f3b5]
[03-10-2020_16-45-24]   [FATAL]   /lib64/libstdc++.so.6(+0xaa44c) [0x7f58d88c744c]
[03-10-2020_16-45-24]   [FATAL]   /lib64/libstdc++.so.6(+0xaa4b7) [0x7f58d88c74b7]
[03-10-2020_16-45-24]   [FATAL]   /lib64/libstdc++.so.6(+0xaa769) [0x7f58d88c7769]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::BattleItem::getBigSprite(OpenXcom::SurfaceSet*, int) const+0x20f) [0x5608627c780f]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::Inventory::drawItems()+0x7c6) [0x560862392636]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::Inventory::arrangeGround(int)+0xf7a) [0x5608623946ea]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::InventoryState::InventoryState(bool, OpenXcom::BattlescapeState*, OpenXcom::Base*, bool)+0x194d) [0x5608623a0e2d]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::BattlescapeState::btnInventoryClick(OpenXcom::Action*)+0x65) [0x56086235dc85]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)+0x15a) [0x56086242784a]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::State::handle(OpenXcom::Action*)+0x73) [0x5608624f7d43]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::BattlescapeState::handle(OpenXcom::Action*)+0xb3) [0x56086236ff43]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(OpenXcom::Game::run()+0x2e3) [0x560862423a83]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(main+0x175) [0x56086221d0d5]
[03-10-2020_16-45-24]   [FATAL]   /lib64/libc.so.6(__libc_start_main+0xf2) [0x7f58d8519042]
[03-10-2020_16-45-24]   [FATAL]   ./OpenXcomEx(_start+0x2a) [0x560862223b3a]
[03-10-2020_16-45-32]   [FATAL]   OpenXcom has crashed: Image missing in 'BIGOBS.PCK' for item 'STR_SIGNAL_CORPSE'
Log file: /home/***/.local/share/openxcom/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

Savegame attached. To reproduce, pick "Rasiel Callicus" and click "Inventory" as seen in screenshot  (also attached).

Thanks for a great mod!

Kind Regards,
Henning

Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on October 04, 2020, 08:59:15 pm
Uff a sprite is missing for the signal amor corpses,  don't pick it up or dont let it be kill I will solve issue beginning next week
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on October 06, 2020, 03:38:32 am
quick fix if you want just replace this value 904 to 903 on itens40k ruleset
Title: Re: 40k Bug/crashes/problem´s report
Post by: JackAttack on October 08, 2020, 12:21:48 pm
Hi, I'm new to this mod and open xcom in general. I'm trying to build a dreadnought, but I don't get the option to go into the revive section of the soldiers menu. I've done the research for and built a the castreferum dread armor, and I've seen videos of people reviving soldiers. Am I missing something or am I bugged?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on October 08, 2020, 01:50:08 pm
send save, so we can test and see if something is missing
Title: Re: 40k Bug/crashes/problem´s report
Post by: JackAttack on October 08, 2020, 05:21:37 pm
Here's the save
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on October 08, 2020, 06:44:56 pm
https://www.figma.com/proto/BlxFHqxPNCYHJs4SajUP6muF/OXC-40-MOD-TECH-TREE?node-id=36%3A4&viewport=936%2C-549%2C0.4314938187599182&scaling=min-zoom

You need craft lascannon, legacy thing to be resolved
Title: Re: 40k Bug/crashes/problem´s report
Post by: Kirbius on October 16, 2020, 10:08:29 am
You know, I was about to post a log of my own, but then I thought I might as well read and see if it was addressed. Turns out it was indeed caused by the OXCE version. Guess I'll use the version it tells me to on the download next time  :P
Title: Re: 40k Bug/crashes/problem´s report
Post by: Gnelf88 on November 01, 2020, 09:45:27 pm
[01-11-2020_18-43-23]   [ERROR]   FileRecord::at(Resources_IG/Floorobs/floorob_heavybolter_guard.png): requested file not found.
not sure what to do, I have no savegame, downloaded the most recent version with cutscenes and tried to open with openxcom extended version 6.7.2
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on November 01, 2020, 10:25:02 pm
[01-11-2020_18-43-23]   [ERROR]   FileRecord::at(Resources_IG/Floorobs/floorob_heavybolter_guard.png): requested file not found.
not sure what to do, I have no savegame, downloaded the most recent version with cutscenes and tried to open with openxcom extended version 6.7.2

I can't reproduce the error you're seeing on my end. The file certainly exists in the mod, and it launches and displays fine for me. Try re-installing both OXCE and the mod?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Gnelf88 on November 02, 2020, 07:24:19 pm
I can't reproduce the error you're seeing on my end. The file certainly exists in the mod, and it launches and displays fine for me. Try re-installing both OXCE and the mod?
Works perfectly now, thank you very much
Title: Re: 40k Bug/crashes/problem´s report
Post by: narayansav on November 20, 2020, 11:26:21 pm
I'm getting a Segmentation Fault for a base defense. I'm not sure how to fix it.

I attached the save. I'm also using the Exdoorminatus Chapter skin but I don't think that has anything to do with the fault.

I also attached my crash log. Thank you for the help!
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on November 21, 2020, 01:10:12 am
I'm getting a Segmentation Fault for a base defense. I'm not sure how to fix it.

I attached the save. I'm also using the Exdoorminatus Chapter skin but I don't think that has anything to do with the fault.

I also attached my crash log. Thank you for the help!

No crash for me.

Where can we download the Exdoorminatus mod to test?

But most likely it is caused by the zip files you still have lying around in the mods folder... please move or delete those zip files, they will conflict with your mods.

Code: [Select]
[20-11-2020_16-17-47] [WARN] scanModZipRW(rwops, D:/Mods/Open Xcom Updated/OpenXcom/user/mods/Exdoorminatus Chapter.rar): Ignoring zip: failed finding central directory
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_cutscenes_024.zip, '40k Cutscenes/'): modId 40k_cutscenes already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_cutscenes_024.zip/40k Cutscenes/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip, '40k/'): modId 40k already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip/40k/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip, '40k StatStrings/'): modId 40k_statstrings already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip/40k StatStrings/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip, 'Blood Angels/'): modId Blood Angels already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip/Blood Angels/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip, 'Imperial Fists/'): modId Imperial Fists already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_026.1.zip/Imperial Fists/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip, '40k/'): modId 40k already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip/40k/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip, '40k StatStrings/'): modId 40k_statstrings already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip/40k StatStrings/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip, 'Blood Angels/'): modId Blood Angels already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip/Blood Angels/
[20-11-2020_16-17-47] [WARN] mapZippedMod(D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip, 'Imperial Fists/'): modId Imperial Fists already mapped in, skipping D:/Mods/Open Xcom Updated/OpenXcom/user/mods/40k_024.zip/Imperial Fists/
Title: Re: 40k Bug/crashes/problem´s report
Post by: narayansav on November 21, 2020, 03:55:15 am
Here's the chapter reskin mod. I don't think it'll change anything but you can try.

I'm going to get rid of those zips like you asked and I'll let you know if it helps.

Thanks again!
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on November 21, 2020, 03:12:11 pm
Bases defense now are 4 height long with some changes to mcd, so probably the exdoor will not be compatible, but try desabling the mod and trying, if not I will have a look into it Monday
Title: Re: 40k Bug/crashes/problem´s report
Post by: narayansav on November 21, 2020, 10:20:28 pm
No worries! I managed to fix it by moving the unused .zip files that were in the folder. The skin mod hasn't had any problems with it.

Thank you.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Gnelf88 on November 22, 2020, 02:57:13 pm
I have manufactured Librarian armor and equipped it, but can't use the tome. I'm not sure if its devotion related but my soldier has decent psychic ability.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on November 22, 2020, 05:39:33 pm
You need to have devotion revealed (train in the chapel for about 1 month) to use the tome on librarian armor.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Gnelf88 on November 22, 2020, 05:57:05 pm
You need to have devotion revealed (train in the chapel for about 1 month) to use the tome on librarian armor.
Thought as much, thanks for thee tip :)
Title: Re: 40k Bug/crashes/problem´s report
Post by: Ceeddd on November 22, 2020, 08:43:00 pm
Okay, so while checking out the different crafts in the battle mode, i noticed that when using the 1st Company craft you lose 2 soldiers. First attached picture shows that i picked 26 soldiers. Second attached picture shows the Battlescape with only 24 soldiers deployed.
Title: Re: 40k Bug/crashes/problem´s report
Post by: PaladinF1 on January 16, 2021, 12:45:38 am
Hello!
Thank you for your mod.
I encountered error and crash when enemy attacks my outpost (space marines):
[16-01-2021_01-33-31]   [INFO]   SDL_mixer initialized successfully.
[16-01-2021_01-33-52]   [INFO]   MCD XBASES05 object 39 has 0 armor
[16-01-2021_01-33-52]   [INFO]   MCD XBASES05 object 40 has 0 armor
[16-01-2021_01-33-52]   [INFO]   MCD XBASES05 object 41 has 0 armor
[16-01-2021_01-33-52]   [FATAL]   A fatal error has occurred: Map generator encountered an error: facility STR_ACCESS_OUTP has no block on first verticalLevel.
[16-01-2021_01-33-52]   [FATAL]   0x5b0d30 OpenXcom::CrossPlatform::stackTrace(void*)
[16-01-2021_01-33-52]   [FATAL]   0x5b1ba0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[16-01-2021_01-33-52]   [FATAL]   0x41c880 exceptionLogger()
[16-01-2021_01-33-52]   [FATAL]   0xb88780 MPEGaction::MPEGaction()
[16-01-2021_01-33-52]   [FATAL]   0xd767e0 void

Can't avoid it (restart does not help).

Is there any chance to continue game besides deleting outpost or something like that?

Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on January 16, 2021, 05:02:01 am
Open up any of the ruleset files contained in the 40k/Ruleset folder with a text editor like notepad, and add the following line to the very top:

Code: [Select]
baseDefenseMapFromLocation: 1

40k/Ruleset/vars40k.rul is the file the line will be in when the new release is ready.
Title: Re: 40k Bug/crashes/problem´s report
Post by: PaladinF1 on January 16, 2021, 11:55:43 am
Thank you very much, it helps (no more crush).
Btw, stationary gun can't shoot now (it is blocked by its own walls). I don't know if it's consequence of that change or not.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on January 16, 2021, 01:28:45 pm
Paladinf1 you need to del or reinstall the xbase01 files in the terrain folder of the imperial fist mod or bloodangles, those files are now obslote in those optional mods
Title: Re: 40k Bug/crashes/problem´s report
Post by: Warcom on February 04, 2021, 10:12:12 am
Hi guys

I have an error whenever my trading outpost gets assaulted.
Just fast forward the save untill the trade outpost gets attacked.
I had the same error as PaladinF1 and I used the same ruleset fix for it,yet it leads to a second crash.

Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on February 04, 2021, 04:15:12 pm
put the .map on the map folder and the .rmp on the routes folder, was a miss on my part , will be patched new version
Title: Re: 40k Bug/crashes/problem´s report
Post by: Warcom on February 04, 2021, 05:29:45 pm
put the .map on the map folder and the .rmp on the routes folder, was a miss on my part , will be patched new version

I tried it out and it worked,did the trade outpost from start to finish.
Thank you for the help  :)
Title: Re: 40k Bug/crashes/problem´s report
Post by: Warcom on February 06, 2021, 08:42:25 pm
Hello again
Seems I've encountered a bug in version 29.
Fast forward the save untill the crash occurs.
Title: Re: 40k Bug/crashes/problem´s report
Post by: PaladinF1 on February 06, 2021, 09:51:27 pm
Hello! I've got crash on final mission (version 028) after using orbital beacon strike.

Tried again and it crashes again.

[06-02-2021_22-40-27]   [FATAL]   A fatal error has occurred: Image missing in 'FLOOROB.PCK' for item 'STR_CHAP_CORPSE'

Do you know what is that or how to fix? Thank you.

P.S. tried reload some more times, and after one of bombardment I finally hadn't that crush. Probably it hit some object on map and that's the case.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on February 08, 2021, 04:37:22 pm
Hello! I've got crash on final mission (version 028) after using orbital beacon strike.

Tried again and it crashes again.

[06-02-2021_22-40-27]   [FATAL]   A fatal error has occurred: Image missing in 'FLOOROB.PCK' for item 'STR_CHAP_CORPSE'

Do you know what is that or how to fix? Thank you.

P.S. tried reload some more times, and after one of bombardment I finally hadn't that crush. Probably it hit some object on map and that's the case.

Either update to version 029 or make sure the beacon doesn't hit your chaplain.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on February 08, 2021, 04:54:48 pm
Hello again
Seems I've encountered a bug in version 29.
Fast forward the save untill the crash occurs.

Try dropping this in your ruleset folder. The bug was a missing line in the mission for enemy base creation, causing that vector range check error.

For anyone else reading this: If you're getting an

Code: [Select]
_M_range_check: __n (which is <stupid large number> >= this->size() (which is 7)

error on the geoscape, replace the alienMissions file in your ruleset folder with the attached one to see if that fixes it.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Warcom on February 09, 2021, 06:52:54 pm
Try dropping this in your ruleset folder. The bug was a missing line in the mission for enemy base creation, causing that vector range check error.

I dropped the ruleset and it works just fine now,thank you for the help. :)
Title: Re: 40k Bug/crashes/problem´s report
Post by: Bonakva on February 12, 2021, 02:23:44 pm
I decided to try the mod as it was translated into Russian. Error at the very beginning of the game after 2-3 missions
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on February 12, 2021, 05:16:58 pm
I decided to try the mod as it was translated into Russian. Error at the very beginning of the game after 2-3 missions

This is a very unhelpful bug report, we need more information on how you got the bug and a save replicating it. Fortunately the log file shows you have the same error I posted a fix for just two posts above yours (https://openxcom.org/forum/index.php/topic,6413.msg136433.html#msg136433).
Title: Re: 40k Bug/crashes/problem´s report
Post by: Simi822 on February 13, 2021, 02:08:02 am
Dear All,

playing the mod for a while,

very good, very well made...having fun so far.

after finishing the reassembly of the 3 part data disk,
game in Geoscape, some fighters on radar, push time to 30 min or whatever.
game crashes - whatever I do. In attachment you will find the Log, save file and screenshot of the crash pop-up.

Hopefully it can be fixed,

Best regards,
Title: Re: 40k Bug/crashes/problem´s report
Post by: D0G on March 06, 2021, 02:03:05 pm
There seems to be a crash related to capturing Cultist Rutualists alive.

Replicate the crash by stunning the ritualist, and killing the final enemy, who is directly south of the ritualist (There are some cyber mastiffs nearby)

Killing both of the enemies doesn't crash the game, and it seems the other type of ritual mission isn't effected by this.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on March 06, 2021, 08:58:24 pm
Noted and will be fixed in the next version. You can kill the cultist, there is nothing you can gain from live capturing them.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Civ5Fan on March 10, 2021, 07:48:21 am
I followed the installer and the tutorials and there's a weird problem.
[09-03-2021_23-46-42]   [WARN]   disabling mod with invalid ruleset: 40k
[09-03-2021_23-46-42]   [ERROR]   failed to load '40k'; mod disabled
Weapon STR_SHOTGUNPD has clip size 0 and no ammo defined. Please use 'clipSize: -1' for unlimited ammo, or allocate a compatibleAmmo item.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on March 10, 2021, 02:27:49 pm
You installed it with OpenXcom, not OpenXcom Extended.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Civ5Fan on March 10, 2021, 09:54:48 pm
You installed it with OpenXcom, not OpenXcom Extended.
I see. I am very blind. Thank you.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on March 14, 2021, 10:42:22 pm
So I've started a new month as the arbiters and the game is sending me this error message before the first day is over. What should I do?

that issue is solved like 7 post´s above this one
Title: Re: 40k Bug/crashes/problem´s report
Post by: Gnelf88 on March 17, 2021, 12:20:43 am
After a mission, i get this message
[FATAL]   A fatal error has occurred: vector::_M_range_check: __n (which is 18446744073709551615) >= this->size() (which is 7)
I just deleted old files for the new 29 version but maybe I messed it up?
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on March 17, 2021, 01:13:51 am
Try the fix in this post above (https://openxcom.org/forum/index.php/topic,6413.msg136433.html#msg136433).
Title: Re: 40k Bug/crashes/problem´s report
Post by: Nornagest on March 17, 2021, 10:31:25 am
I'm getting a crash on startup after disabling lazy loading due to I think the blood angles mod. Prior to this I was unable to complete large missions like terror or base missions because ram usage would run out of control, using up to 12gb before a crash. To try and find a workaround even though it was unlikely to help I disabled lazy loading in options. After that it crashes on startup with the fatal error relating to blood angles as far as I can tell which I was using prior. This is the best mod maybe of all time! Would appreciate any insight.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Yankes on March 17, 2021, 12:05:42 pm
It look like some rule set have space after name that is interpreted as part of file name
Title: Re: 40k Bug/crashes/problem´s report
Post by: Nornagest on March 17, 2021, 02:15:29 pm
I tried Imperial Fists with lazy loading off and they get the same fatal error relating to goggles png. Lazy loading off without changing the chapter to either Imperial Fists or Blood Angels works fine.

Also regarding the spikes in ram usage during battles, it only occurs during enemy movement. Ram usage will go from around 2gb to upwards of 10-12gb on an enemy move and since I have only 16gb and guessing 4gb is system reserved then it makes sense this results in a "program not responding" prompt. I'm wondering what normal ram usage should be.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Yankes on April 23, 2021, 10:56:26 pm
I plan and some more checks in OXCE for armors and units rulesets, initial version show results:
Code: [Select]

'BIKE_ARMOR_UC': First Battle corpse item need have corpse item type
'CIVF_ARMOR': First Battle corpse item need have corpse item type
'CIVILIAN_F0': First Battle corpse item need have corpse item type
'CIVILIAN_F1': First Battle corpse item need have corpse item type
'CIVILIAN_M0': First Battle corpse item need have corpse item type
'CIVILIAN_M1': First Battle corpse item need have corpse item type
'CIVM_ARMOR': First Battle corpse item need have corpse item type
'DAMOCLESPD_ARMOR': First Battle corpse item need have corpse item type
'DAMOCLES_ARMOR': First Battle corpse item need have corpse item type
'DREAD_ARMOR2_UC': First Battle corpse item need have corpse item type
'DREAD_ARMOR3_UC': First Battle corpse item need have corpse item type
'DREAD_ARMOR4_UC': First Battle corpse item need have corpse item type
'DREAD_ARMOR5_UC': First Battle corpse item need have corpse item type
'DREAD_ARMOR_UC': First Battle corpse item need have corpse item type
'EXORCIST_ARMOR': First Battle corpse item need have corpse item type
'GATEUP_ARMOR': First Battle corpse item need have corpse item type
'GUARD_ARMOR': First Battle corpse item need have corpse item type
'GUARD_ARMORF': First Battle corpse item need have corpse item type
'GUARD_ARMORM': First Battle corpse item need have corpse item type
'GUARD_ARMOROF': First Battle corpse item need have corpse item type
'HOVERTANK_ARMOR': First Battle corpse item need have corpse item type
'IMMOLATOR_ARMOR': First Battle corpse item need have corpse item type
'LEMONRUSS_ARMOR': First Battle corpse item need have corpse item type
'LEMONRUSS_ARMORB': First Battle corpse item need have corpse item type
'MONK_ARMOR_UC': First Battle corpse item need have corpse item type
'ORBITAL_ARMOR': First Battle corpse item need have corpse item type
'RAZORBACK_ARMOR': First Battle corpse item need have corpse item type
'SERVITOR_ARMOR_UC': First Battle corpse item need have corpse item type
'SKULL_ARMOR': First Battle corpse item need have corpse item type
'SNAKEMAN_TURRET': First Battle corpse item need have corpse item type
'STORMRAVEN_ADEPTAS_ARMOR': First Battle corpse item need have corpse item type
'STORMRAVEN_ARMOR': First Battle corpse item need have corpse item type
'STORMRAVEN_ARMORGK': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORA_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORB_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORCEL_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORC_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORD_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORH_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORI_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORR_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORSUP_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMORS_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMOR_HONOR_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ADEPTAS_ZOMBIE_ARMOR': First Battle corpse item need have corpse item type
'STR_APOT_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ARBITOR_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ASS_ARMOR_HONOR_UC': First Battle corpse item need have corpse item type
'STR_ASS_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_BIOMANCER': First Battle corpse item need have corpse item type
'STR_BULLGRYN_BUCKLER': First Battle corpse item need have corpse item type
'STR_BULLGRYN_BUCKLER_RIOT': First Battle corpse item need have corpse item type
'STR_BULLGRYN_SLAB': First Battle corpse item need have corpse item type
'STR_BULLGRYN_SLAB_RIOT': First Battle corpse item need have corpse item type
'STR_CELESTIAN_ZOMBIE_ARMOR': First Battle corpse item need have corpse item type
'STR_CHIMERA_TURRET_ARMOR': First Battle corpse item need have corpse item type
'STR_COMMISSAR_CARAPACE_UC': First Battle corpse item need have corpse item type
'STR_COMMISSAR_UC': First Battle corpse item need have corpse item type
'STR_DEV_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_DIVINER': First Battle corpse item need have corpse item type
'STR_EMPLACEMENT_ARMOR': First Battle corpse item need have corpse item type
'STR_ENFORCER_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_HEAVY_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_MEDIC_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_SHIELD_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_SIGNALFALSE_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_ENFORCER_SIGNAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_FLAMER_BACK_LEFT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_FLAMER_BACK_RIGHT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_FLAMER_FRONT_LEFT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_FLAMER_FRONT_RIGHT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_STUBBER_LEFT_ARMOR': First Battle corpse item need have corpse item type
'STR_GORGON_HEAVY_STUBBER_RIGHT_ARMOR': First Battle corpse item need have corpse item type
'STR_GUARDPDMEDIC_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_GUARDPD_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORH_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORP_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORSM': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORS_MEDIC_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORS_MOUNTED_AUTOCANNON_UC': First Battle corpse item need have corpse item type
'STR_GUARD_ARMORS_MOUNTED_LASCANNON_UC': First Battle corpse item need have corpse item type
'STR_HEAVY_GUARDSMAN_FEMALE': First Battle corpse item need have corpse item type
'STR_HEAVY_GUARDSMAN_MALE': First Battle corpse item need have corpse item type
'STR_HONOR_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_JARMORH_UC': First Battle corpse item need have corpse item type
'STR_JARMOR_UC': First Battle corpse item need have corpse item type
'STR_JARMOR_UCM': First Battle corpse item need have corpse item type
'STR_JUDGE_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_SCOUT_F_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_SCOUT_M_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_TACTICAL_F_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_TACTICAL_M_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_TER_F_ARMOR': First Battle corpse item need have corpse item type
'STR_MARINE_ZOMBIE_TER_M_ARMOR': First Battle corpse item need have corpse item type
'STR_MARSHAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_MEDIC_CARAPACE_ARMOR': First Battle corpse item need have corpse item type
'STR_OFFICER_CARAPACE_ARMOR': First Battle corpse item need have corpse item type
'STR_OFFICER_CARAPACE_ARMOR_NOAIRSTRIKE': First Battle corpse item need have corpse item type
'STR_OFFICER_FLAK_ARMOR': First Battle corpse item need have corpse item type
'STR_OFFICER_FLAK_ARMOR_NOAIRSTRIKE': First Battle corpse item need have corpse item type
'STR_OGRYN_CARAPACE': First Battle corpse item need have corpse item type
'STR_OGRYN_UC': First Battle corpse item need have corpse item type
'STR_PDF_PILOT': First Battle corpse item need have corpse item type
'STR_PENAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_PENITENT_ARMOR': First Battle corpse item need have corpse item type
'STR_PERSONAL_ARMOR_CIVILIAN': First Battle corpse item need have corpse item type
'STR_PERSONAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_PSYKER_ARMOR': First Battle corpse item need have corpse item type
'STR_PYROMANCER': First Battle corpse item need have corpse item type
'STR_SCION_CARAPACE_ARMOR': First Battle corpse item need have corpse item type
'STR_SCION_CARAPACE_ARMOR_HELLGUN': First Battle corpse item need have corpse item type
'STR_SCION_CARAPACE_ARMOR_VOLLEYGUN': First Battle corpse item need have corpse item type
'STR_SCOUTHB_UC': First Battle corpse item need have corpse item type
'STR_SCOUTHG_UC': First Battle corpse item need have corpse item type
'STR_SCOUTHR_UC': First Battle corpse item need have corpse item type
'STR_SCOUTHW_UC': First Battle corpse item need have corpse item type
'STR_SCOUTHY_UC': First Battle corpse item need have corpse item type
'STR_SCOUTH_UC': First Battle corpse item need have corpse item type
'STR_SCOUT_UC': First Battle corpse item need have corpse item type
'STR_SIGNALFALSE_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_SIGNAL_ARMOR_UC': First Battle corpse item need have corpse item type
'STR_STORMTALONENGINE_ARMOR': First Battle corpse item need have corpse item type
'STR_STORMTALON_ARMOR': First Battle corpse item need have corpse item type
'STR_STORMTROOPER_CARAPACE_ARMOR': First Battle corpse item need have corpse item type
'STR_STORMTROOPER_CARAPACE_ARMOR_HELLGUN': First Battle corpse item need have corpse item type
'STR_STORMTROOPER_CARAPACE_ARMOR_VOLLEYGUN': First Battle corpse item need have corpse item type
'STR_TANITH_CAMO_ARMOR': First Battle corpse item need have corpse item type
'STR_TANITH_MEDIC_ARMOR': First Battle corpse item need have corpse item type
'STR_TANITH_SCOUT_FEMALE': First Battle corpse item need have corpse item type
'STR_TANITH_SCOUT_MALE': First Battle corpse item need have corpse item type
'STR_TAUROS_SMALL_TURRET_ARMOR': First Battle corpse item need have corpse item type
'STR_TAUROS_TURRET_ARMOR': First Battle corpse item need have corpse item type
'STR_TAUROX_TURRET_ARMOR': First Battle corpse item need have corpse item type
'STR_TELEKINE': First Battle corpse item need have corpse item type
'STR_TELEPATH': First Battle corpse item need have corpse item type
'STR_TRAITOR_CHIMERA_TURRET_ARMOR': First Battle corpse item need have corpse item type
'TANK_ARMOR': First Battle corpse item need have corpse item type
'TARANTULA_ARBITES_BOLTER_ARMOR': First Battle corpse item need have corpse item type
'TARANTULA_ARMOR': First Battle corpse item need have corpse item type
'TARANTULA_BOLTER_ARMOR': First Battle corpse item need have corpse item type
'TARANTULA_BOLTER_ARMOR_I': First Battle corpse item need have corpse item type
'VINDICATOR_ARMOR': First Battle corpse item need have corpse item type
'VINDICATOR_ARMOR2': First Battle corpse item need have corpse item type
'WHIRLWIND_ARMOR': First Battle corpse item need have corpse item type



'FEMALE_CIVILIAN': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'MALE_CIVILIAN': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_ADEPTAS_ZOMBIE': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_BULLGRYN_RIOT_TEAM_BUCKLER': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_BULLGRYN_RIOT_TEAM_SLAB': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_CELESTIAN_ZOMBIE': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_CIVILIAN_SACRIFICE_F0': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CIVILIAN_SACRIFICE_F1': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CIVILIAN_SACRIFICE_M0': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CIVILIAN_SACRIFICE_M1': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CULTIST_RITUALIST_SUMMONING': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_CYBERDISC_TERRORIST': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_FIELD_EQUIPMENT': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_GATEDOWN': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_GK_SOLDIER_BA': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_GK_SOLDIER_NS': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_GUARD_PILOT': There is civilianRecoveryType but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_SCOUT_F': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_SCOUT_M': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_TACTICAL_F': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_TACTICAL_M': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_TER_F': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MARINE_ZOMBIE_TER_M': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_MONO_E': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_MONO_N': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_MONO_S': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_MONO_W': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_NECRON_DESTROYER': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_ORK_KILLA': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_ORK_TURRET': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_ORK_TURRET2': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_RADAR_EQUIPMENT': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_SECTOPOD_TERRORIST': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_SHIELD_EQUIPMENT': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_SNAKEMAN_SENTINEL': There is live alien item but unit is not recoverable (check capturable/spawnUnit or recover in armor)
'STR_TRAITOR_CHIMERA_TURRET': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
'STR_XENOSECTOPOD_TERRORIST': Unit is capturable but there is no live alien item with same name or civilianRecoveryType
could you confirm that on this list there is no false positive results
Title: Re: 40k Bug/crashes/problem´s report
Post by: Velvet_Thunders on April 27, 2021, 08:03:57 am
after a couple in game months this error comes up
Title: Re: 40k Bug/crashes/problem´s report
Post by: N00b45454 on May 04, 2021, 06:24:07 am
I'm having the same issue as the post above, and I've attached my saves and the openxcom log. The autosave for the geoscape has a few in-game hours before the crash while the manual saves have the error occur a few seconds later.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on May 04, 2021, 09:36:37 am
I'm having the same issue as the post above, and I've attached my saves and the openxcom log. The autosave for the geoscape has a few in-game hours before the crash while the manual saves have the error occur a few seconds later.

Try putting the alienMissions_40k.rul in mods/40k/Ruleset.
Title: Re: 40k Bug/crashes/problem´s report
Post by: N00b45454 on May 04, 2021, 06:47:27 pm
Try putting the alienMissions_40k.rul in mods/40k/Ruleset.

Thanks for the help, it has stopped the game from crashing.
Title: Re: 40k Bug/crashes/problem´s report
Post by: GroveOve on May 05, 2021, 12:13:56 pm
So, ive tried playing three diffrent campaigns now and the game keeps soft-locking with crashes during Mid-Tier tech and im not sure whats causing it.

Heres is my newest save where the game crashes a few ingame hours every time without fault.

Thanks for looking in to it

PS. Love the mod and your work so far
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on May 05, 2021, 12:57:27 pm
So, ive tried playing three diffrent campaigns now and the game keeps soft-locking with crashes during Mid-Tier tech and im not sure whats causing it.

Heres is my newest save where the game crashes a few ingame hours every time without fault.

Thanks for looking in to it

PS. Love the mod and your work so far

no crash in my game, you need to post a screen shot, but for now try putting the alienMissions_40k.rul in mods/40k/Ruleset that is posted in the posts above
Title: Re: 40k Bug/crashes/problem´s report
Post by: GroveOve on May 05, 2021, 01:37:17 pm
no crash in my game, you need to post a screen shot, but for now try putting the alienMissions_40k.rul in mods/40k/Ruleset that is posted in the posts above

Ive tried replacing the file with the one you provided with no change, so heres a screenshot of the error

Let me know if there is something more i can do to help
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on May 05, 2021, 03:24:29 pm
you are doing something wrong since the

[FATAL]   A fatal error has occurred: vector::_M_range_check: __n (which is 18446744073709551615) >= this->size() (which is 7)

is the alien deployment fix, you need to replace the alienMissions_40k.rul in mods/40k/Ruleset ,
update the OCXE also
Title: Re: 40k Bug/crashes/problem´s report
Post by: GroveOve on May 05, 2021, 04:25:01 pm
you are doing something wrong since the

[FATAL]   A fatal error has occurred: vector::_M_range_check: __n (which is 18446744073709551615) >= this->size() (which is 7)

is the alien deployment fix, you need to replace the alienMissions_40k.rul in mods/40k/Ruleset ,
update the OCXE also

Okey so i looked over the logs and saw that you were right about the OXCE version i had 6.5 and the mod demanded a 6.9
so i have now updated OXCE to 7.0 and applied the alienMissions_40k.rul in mods/40k/Ruleset
and it seems to work now

Thank you
Title: Re: 40k Bug/crashes/problem´s report
Post by: Jelko on June 16, 2021, 02:45:48 am
Less of a bug, but I wanted to change the storage amount of general stores in the ruleset but couldn't find a facilities.rul for 40k except facilities_IG.rul, which didn't include STR_GENERAL_STORES. I tried to change the xcom1 facilities ruleset but it had no effect either. I noticed in game the general store had different storage value than base xcom so that's why I looked in 40k Ruleset. However, I might just be blind :P. Only other mods are a change to Imperial Fists and ROSIGMA.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on June 16, 2021, 12:22:45 pm
Less of a bug, but I wanted to change the storage amount of general stores in the ruleset but couldn't find a facilities.rul for 40k except facilities_IG.rul, which didn't include STR_GENERAL_STORES. I tried to change the xcom1 facilities ruleset but it had no effect either. I noticed in game the general store had different storage value than base xcom so that's why I looked in 40k Ruleset. However, I might just be blind :P. Only other mods are a change to Imperial Fists and ROSIGMA.

Facility's are under terrain_40k ruleset, you need to change it there
Title: Re: 40k Bug/crashes/problem´s report
Post by: Jelko on June 17, 2021, 04:47:23 am
Thank you so much! it worked, I clearly am blind then.
Title: Re: 40k Bug/crashes/problem´s report
Post by: oxcuser0003 on August 04, 2021, 10:25:09 pm
For the new Gravis Armor stats, it lists Boltstorm Guantlets in the built in item drop down list but doesnt show anything when you click. In the paper doll/inventory it shows Flamestorm Gauntlets instead
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 06, 2021, 01:42:17 pm
For the new Gravis Armor stats, it lists Boltstorm Guantlets in the built in item drop down list but doesnt show anything when you click. In the paper doll/inventory it shows Flamestorm Gauntlets instead

the weapon varies due to soldier rank, so 1 armor , 5 diferent weapons built in the armor , dunno how it´s shows in the drop down list
Title: Re: 40k Bug/crashes/problem´s report
Post by: oxcuser0003 on August 08, 2021, 10:22:46 am
the weapon varies due to soldier rank, so 1 armor , 5 diferent weapons built in the armor , dunno how it´s shows in the drop down list

Didnt know it had different items, cool touch, thought it was just the cosmetic changes, could that info be added into the codex entry? And the weapon stats/intended use case? Does that happen with any other armor? Is that the main benefit of promoting units?

For anyone wondering the items are and not wanting to manually equip Gravis on every rank:
Primaris: Boltstorm gauntlets
Sergeant: Flamestorm Gauntlets
Veteran: Boltstorm Gauntlets that look like they have drum mags?
Lt: Boltstorm gauntlets v2 + rocket launcher
Captain: Boltstorm v1 + open hand
Unfortunately I couldnt see any of the stats

EDIT: Played with the other armors:

Phobos armor on a captain gives a backpack with a Haywire Mine (proximity grenade)

Techmarine on Veteran gives a Tarantula Deploy System
Lt gives Thunderfire Deploy System

Chaplain can only be used by veterans and Lt, gives the Crozius

Librarian requires veteran or higher; gives shield, lockdown, speed + shield in that order
Title: Re: 40k Bug/crashes/problem´s report
Post by: oxcuser0003 on August 11, 2021, 07:22:07 am
Possible Side Mission 1 bug with build 030, Primaris Doctrine? The mission is supposed to end after killing the holograms inside right? Or until turn 10? Tried both and it didnt end. Also I think there might have been less holograms than usual? I thought there were more the last time i played it
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 11, 2021, 12:54:09 pm
didn´t occur to me, can you please send save, the hologram number is random so can be less than last time
Title: Re: 40k Bug/crashes/problem´s report
Post by: Dadimus_Maximus on August 16, 2021, 03:29:22 am
(https://i.imgur.com/4r3apBa.png)

Encountered a crash on both saves (same world) on Feb 8th. No clue what's happening, but I can't seem to avoid it.
Title: Re: 40k Bug/crashes/problem´s report
Post by: oxcuser0003 on August 16, 2021, 09:48:31 am
didn´t occur to me, can you please send save, the hologram number is random so can be less than last time

Tried a different "landing site" and it ended normally
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on August 16, 2021, 02:34:08 pm
(https://i.imgur.com/4r3apBa.png)

Encountered a crash on both saves (same world) on Feb 8th. No clue what's happening, but I can't seem to avoid it.

Try updating to the latest version of the mod, 030.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Dadimus_Maximus on August 16, 2021, 07:13:43 pm
I updated but now it just won't start at all. I've attached the log file.

Edit: I got the game to start by copying the   - type: STR_TACTICAL_CARE_PACKAGE items from 029's 40k and Items40k files into the 030 versions and the game progresses past Feb 8th... But now it crashes when I enter the base. Also of note, OpenXCOM just won't start even if there's no previous saves without doing that fix. This also happens if I start a new game, it crashes because of the below error.
(https://i.imgur.com/aUUNcyP.png)

Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on August 17, 2021, 02:19:40 pm
It's an easy fix, the gif is indexed as a png, put this image in resources/stormtalon/imperialF
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on August 17, 2021, 03:09:32 pm
You should also remove/sell the STR_TACTICAL_CARE_PACKAGE from your base stores, those were only for getting some initial gear in earlier versions and are now deprecated.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Dadimus_Maximus on August 18, 2021, 12:55:09 am
It's an easy fix, the gif is indexed as a png, put this image in resources/stormtalon/imperialF
This helped, thanks.

You should also remove/sell the STR_TACTICAL_CARE_PACKAGE from your base stores, those were only for getting some initial gear in earlier versions and are now deprecated.
I don't know why, but even with no save files in the 40k folder and a fresh install of the mod, it was still crashing because I didn't have the care packages.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ohartenstein23 on August 18, 2021, 02:28:53 am
Are you keeping the older version of the mod in the same folder? Even the .zip files can mess up the mod if left in the same folder.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Kushpatel on September 06, 2021, 12:08:33 pm
After I finished a cult ritual mission I saved and now the game crashes a few seconds later and spits out this error message.

OpenXcom has crashed: Map generator encountered an error: facility STR_ACCESS_OUTP has no block on the first verticalLevel


save file attached
Title: Re: 40k Bug/crashes/problem´s report
Post by: Kirbius on September 30, 2021, 07:45:32 pm
Hey, checked but haven't seen this mentioned so far. Getting a crash when selecting the Shielded Impulsor shield dome, and it can be selected by tabbing.

[30-09-2021_12-26-29]   [FATAL]   A fatal error has occurred: Image missing in 'BIGOBS.PCK' for item 'STR_IMPULSOR_SHIELD_CW'

Tried updating OXCE and 40k, still crashing, save file included below. (Not using any chapter changes as I was getting crashes outside of this)
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on October 01, 2021, 12:53:53 am
Try replacing the 40k/Ruleset/extraSprites_40k.rul with the attached file.

The problem is that one definition is missing for a png and that png is required for the STR_IMPULSOR_SHIELD_CW
Code: [Select]
  - type: BIGOBS.PCK
    files:
...
      800: Resources/Support/800.png # this line was missing
...
Title: Re: 40k Bug/crashes/problem´s report
Post by: FloppyX on November 26, 2021, 01:11:21 pm
Hi all, great job with this mod guys.

Mod was walking fine, but im getting a crash in a side mission after a year in game with no problems, i have attached a screenshot with the crash.

Thanks for the mod and for the help.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on November 26, 2021, 06:32:16 pm
That's because corpses are not allowed as items on terrains in the latest OXCE anymore.

Code: [Select]
terrains:
  - name: MARINEOUT # 40k 030 bug fix
    mapBlocks:
      - name: SM03
        width: 60
        length: 60
        revealedFloors: [0, 1]
        items:
          STR_CHAOSPREDATOR_SPAWNER:
            - [12, 35, 0]
          STR_CHAOSPREDATORSIDE_SPAWNER:
            - [13, 37, 0]
            - [13, 34, 0]
        fuseTimers:
          STR_CHAOSPREDATOR_SPAWNER: [0, 0]
          STR_CHAOSPREDATORSIDE_SPAWNER: [0, 0]
        # Corpses are not allowed as items here
#        randomizedItems:
#              - position: [48, 18, 2]
#                amount: 1
#                mixed: true
#                itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_MK7_CORPSE]
#              - position: [30, 45, 3]
#                amount: 1
#                mixed: true
#                itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_MK7_CORPSE]
#              - position: [31, 42, 2]
#                amount: 1
#                mixed: true
#                itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_MK7_CORPSE]
#              - position: [49, 47, 2]
#                amount: 1
#                mixed: true
#                itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_MK7_CORPSE]
#              - position: [30, 28, 2]
#                amount: 1
#                mixed: true
#                itemList: [STR_SCOUT_CORPSE, STR_MK7_CORPSE, STR_SARGENT_CORPSE]
#              - position: [33, 23, 1]
#                amount: 1
#                mixed: true
#                itemList: [STR_HONOR_CORPSE, STR_TECH_CORPSE, STR_APOT_CORPSE]

Try the attached file. Replace 40k/Ruleset/terrain_40k.rul with it.
Title: Re: 40k Bug/crashes/problem´s report
Post by: FloppyX on December 01, 2021, 08:15:23 pm
Thanks Buscher, it fixed the issue.

Now I have a problem with side mission 7, I cant start the mission because it says the craft I use is not allowed although it has space flying, Im usin Primaris Stormeagle, I have also tried with Repulsors, Primari Detachment and Valkiria and no one works.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on December 02, 2021, 12:36:40 pm
Thanks Buscher, it fixed the issue.

Now I have a problem with side mission 7, I cant start the mission because it says the craft I use is not allowed although it has space flying, Im usin Primaris Stormeagle, I have also tried with Repulsors, Primari Detachment and Valkiria and no one works.
ho sorry, i forgot to add primaris , only newborn marines thunderhawk etc, i will change it
use the stormeagle or stormraven now, since repulsors and impulsors can´t go to space
Title: Re: 40k Bug/crashes/problem´s report
Post by: oxcuser0003 on January 07, 2022, 06:31:30 am
GK playthrough, is there a bug with the troop carrier? Says 8 slots but only 7 units show up? Is the pilot not usable? Was that changed?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on January 07, 2022, 07:12:49 pm
That's a bug in the deployment.

You can run this bugfix submod which also includes a bunch of other fixes.
- Put it in the mods folder
- Go into the main menu of the game, mods, activate the submod
Title: Re: 40k Bug/crashes/problem´s report
Post by: oxcuser0003 on January 09, 2022, 12:54:49 pm
That's a bug in the deployment.

You can run this bugfix submod which also includes a bunch of other fixes.
- Put it in the mods folder
- Go into the main menu of the game, mods, activate the submod
Awesome it worked, thanks!
Title: Re: 40k Bug/crashes/problem´s report
Post by: Razer943 on January 16, 2022, 04:49:08 am

[15-01-2022_21-39-10]   [ERROR]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[15-01-2022_21-39-10]   [INFO]   Active mods:
[15-01-2022_21-39-10]   [INFO]   - 40k v030
[15-01-2022_21-39-10]   [INFO]   - 40k_ROSIGMA_edits v1.06B031 ROSIGMA Edition
[15-01-2022_21-39-10]   [INFO]   - 40k_statstrings v1.0
[15-01-2022_21-39-10]   [INFO]   - Salamanders v1.0
[15-01-2022_21-39-11]   [INFO]   Loading begins...
[15-01-2022_21-39-11]   [INFO]   Pre-loading rulesets...
[15-01-2022_21-39-11]   [INFO]   Loading vanilla resources...
[15-01-2022_21-39-12]   [INFO]   Loading rulesets...
[15-01-2022_21-39-20]   [ERROR]   ufopaedia item misses type_id attribute.
[15-01-2022_21-39-20]   [ERROR]   ufopaedia item misses type_id attribute.
[15-01-2022_21-39-20]   [ERROR]   ufopaedia item misses type_id attribute.
[15-01-2022_21-39-25]   [INFO]   Loading rulesets done.
[15-01-2022_21-39-25]   [INFO]   Loading fonts... Font.dat
[15-01-2022_21-39-25]   [INFO]   Lazy loading: 1
[15-01-2022_21-39-34]   [INFO]   Loading custom palettes from ruleset...
[15-01-2022_21-39-34]   [INFO]   Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[15-01-2022_21-39-34]   [INFO]   Making palette backups...
[15-01-2022_21-39-34]   [INFO]   Creating transparency LUTs for PAL_BATTLESCAPE...
[15-01-2022_21-39-34]   [INFO]   After load.
[15-01-2022_21-39-34]   [ERROR]   During linking rulesets of items:
Error for 'STR_CAS_LEAVE_CHARGE': Wrong index 3866 for sound set BATTLE.CAT
Error for 'STR_DAEMONETTE_MISSILE_PACK': Wrong index 3832 for sound set BATTLE.CAT
Error for 'STR_GREEN_FIRE': Wrong index 3834 for sound set BATTLE.CAT
Error for 'STR_STUN_GAS_SHELLS': Wrong index 3832 for sound set BATTLE.CAT
Error for 'STR_UNIT_DESTROYER_FT1': Wrong index 3866 for sound set BATTLE.CAT
Error for 'STR_UNIT_TURNER_FT1': Wrong index 3866 for sound set BATTLE.CAT
Error for 'STR_WYRDBOY_STIKK': Wrong index 3802 for sound set BATTLE.CAT

Please help. Tried reinstalling. Tried earlier versions. Nothing seems to fix it. Can't locate these files or where to find them.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on January 16, 2022, 11:55:23 am
What you experience are the new validation checks in OXCE 7.4 helping us finding issues that are still hidden in the ruleset.

You have three options to get around that:
- You can use OpenXcom Extended 7.3
- You wait for the 40k mod and ROSIGMA to update, removing the issues
- You go into your options.cfg and look for the following line
Code: [Select]
oxceModValidationLevel: 2
and set the 2 to 0

Also you should update the 40k mod to 031.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Razer943 on January 16, 2022, 04:10:54 pm
That fixed it. Thank you very much  ;D
Title: Re: 40k Bug/crashes/problem´s report
Post by: Harmondale2 on January 30, 2022, 05:56:09 pm
Get this after updating to new OXCE version and patch 31 of the mod

[30-01-2022_15-33-00]   [INFO]   OpenXcom Version: Extended 7.4.4 (v2022-01-21)
[30-01-2022_15-33-00]   [INFO]   Platform: Windows 64 bit
[30-01-2022_15-33-00]   [INFO]   Data folder is:
[30-01-2022_15-33-00]   [INFO]   Data search is:
[30-01-2022_15-33-00]   [INFO]   - C:/Users/harmo/OneDrive/Documents/OpenXcom/
[30-01-2022_15-33-00]   [INFO]   - C:/Program Files (x86)/OpenXcom Extended/
[30-01-2022_15-33-00]   [INFO]   User folder is: C:/Users/harmo/OneDrive/Documents/OpenXcom/
[30-01-2022_15-33-00]   [INFO]   Config folder is: C:/Users/harmo/OneDrive/Documents/OpenXcom/
[30-01-2022_15-33-00]   [INFO]   Options loaded successfully.
[30-01-2022_15-33-00]   [INFO]   SDL initialized successfully.
[30-01-2022_15-33-01]   [INFO]   SDL_mixer initialized successfully.
[30-01-2022_15-33-01]   [INFO]   Attempted locale:
[30-01-2022_15-33-01]   [INFO]   Detected locale: C
[30-01-2022_15-33-01]   [INFO]   Attempting to set display to 2560x1440x32...
[30-01-2022_15-33-02]   [INFO]   Display set to 2560x1440x32.
[30-01-2022_15-33-02]   [INFO]   Loading data...
[30-01-2022_15-33-02]   [INFO]   Scanning standard mods in ''...
[30-01-2022_15-33-02]   [INFO]   Scanning user mods in 'C:/Users/harmo/OneDrive/Documents/OpenXcom/'...
[30-01-2022_15-33-02]   [ERROR]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[30-01-2022_15-33-02]   [INFO]   Active mods:
[30-01-2022_15-33-02]   [INFO]   - 40k v031
[30-01-2022_15-33-02]   [INFO]   - 40k_cutscenes v031
[30-01-2022_15-33-02]   [INFO]   - 40k_statstrings v1.0
[30-01-2022_15-33-02]   [INFO]   Loading begins...
[30-01-2022_15-33-02]   [INFO]   Pre-loading rulesets...
[30-01-2022_15-33-02]   [INFO]   Loading vanilla resources...
[30-01-2022_15-33-03]   [INFO]   Loading rulesets...
[30-01-2022_15-33-05]   [INFO]   Loading rulesets done.
[30-01-2022_15-33-05]   [INFO]   Loading fonts... Font.dat
[30-01-2022_15-33-05]   [INFO]   Lazy loading: 1
[30-01-2022_15-33-07]   [INFO]   Loading custom palettes from ruleset...
[30-01-2022_15-33-07]   [INFO]   Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[30-01-2022_15-33-07]   [INFO]   Making palette backups...
[30-01-2022_15-33-07]   [INFO]   Creating transparency LUTs for PAL_BATTLESCAPE...
[30-01-2022_15-33-07]   [INFO]   After load.
[30-01-2022_15-33-07]   [ERROR]   During linking rulesets of armors:
Error for 'DREAD_ARMOR2_UC': Wrong index 1556 for sound set BATTLE.CAT
Error for 'DREAD_ARMOR3_UC': Wrong index 1556 for sound set BATTLE.CAT
Error for 'DREAD_ARMOR4_UC': Wrong index 1556 for sound set BATTLE.CAT
Error for 'DREAD_ARMOR5_UC': Wrong index 1556 for sound set BATTLE.CAT
Error for 'DREAD_ARMOR_UC': Wrong index 1556 for sound set BATTLE.CAT
Error for 'STR_CHAOS_BEHEMOTH_ARMOR': Wrong index 1680 for sound set BATTLE.CAT
Error for 'STR_CHAOS_HAVOC_ARMOR': Wrong index 1680 for sound set BATTLE.CAT
Error for 'STR_CHAOS_MARINE_ARMOR': Wrong index 1680 for sound set BATTLE.CAT
Error for 'STR_CHAOS_RAPTOR_ARMOR': Wrong index 1680 for sound set BATTLE.CAT
Error for 'STR_CHAOS_SERGEANT_ARMOR': Wrong index 1680 for sound set BATTLE.CAT
Error for 'STR_CHAOS_SORC_ARMOR': Wrong index 1680 for sound set BATTLE.CAT
Error for 'STR_DREAD_GK_ARMOR_UC': Wrong index 1556 for sound set BATTLE.CAT

I assume its the same kind of thing as happened to Razer943 above so will try the same thing you recommended, but thought i'd put the error up in case it helps development. 

Yes changing the options.cfg worked, thanks  ;D
Title: Re: 40k Bug/crashes/problem´s report
Post by: noflic on February 01, 2022, 08:40:28 pm
I'm having an issue with a Xeno Cult mission where the last enemy is, judging by the minimap, stuck on the third floor of a building - I can't get onto or past the second floor as (I think) the stairway's put in wrong, and I can't open a path by blowing up walls or floors. Are there any workarounds for this, or is it a choice between abandoning the mission and getting debug mode working?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Harmondale2 on February 06, 2022, 12:58:09 am
Hey, are you supposed to be able to destroy the lowest level Traitor Guard bases by destroying the communications equipment which in the mission cinematic seems to be the radar dish? I usually just kill all the guard but tried to do it this time and I didn't get a message saying the base was destroyed and whenever I left the base was still there(I saved before leaving). I killed all but two guards that were trapped in the two inaccessable gun bunkers(dunno if thats a bug too?), so decided to go around destroying all the computers and anything communication equipment like on the map incase it was something else and was the same result. So if it is supposed to work that way it might be broken. I havn't tried the level 2 and 3 bases so don't know if they have a similar problem. Also I am only using the latest version, no mods. Posting Screenshots.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Willical on February 08, 2022, 11:45:57 am
Hi, I'm currently getting an error every time I try and load into combat. Only faction I had it work with so far is Imperial guard. I included what should be the error long below.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on February 08, 2022, 12:09:40 pm
Hi, I'm currently getting an error every time I try and load into combat. Only faction I had it work with so far is Imperial guard. I included what should be the error long below.

Please update to OXCE 7.5.3

OXCE 7.4.9, 7.5, 7.5.1 and 7.5.2 were broken.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Willical on February 08, 2022, 12:34:21 pm
Please update to OXCE 7.5.3

OXCE 7.4.9, 7.5, 7.5.1 and 7.5.2 were broken.

Thank you. This fixed every.
Title: Re: 40k Bug/crashes/problem´s report
Post by: EleriumWard on February 17, 2022, 05:18:01 am
Okay, so I tried to play this mod (complete with ROSIGMA) using the latest OXCE. I got the following errors.

Error for 'STR_CAS_LEAVE_CHARGE': Wrong index 3866 for sound set BATTLE.CAT
Error for 'STR_DAEMONETTE_MISSILE_PACK': Wrong index 3832 for sound set BATTLE.CAT
Error for 'STR_GREEN_FIRE': Wrong index 3834 for sound set BATTLE.CAT
Error for 'STR_STUN_GAS_SHELLS': Wrong index 3832 for sound set BATTLE.CAT
Error for 'STR_UNIT_DESTROYER_FT1': Wrong index 3866 for sound set BATTLE.CAT
Error for 'STR_UNIT_TURNER_FT1': Wrong index 3866 for sound set BATTLE.CAT
Error for 'STR_WYRDBOY_STIKK': Wrong index 3802 for sound set BATTLE.CAT

Any ideas?
Title: Re: 40k Bug/crashes/problem´s report
Post by: EleriumWard on February 21, 2022, 04:39:38 am
Just tried out the latest version of the 40k mod. I ended up encountering this error.

Error processing 'GC2_ARMOR' in armors: Geo corpse item cannot be empty.
Error processing 'GC_ARMOR' in armors: Geo corpse item cannot be empty.

I even switched the oxceModValidationLevel to 0 so that I can play even with ROSIGMA on.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Vasja on March 16, 2022, 08:08:11 pm
Hi.
40k mod version: "032".
OpenXcom Extended 7.5.3.
I couldn't find the option to dismantle the entrance elevator of the new empty base in the game. I remember exactly that this should work in openxcom.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on March 16, 2022, 08:13:21 pm
Hi.
40k mod version: "032".
OpenXcom Extended 7.5.3.
I couldn't find the option to dismantle the entrance elevator of the new empty base in the game. I remember exactly that this should work in openxcom.

My bad.

It will be fixed in the next release.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Vasja on March 16, 2022, 08:18:56 pm
My bad.

It will be fixed in the next release.

Thanks.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Dadimus_Maximus on March 23, 2022, 12:40:50 am
After researching and manufacturing Terminator armor, I cannot equip it, nor is there a codex entry for it. Any idea what might've caused this?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on March 23, 2022, 12:58:44 pm
only first born can use terminator armor, maybe you are playing primaries marines, anyway send save
Title: Re: 40k Bug/crashes/problem´s report
Post by: Dadimus_Maximus on March 23, 2022, 04:39:52 pm
I'm using Devastator Tactics
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on March 23, 2022, 07:25:26 pm
This is the 40k bug thread, not the ROSIGMA one... Only post in this thread if you don't run ROSIGMA.
That said, in ROSIGMA you need a Terminator promotion which requires the Crux Terminatus. Check the Codex for the requirements.
Title: Re: 40k Bug/crashes/problem´s report
Post by: EleriumWard on April 10, 2022, 03:00:45 pm
Okay, this is a relatively minor issue, but here goes. I noticed that the mission briefing movie for Crash Site missions is somewhat slower than the movies for other types of missions. Just to clarify, the dialogue is still at the same speed; it's the movie itself that is slower.

EDIT: Actually, I think the missions displaying this are the Landed Craft missions, as well as the Eldar Webway missions.
EDIT2: Oh, no wait, it does occur for some Crash Site missions.
Title: Re: 40k Bug/crashes/problem´s report
Post by: TheDirgeCaster on April 29, 2022, 04:50:09 pm
Hi there, sorry if this has been asked already, but am I supposed to do anything extra to play as deathwatch?

When I load up a fresh game of chambers militant I only get an option to research grey knights despite the intro panel saying both should be available. Is it bugged or have I missed something?

I have latest OXCE+ and 40k mod.

Thankssss
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on April 29, 2022, 10:12:43 pm
deathwatch is future WIP , so part´s of the game are already working as a placeholder
Title: Re: 40k Bug/crashes/problem´s report
Post by: Bonakva on May 29, 2022, 05:50:17 am
I decided to play 40k again
This time for the Order of the Grey Knights.

Very raw branch.
At the beginning of the game we are given 8 soldiers. Certainly powerful armor and excellent starting weapons, but it all makes no sense because of the fact that all 8 soldiers are in the hospital.
There is no way to replenish the team. The only way to increase the number of soldiers is a very long repetitive research. There are only 9 of them, and with each such study comes 2 soldiers to the base, that is, for the entire game we can get 18 people. Research is very long, unreasonably long. Judging by the code, the first study is the easiest, the second is more difficult, the third is even more difficult... this is very bad in terms of balance.
Give us the ability to buy new adepts, at least for a lot of money. Or make unique missions after which new soldiers will join.
I understand that the idea is that the player takes control of a small elite unit. The best of the best, powerful weapons and impenetrable armor from the start of the game, but the reality is that no armor can not save from stray damage. Eight people and all lying in the hospital...

We can't use two-handed weapons in the second hand.
You can't use hammers or power swords. Research just doesn't suggest that (I had to edit the research branch myself to start putting on power swords...).
Because the armor has a built-in weapon a lot of weapons get penalized, this is a purely mechanical problem, but by idea these penalties should not be, as the stormbolter is mounted specifically on the forearm so that it does not interfere with the interaction with two-handed weapons.
Need to change/correct the research tree. Gray Knights use power swords, hammers! These are Gray Knights! They quietly use xenos weapons. They should and must use any Astartes weapon without restriction.

It seems armors Apothecary, Librarian, Chaplain, and Techmarinearmor uses the wrong resistance values. They should be higher, like standard aegis armor. They are, after all, terminator armor...

The Grey Knights dreadnought has an assault cannon, but you can't research the assault cannon and start producing ammo for it. Deadlocked branch of research...
Title: Re: 40k Bug/crashes/problem´s report
Post by: Surrealistik on November 01, 2022, 10:30:57 pm
Get the following crash when trying to raid an Eldar Webway; no submods; seems like there's a missing .pck  file for the Wraith Knight?:

Error Message: https://cdn.discordapp.com/attachments/919723611948974170/1037097059548921896/unknown.png

Attached my save.

Log:

Code: [Select]
[01-11-2022_16-12-16] [INFO] Options loaded successfully.
[01-11-2022_16-12-16] [INFO] SDL initialized successfully.
[01-11-2022_16-12-16] [INFO] SDL_mixer initialized successfully.
[01-11-2022_16-12-16] [INFO] Attempted locale:
[01-11-2022_16-12-16] [INFO] Detected locale: C
[01-11-2022_16-12-16] [INFO] Attempting to set display to 1280x720x8...
[01-11-2022_16-12-16] [INFO] Display set to 1280x720x8.
[01-11-2022_16-12-16] [INFO] Loading data...
[01-11-2022_16-12-16] [INFO] Scanning standard mods in ''...
[01-11-2022_16-12-16] [INFO] Scanning user mods in 'E:/Program Files (x86)/OpenXcom/user/'...
[01-11-2022_16-12-16] [INFO] Active mods:
[01-11-2022_16-12-16] [INFO] - 40k v033
[01-11-2022_16-12-17] [INFO] Loading begins...
[01-11-2022_16-12-17] [INFO] Pre-loading rulesets...
[01-11-2022_16-12-17] [INFO] Loading vanilla resources...
[01-11-2022_16-12-17] [INFO] Loading rulesets...
[01-11-2022_16-12-19] [INFO] Loading rulesets done.
[01-11-2022_16-12-19] [INFO] Loading fonts... Font.dat
[01-11-2022_16-12-19] [INFO] Lazy loading: 1
[01-11-2022_16-12-22] [INFO] Loading custom palettes from ruleset...
[01-11-2022_16-12-22] [INFO] Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[01-11-2022_16-12-22] [INFO] Making palette backups...
[01-11-2022_16-12-22] [INFO] Creating transparency LUTs for PAL_BATTLESCAPE...
[01-11-2022_16-12-22] [INFO] After load.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'FEMALE_CIVILIAN': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'MALE_CIVILIAN': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_BULLGRYN_RIOT_TEAM_BUCKLER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_BULLGRYN_RIOT_TEAM_SLAB': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_CHAOSDEFILER_L': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_CHAOSDEFILER_R': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_GENE': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_GUARD_PILOT': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Loading ended.
[01-11-2022_16-12-22] [WARN] Image Resources/PD/633.png (from lodepng) has incorrect transparent color index 240 (instead of 0).
[01-11-2022_16-12-22] [WARN] Image Resources/PD/645.png (from lodepng) has incorrect transparent color index 240 (instead of 0).
[01-11-2022_16-12-22] [INFO] Data loaded successfully.
[01-11-2022_16-12-22] [INFO] Loading language...
[01-11-2022_16-12-22] [INFO] Language loaded successfully.
[01-11-2022_16-12-22] [INFO] OpenXcom started successfully!
[01-11-2022_16-12-22] [INFO] Playing flx, 320x200, 702 frames
[01-11-2022_16-12-22] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[01-11-2022_16-12-23] [INFO] SDL_mixer initialized successfully.
[01-11-2022_16-12-26] [INFO] MCD WEBWAY object 23 has 0 armor
[01-11-2022_16-12-34] [FATAL] A fatal error has occurred: Sprite Set ELDARWG.PCK not found
[01-11-2022_16-12-34] [FATAL] 0x5cf3c0 OpenXcom::CrossPlatform::stackTrace(void*)
[01-11-2022_16-12-34] [FATAL] 0x5d0230 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[01-11-2022_16-12-34] [FATAL] 0x41c880 exceptionLogger()
[01-11-2022_16-12-34] [FATAL] 0xbeae80 MPEGaction::MPEGaction()
[01-11-2022_16-12-34] [FATAL] 0xe07800 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[01-11-2022_16-12-34] [FATAL] 0xe0d470 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[01-11-2022_16-12-34] [FATAL] 0xccdf20 OpenXcom::SurfaceSet* OpenXcom::Mod::getRule<OpenXcom::SurfaceSet>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, OpenXcom::SurfaceSet*, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, OpenXcom::SurfaceSet*> > > const&, bool) const
[01-11-2022_16-12-34] [FATAL] 0x7da230 OpenXcom::Mod::getSurfaceSet(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[01-11-2022_16-12-34] [FATAL] 0x5bb720 OpenXcom::UnitSprite::draw(OpenXcom::BattleUnit const*, int, int, int, int, OpenXcom::AreaSubset<void, int>, bool)
[01-11-2022_16-12-34] [FATAL] 0x574ac0 OpenXcom::Map::drawUnit(OpenXcom::UnitSprite&, OpenXcom::Tile*, OpenXcom::Tile*, OpenXcom::Position, bool, OpenXcom::BattleUnit*)
[01-11-2022_16-12-34] [FATAL] 0x576a80 OpenXcom::Map::drawTerrain(OpenXcom::Surface*)
[01-11-2022_16-12-34] [FATAL] 0x6abf50 OpenXcom::Surface::blit(SDL_Surface*)
[01-11-2022_16-12-34] [FATAL] 0x6aa450 OpenXcom::State::blit()
[01-11-2022_16-12-34] [FATAL] 0x5e7d40 OpenXcom::Game::run()
[01-11-2022_16-12-34] [FATAL] 0x41c950 SDL_main
[01-11-2022_16-12-34] [FATAL] 0xa061c0 console_main
[01-11-2022_16-12-34] [FATAL] 0xa062e0 WinMain
[01-11-2022_16-12-34] [FATAL] ??
[01-11-2022_16-12-34] [FATAL] ??
[01-11-2022_16-12-34] [FATAL] 0x7ffaaeea7020 BaseThreadInitThunk
[01-11-2022_16-12-34] [FATAL] 0x7ffab09a2680 RtlUserThreadStart
[01-11-2022_16-12-54] [FATAL] OpenXcom has crashed: Sprite Set ELDARWG.PCK not found
Log file: E:/Program Files (x86)/OpenXcom/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
Title: Re: 40k Bug/crashes/problem´s report
Post by: Surrealistik on November 02, 2022, 12:48:08 am
Get the following crash when trying to raid an Eldar Webway; no submods; seems like there's a missing .pck  file for the Wraith Knight?:

Error Message: https://cdn.discordapp.com/attachments/919723611948974170/1037097059548921896/unknown.png

Attached my save.

Log:

Code: [Select]
[01-11-2022_16-12-16] [INFO] Options loaded successfully.
[01-11-2022_16-12-16] [INFO] SDL initialized successfully.
[01-11-2022_16-12-16] [INFO] SDL_mixer initialized successfully.
[01-11-2022_16-12-16] [INFO] Attempted locale:
[01-11-2022_16-12-16] [INFO] Detected locale: C
[01-11-2022_16-12-16] [INFO] Attempting to set display to 1280x720x8...
[01-11-2022_16-12-16] [INFO] Display set to 1280x720x8.
[01-11-2022_16-12-16] [INFO] Loading data...
[01-11-2022_16-12-16] [INFO] Scanning standard mods in ''...
[01-11-2022_16-12-16] [INFO] Scanning user mods in 'E:/Program Files (x86)/OpenXcom/user/'...
[01-11-2022_16-12-16] [INFO] Active mods:
[01-11-2022_16-12-16] [INFO] - 40k v033
[01-11-2022_16-12-17] [INFO] Loading begins...
[01-11-2022_16-12-17] [INFO] Pre-loading rulesets...
[01-11-2022_16-12-17] [INFO] Loading vanilla resources...
[01-11-2022_16-12-17] [INFO] Loading rulesets...
[01-11-2022_16-12-19] [INFO] Loading rulesets done.
[01-11-2022_16-12-19] [INFO] Loading fonts... Font.dat
[01-11-2022_16-12-19] [INFO] Lazy loading: 1
[01-11-2022_16-12-22] [INFO] Loading custom palettes from ruleset...
[01-11-2022_16-12-22] [INFO] Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[01-11-2022_16-12-22] [INFO] Making palette backups...
[01-11-2022_16-12-22] [INFO] Creating transparency LUTs for PAL_BATTLESCAPE...
[01-11-2022_16-12-22] [INFO] After load.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'FEMALE_CIVILIAN': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'MALE_CIVILIAN': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_BULLGRYN_RIOT_TEAM_BUCKLER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_BULLGRYN_RIOT_TEAM_SLAB': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_CHAOSDEFILER_L': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_CHAOSDEFILER_R': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_GENE': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Supressed Error for 'STR_GUARD_PILOT': This unit can be recovered (in theory), but there is no corresponding item to recover.
[01-11-2022_16-12-22] [INFO] Loading ended.
[01-11-2022_16-12-22] [WARN] Image Resources/PD/633.png (from lodepng) has incorrect transparent color index 240 (instead of 0).
[01-11-2022_16-12-22] [WARN] Image Resources/PD/645.png (from lodepng) has incorrect transparent color index 240 (instead of 0).
[01-11-2022_16-12-22] [INFO] Data loaded successfully.
[01-11-2022_16-12-22] [INFO] Loading language...
[01-11-2022_16-12-22] [INFO] Language loaded successfully.
[01-11-2022_16-12-22] [INFO] OpenXcom started successfully!
[01-11-2022_16-12-22] [INFO] Playing flx, 320x200, 702 frames
[01-11-2022_16-12-22] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[01-11-2022_16-12-23] [INFO] SDL_mixer initialized successfully.
[01-11-2022_16-12-26] [INFO] MCD WEBWAY object 23 has 0 armor
[01-11-2022_16-12-34] [FATAL] A fatal error has occurred: Sprite Set ELDARWG.PCK not found
[01-11-2022_16-12-34] [FATAL] 0x5cf3c0 OpenXcom::CrossPlatform::stackTrace(void*)
[01-11-2022_16-12-34] [FATAL] 0x5d0230 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[01-11-2022_16-12-34] [FATAL] 0x41c880 exceptionLogger()
[01-11-2022_16-12-34] [FATAL] 0xbeae80 MPEGaction::MPEGaction()
[01-11-2022_16-12-34] [FATAL] 0xe07800 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[01-11-2022_16-12-34] [FATAL] 0xe0d470 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[01-11-2022_16-12-34] [FATAL] 0xccdf20 OpenXcom::SurfaceSet* OpenXcom::Mod::getRule<OpenXcom::SurfaceSet>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, OpenXcom::SurfaceSet*, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, OpenXcom::SurfaceSet*> > > const&, bool) const
[01-11-2022_16-12-34] [FATAL] 0x7da230 OpenXcom::Mod::getSurfaceSet(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[01-11-2022_16-12-34] [FATAL] 0x5bb720 OpenXcom::UnitSprite::draw(OpenXcom::BattleUnit const*, int, int, int, int, OpenXcom::AreaSubset<void, int>, bool)
[01-11-2022_16-12-34] [FATAL] 0x574ac0 OpenXcom::Map::drawUnit(OpenXcom::UnitSprite&, OpenXcom::Tile*, OpenXcom::Tile*, OpenXcom::Position, bool, OpenXcom::BattleUnit*)
[01-11-2022_16-12-34] [FATAL] 0x576a80 OpenXcom::Map::drawTerrain(OpenXcom::Surface*)
[01-11-2022_16-12-34] [FATAL] 0x6abf50 OpenXcom::Surface::blit(SDL_Surface*)
[01-11-2022_16-12-34] [FATAL] 0x6aa450 OpenXcom::State::blit()
[01-11-2022_16-12-34] [FATAL] 0x5e7d40 OpenXcom::Game::run()
[01-11-2022_16-12-34] [FATAL] 0x41c950 SDL_main
[01-11-2022_16-12-34] [FATAL] 0xa061c0 console_main
[01-11-2022_16-12-34] [FATAL] 0xa062e0 WinMain
[01-11-2022_16-12-34] [FATAL] ??
[01-11-2022_16-12-34] [FATAL] ??
[01-11-2022_16-12-34] [FATAL] 0x7ffaaeea7020 BaseThreadInitThunk
[01-11-2022_16-12-34] [FATAL] 0x7ffab09a2680 RtlUserThreadStart
[01-11-2022_16-12-54] [FATAL] OpenXcom has crashed: Sprite Set ELDARWG.PCK not found
Log file: E:/Program Files (x86)/OpenXcom/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

Fixed it; just needed to add a space between
type: ELDARWG.PCK and #ELDAR WRAITH GUARD DR in extraSprites_40k
Title: Re: 40k Bug/crashes/problem´s report
Post by: Surrealistik on November 05, 2022, 09:08:16 am
The Sergeant Signum armor lacks a built in gauntlet weapon. Is this due to the airstrike feature?
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on November 07, 2022, 12:51:13 pm
The Sergeant Signum armor lacks a built in gauntlet weapon. Is this due to the airstrike feature?

yap, same for techmarine and apothecary i think
Title: Re: 40k Bug/crashes/problem´s report
Post by: Surrealistik on November 10, 2022, 10:22:59 pm
Apothecaries do have built in gauntlets in addition to their Northecium. Techmarines lack a power gauntlet attack, but they definitely have space for one as they only have one built in weapon.

Might be worth considering allowing gauntlet strikes to scale with strength and melee skill, though they'd have much lower base damage. Actually the Signum has space for a gauntlet as well; they only have the Airstrike built in.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Marrik on January 05, 2023, 08:46:17 am
It's super minor, but I've noticed that if Imperial Guards build a new barracks, it's called Living Quarters. The only "barracks" is the one you place during the initial base creation. I'm assuming this wasn't intended.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on January 05, 2023, 03:33:46 pm
It's super minor, but I've noticed that if Imperial Guards build a new barracks, it's called Living Quarters. The only "barracks" is the one you place during the initial base creation. I'm assuming this wasn't intended.

IG Barracks are behind the research "Basic Training" which should be one of the initial research topics.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Marrik on January 05, 2023, 05:26:21 pm
What's the difference between the living quarters and the barracks?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on January 06, 2023, 01:03:44 am
What's the difference between the living quarters and the barracks?

The difference is that the barracks (https://oxce40k.trigramreactor.net/stable/article/STR_GUARD_BARRACKS) has 10 training space additional to the 50 living space which the Living Quarters (https://oxce40k.trigramreactor.net/stable/article/STR_LIVING_QUARTERS) also has.

Title: Re: 40k Bug/crashes/problem´s report
Post by: EricPhail on January 07, 2023, 03:44:20 pm
Crash (ROSIGMA).

Grey Knights going to a Space Hulk c.t.d. upon clicking yes can't find hship11.rmp

[06-01-2023_21-17-38]   [FATAL]   OpenXcom has crashed: FileRecord::at(ROUTES/HSHIP11.RMP): requested file not found.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on January 07, 2023, 09:22:46 pm
Put the attached file in ROSIGMA/ROUTES
Title: Re: 40k Bug/crashes/problem´s report
Post by: EricPhail on January 09, 2023, 09:57:54 am
Thank you.
Title: Re: 40k Bug/crashes/problem´s report
Post by: ryokai88 on January 13, 2023, 09:39:13 pm
Keep getting this error when trying to enter battlescape any help would be appreciated.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on January 14, 2023, 02:38:02 pm
Please read the error message and increase the chance for being helped from 5 % to 98 %. Thanks
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on January 16, 2023, 12:47:36 pm
Keep getting this error when trying to enter battlescape any help would be appreciated.


for what i see you missinstalled or not installed openxcom extender
Title: Re: 40k Bug/crashes/problem´s report
Post by: Jokerke12 on February 05, 2023, 12:23:17 am
Hello, sorry if this is not the place to ask about this, but I can't find how to turn on Soldier Marks. I'm assuming those are this mod's statstrings equivalent, but that mod is only available for UFO and TFTD, and turning it on there doesn't do anythng for 40K. I also saw on the mod . io page of this mod saying: "(Optional) Turn on the Stat Strings mod under Options > Mods", but there is no "Mods" page in "Options" for me. I searched in "Advanced" too, just in case, but found nothing.

So, how do I turn on statstrings? I cannot find the option to turn it on.
Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on February 06, 2023, 10:05:59 pm
You can download the 40k submods for factions and stat strings from this repository (https://github.com/BeatAroundTheBuscher/OXCE_40k_submods/archive/refs/heads/main.zip).
Title: Re: 40k Bug/crashes/problem´s report
Post by: Jokerke12 on February 07, 2023, 01:27:12 am
You can download the 40k submods for factions and stat strings from this repository (https://github.com/BeatAroundTheBuscher/OXCE_40k_submods/archive/refs/heads/main.zip).

Thank you very much!
Title: Re: 40k Bug/crashes/problem´s report
Post by: Nosferator on March 26, 2023, 02:45:36 pm
Very often errors pop up when I attack downed ships. It seems that I have crooked hands and I installed the mod very clumsily. But I downloaded the ready-made assembly and still...

Edit: I've attached a save just in case.

A downed ship in southern Africa does not allow itself to be attacked ...

Title: Re: 40k Bug/crashes/problem´s report
Post by: Buscher on April 02, 2023, 03:47:52 pm
Very often errors pop up when I attack downed ships. It seems that I have crooked hands and I installed the mod very clumsily. But I downloaded the ready-made assembly and still...

Edit: I've attached a save just in case.

A downed ship in southern Africa does not allow itself to be attacked ...



I can't reproduce your error but you can always try to unzip the mods (move the zips out of the mods folder).
Title: Re: 40k Bug/crashes/problem´s report
Post by: Nosferator on April 03, 2023, 04:11:59 pm
I can't reproduce your error but you can always try to unzip the mods (move the zips out of the mods folder).
Thank you very much. Unziping worked. I don't understand why, but it worked. Unfortunately, it turned out to be Nurgle's ship...
Title: Re: 40k Bug/crashes/problem´s report
Post by: Nosferator on April 05, 2023, 07:45:05 am
Started playing for the Battle sisters again. Nurgle's forces attack the outpost. I complete the move. Zombies explode, Nurglings appear. Melta Nurgling's  burns through all of Big Sister's side armor and sends her into the land of dreams (I still think Nurglings are too dangerous). And this is where something strange happens. A cocked grenade fell out of my sister's inventory. Naturally, it exploded. But when it was my turn again... The Big sister woke up. And she is absolutely fine (except for a couple of injuries) ... Very strange.

Edit: And why my Nurglings have not this overpowered range melta attack?
Title: Re: 40k Bug/crashes/problem´s report
Post by: Meridian on April 22, 2023, 03:20:44 pm
Code: [Select]
name: "40k"
version: "033"
author: "bulletdesigner, Ryskeliini, ohartenstein23 with help from all OXC forum, special thks to all who help"
description: "40k mod"
id: 40k
master: xcom1
isMaster: true
resourceConfig: Ruleset/vars40k.rul
loadResources:
  - UFO
reservedSpace: 2
requiredExtendedVersion: "7.7.3"


@bulletdesigner: Please remove the `loadResources: - UFO` entry from the metadata.yml file.

This attribute is intended for top-level masters only (xcom1, xcom2, etc.)
Not-top-level masters (e.g. 40k, piratez, xcf, etc.) don't need it; and it can cause some file load order issues.
Normal mods (e.g. twots, fmp, etc.) also don't need it and the game alredy ignores it.

In OXCE v7.9, the game will automatically ignore it also for not-top-level masters (e.g. 40k, piratez, xcf, etc.), but please remove it so that other modders don't copy it from your mod by accident.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on April 27, 2023, 01:55:34 pm
Ok i will remove it
Title: Re: 40k Bug/crashes/problem´s report
Post by: JackAttack on June 08, 2023, 11:24:42 pm
When "Restore Fallen Brother" is used by the Deathwatch, the Dreadnought loses its chapter insignia, returns to watch marine rank, and is not promotable.
Title: Re: 40k Bug/crashes/problem´s report
Post by: EleriumWard on June 11, 2023, 02:45:29 pm
Good evening. May I please ask for some assistance with this issue I am currently experiencing? Note that I have the latest versions of both ROSIGMA (2.2) and 40k (035.1). I have already asked in the ROSIGMA thread, but I do not have a definitive solution from their end yet. Thank you.
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on June 12, 2023, 02:05:46 pm
Good evening. May I please ask for some assistance with this issue I am currently experiencing? Note that I have the latest versions of both ROSIGMA (2.2) and 40k (035.1). I have already asked in the ROSIGMA thread, but I do not have a definitive solution from their end yet. Thank you.
I advise you go to discord ROSIGMA: https://discord.com/invite/qY5V2vYqPM , but by the looks of it , is probably bad installation on your end, try to reinstall the latest OXCE
Title: Re: 40k Bug/crashes/problem´s report
Post by: Harmondale2 on September 01, 2023, 12:41:02 pm
Hey hey, just started playing again after ages and did a fresh install of the latest version 36, and OXCE 7.9.8, with sub mods 40k StatStrings and 40k Cutscenes 33. Not sure if this is an issue for just me so thought i'd explain what a did to fix these minor issues.

I noticed the actual assault mark no longer displays, instead shows "{", obviously very minor but thought i'd let you know. Screenshot below of it. I changed it too an "X" in the "Statstrings40k.rul" file to fix.

Also the Cutscenes wouldn't work, showing the incoming vox transmission videos as if the mod wasn't installed. Found that the new "Videos40k.rul" file seemed to be looking for the vox video files of the main mod rather then the cutscene mod files. I deleted "Resources/ANIMS/" in front of each video file so it took the mod files again and now all works good.

i.e
"   - type: intro #c1
    useUfoAudioSequence: false
    videos:
      - Resources/ANIMS/intro.FLC
    audioTracks:
      - KYRIE"

into

"  - type: intro #c1
    useUfoAudioSequence: false
    videos:
      - intro.FLC
    audioTracks:
      - KYRIE"
Title: Re: 40k Bug/crashes/problem´s report
Post by: bulletdesigner on September 01, 2023, 02:04:38 pm
you are right after deathwatch i should have updated statstring since i change the font.
About the video the easy solution is just to override the anims folder in resources, since the sub mod was not made by me i thought the videos are just a replacement but i now see it works different i will get around that.
Title: Re: 40k Bug/crashes/problem´s report
Post by: nicedayright on March 03, 2024, 05:02:59 am
I'm trying a primaris playthrough right now and I'm a little confused about the apothecary situation. I've researched and manufactured a set of MKX Apothecary armor, but none of my marines can equip it. I I can confirm it's in the bases stores, but the only option I have when armoring my marines is the default MKX Tacticus armor, no option to equip the apothecary armor at all.

Edit: I've just found out I can equip it to my sergeant, which makes sense given an apothecary is an officer rather than a role a random marine can take. Probably should be noted in the pedia though.
Title: Re: 40k Bug/crashes/problem´s report
Post by: nicedayright on March 18, 2024, 04:04:13 pm
Got a crash when I researched Stormtrooper Requisition and try to look at the pedia page. Looks like the Hellpistol version of the armor is missing. Screenshot attached with save file.