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Messages - Claireity

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16
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
« on: May 17, 2014, 05:05:53 pm »
Fair enough. I hope these help warboy find the problem though. I do thoroughly enjoy the openxcom project and have talked to supsuper before. I respect their work.

17
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
« on: May 17, 2014, 03:09:38 pm »
They aren't very big, but the forums don't want to post it because of invalid file types.  >:(

Started a new game to see if I could recreate it. It does with 100% consistency. With the save, it happens roughly within an hour or two. (Doesn't always detect the approaching ship, but it is there.)

https://www.mediafire.com/view/x387pq79gslwuyf/_autogeo_.asav
https://www.mediafire.com/view/k9ud6bsqq8qzqqy/openxcom.log

18
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
« on: May 17, 2014, 04:48:11 am »
I have never done anything like that before... where's a good place to host such files?

19
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« on: May 16, 2014, 08:42:40 pm »
I could I suppose. Send them where?

20
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« on: May 16, 2014, 06:41:11 pm »
There's really not much of a log for the error. It only reads [FATAL]   vector::_M_range_check


For me this happens, without fail, whenever a base is attacked. This is frustrating, because it happens before I can make anything that can actually shoot down a retaliation ship. So basically I can't continue to play. It can play the 'defenses are firing' screen, but hitting continue after that, or should it reach the base unchecked, it'll immediately crash with that error. No other screen pops up. (Assumingly the mission screen is where it crashes trying to load)

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