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Brutal AI / Controls, Mods, Options
« on: June 25, 2024, 09:41:38 am »
Controls
Mods
Options
Mods
Options
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8 | Default |
4 | Ingame options |
5 | Options |
22 | Default mod |
3 | Separate mod |
12 | Is different |
14 | Need check |
46 | Absent |
114 | Total |
4 | Default |
38 | Ingame options |
3 | Default mod |
7 | Separate mod |
33 | Is different |
6 | Need check |
48 | Absent |
139 | Total |
HANGARS in OXCE have 5 storage
HANGARS in OXCE have 5 storage
Like OXCE, it also has 50. But OXCE also adds storage space in hangars. Since in the original game the equipment placed on board ships did not take up space at all, but in OXC it takes up storage space in the warehouse. Thus, it is OXC that differs from the original game in that it has more limited storage space. And OXCE slightly corrects this situation.
this is also different in OXC compared to the original
I tested this with regular OXCE and it also has the same bug.
What possibly happens is that the celatid supposedly reaction-fires but it doesn't work because of too low ceiling or something but it still interrupts the movement.
Edit 2: This issue goes deeper. Even if I control the Celatid myself I don't get any error-message if I try to shoot but the shot doesn't actually fire. So whatever is done to check whether a shot should be working seems to succeed but the actual shot doesn't.
Yes. It doesn't use the game-logic from Createprojectile to check whether the shot will be fired but some weird Mod-script or something that apparently says it's okay without doing actual checking.
I used a workaround to fix it in BOXCE which is letting it be checked by my AI, which I also had to teach not to think that impossible shots are possible and where I recreated the checks that are done in Createprojectile.
And when a human tries to use an arcing-shot-weapon it apparently uses the same faulty check that will give a false-positive so the human doesn't get an error either. This part I didn't fix though.
There should have been a proper API that implements the logic in one place and is just referenced at all other places. But instead the check whether it works was only done when the shot is already supposed to be fired and there's now 2 different methods who do a validity check before that happens. One works properly (mine) and one doesn't and creates false positives (the one that was used before).
But I didn't want to spend too much effort so I just did the simplest thing I could come up with to make it work.
[FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[FATAL] 0x54f2d0 OpenXcom::CrossPlatform::stackTrace(void*)
[FATAL] 0x552ba0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[FATAL] 0x40dca0 signalLogger(int)
[FATAL] 0x87fe90 xbrz::nearestNeighborScale(unsigned int const*, int, int, int, unsigned int*, int, int, int, xbrz::SliceType, int, int)
[FATAL] 0x100015c0 CheckTargets
[FATAL] 0x77ec4650 RtlKnownExceptionFilter
[FATAL] 0x77e896cf RtlInitializeExceptionChain
[FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
More details here:\user\openxcom.log
If this error was unexpected, please report it to the developers.