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.