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Messages - Alex_D

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1
XPiratez / Re: Bugs & Crash Reports
« on: May 24, 2020, 09:41:39 pm »
As mentioned in discord, a CTD if the Party Dress is equipped onto a gal from the base / vessels / equipment screen.

Attached are the log and save files.

Code: [Select]
[24-05-2020_14-32-15] [INFO] OpenXcom started successfully!
[24-05-2020_14-32-15] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[24-05-2020_14-36-22] [FATAL] A fatal error has occurred: Sprite UBERGAL__6__J_WATCH_BSVR"" not found
[24-05-2020_14-36-22] [FATAL] 0x5a0520 OpenXcom::CrossPlatform::stackTrace(void*)
[24-05-2020_14-36-22] [FATAL] 0x5a1390 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[24-05-2020_14-36-22] [FATAL] 0x41c880 exceptionLogger()
[24-05-2020_14-36-22] [FATAL] 0xb657e0 MPEGaction::MPEGaction()
[24-05-2020_14-36-22] [FATAL] 0xd472c0 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> > >)
[24-05-2020_14-36-22] [FATAL] 0xd4cb60 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
[24-05-2020_14-36-22] [FATAL] 0xc200d0 OpenXcom::Surface* OpenXcom::Mod::getRule<OpenXcom::Surface>(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::Surface*, 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::Surface*> > > const&, bool) const
[24-05-2020_14-36-22] [FATAL] 0x789b00 OpenXcom::Mod::getSurface(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[24-05-2020_14-36-22] [FATAL] 0x548820 OpenXcom::InventoryState::init()
[24-05-2020_14-36-22] [FATAL] 0x5b8780 OpenXcom::Game::run()
[24-05-2020_14-36-22] [FATAL] 0x41c950 SDL_main
[24-05-2020_14-36-22] [FATAL] 0x980b20 console_main
[24-05-2020_14-36-22] [FATAL] 0x980c40 WinMain
[24-05-2020_14-36-22] [FATAL] ??
[24-05-2020_14-36-22] [FATAL] ??
[24-05-2020_14-36-22] [FATAL] 0x7ff9e25b4020 BaseThreadInitThunk
[24-05-2020_14-36-22] [FATAL] 0x7ff9e31e3670 RtlUserThreadStart
[24-05-2020_14-36-28] [FATAL] OpenXcom has crashed: Sprite UBERGAL__6__J_WATCH_BSVR"" not found

2
XPiratez / Re: Bugs & Crash Reports
« on: May 21, 2020, 07:16:40 pm »
as reported in Discord. Piratez L2 crashes after the upgrade from previous version.

Attached is the save and log. To reproduce just pass the time.

EDIT: After discussing it with Meridian on Discord, it was found that one research tech was causing the crash b/c the item was missing after the update.
Thus, maybe check your research panel and stop some if not all research items. Then re-activate them one by one.

3
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 23, 2020, 07:34:09 pm »
Flyby missions happen when you shoot down their ships. Don't shoot down UFOs, and you won't provoke retaliations. :)
(As usual, catching landed UFOs is OK.)

And is it safe to assume that shooting down the UFO Flybys would create even more Flybys, almost in a run-away situation, or there is a cap for these cases?

4
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 23, 2020, 07:18:27 pm »
I only built one Tormentor. It major advantage is it can outrun pretty much anything. Its major disadvantage is it uses Elerium as fuel, seconded by it uses two pilots.
I use Avalanches as my main missile. Since they can be bought, it simplifies logistics and production in general. One Thunderstorm can carry up to six Avalanches. A Striker UFO can be downed with four to five Avalanches hits, then it flies back for reloading. A Fighter UFO can be shoot down with two or three hits. A tiny fighter only needs one.

In my last two campaigns (this one and the one before), I found that these two crafts are all what I need to win the air war with the Aliens. And while I wait for the elusive Ethereal Commander, most of my game is coordinating the UFOs interdiction on a global scale.

5
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 23, 2020, 03:43:38 pm »
A question though. How am I supposed to keep the skies clear, when the aliens can field several strikers and 2 or 3 battleships in a single day? (Alien Flyby missions) I can shoot a battleship down, but it pretty much empties missile racks of 4 Thunderstorms. Thunderstorm beats Striker, but the Thunderstorm gets damaged.
I'd try to rush Avengers. In my late campaign I have complete air superiority, with three Avengers, armed with plasma beams and a shield generator. One of these crafts is enough to take down a Battleship single-handed. The drawback is they use quite a lot of Elerium as fuel and as ammo, so a steady supply needs to be secured. I do still keep Thunderstorms armed with Avalanches, thrusters and targeters, to deal with smaller crafts, for when the Elerium runs low.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 23, 2020, 03:34:19 pm »
...dude, have you ever played X-Com before?
I heard of that game  :)

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 22, 2020, 04:26:06 pm »
oh, i thought its supposed to be that way. since you did not carry your extra equipment stack to the exit tiles...
True, but I think that is when you rush to the exit green tiles and end the turn, then the next stage starts with whatever your agents are carrying.

But if the surface mission ends with the last enemy unit destroyed or incapacitated (thus area is secured), presumably the agents can gather all the craft equipment to the starting tile of the underground mission. This happened to me for several alien embassy missions, except for the last two, where coincidentally I also got the inaccessible mini-brain room bug.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 22, 2020, 03:39:57 pm »
Thanks for the save. Tested it, everything works normally, your units are armed.

The units are are armed, but with only what they are carrying. All the ground equipment brought before that is usually on the floor is not available.

I also observed these missions may have the alien mini-brain room levels swapped, making the center hub inaccessible to our soldiers. And the dirt walls of the compound are quite impervious to regular weapons.

9
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 21, 2020, 04:53:39 pm »
Oh! The elusive Ethereal Commander. I thought I captured one. Checking my save, it seems one of my soldiers killed one.

I guess I have to wait for a Battleship full of Ethereals for him(her/it) to show up again.

10
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 21, 2020, 03:49:23 pm »
Didn't you unlock missions on the Moon?

That's what I thought. But after getting a couple of missions (helping MAGMA Cosmonauts, I think), nothing happened after that. And the stunned enemies were not recoverable.

I have updated the mod mid-campaign. I could have broken something.

11
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 20, 2020, 04:07:19 pm »
I am in month 66 (June 2002), all research available researched (except optional research), nearly 4 Billion in the bank, and total air superiority around the globe.

Month after month, there are UFOs interceptions, and the other odd mission.

What are the chances to actually advance the campaign in a given month? I attached the game save for reference.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 16, 2020, 04:42:45 am »
Another bug (?) (no save, unfortunately) on Alien Embassy missions.

I win the surface map and move to the equipment screen for the underground portion of the mission, but there was no equipment available to equip the soldiers.
My question is if this is happening because of the map before was won by the surrendering of Advent/Hybrid units and something triggers the win flag for the map.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 11, 2020, 10:44:38 pm »
Looks like the base hasn't generated properly at all. (No upper floor.)
Are you sure that you have a sufficiently new version of OXCE?
It looks to me that the upper floor (where the brain is) was generated as ground floor, and viceversa. Hence the connecting doors were not able to connect to anything on the third floor.
I have OXCE 6.4.2. There was another Alien Embassy mission the month before, and everything was fine. The floor swapping was only for this mission, thus the oddity.

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 11, 2020, 05:55:58 am »
I'm facing a alien embassy mission (second part) map issue.
Spoiler:
The area where the embassy brain spawns is completely locked out. All adjacent corridors or areas end on a wall.
I'm afraid, I have to cheat the save to break through.
I'm attaching the save for reference.

15
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 05, 2020, 09:50:05 pm »
I see there are new popup missions for underwater battles.
One request/question: To what extent it would be possible to include in the mission description whether it's a 7- 15- or more person underwater craft ?

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