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Author Topic: Bugs & Crash Reports  (Read 700089 times)

Offline aku

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Re: Bugs & Crash Reports
« Reply #3975 on: June 17, 2021, 05:51:21 pm »
So i just got bomber promotion for smacking to death 3 (prone) enemies with a hammer in a single turn in dungeon of death. That's some dynamite hammer :)

Offline legionof1

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Re: Bugs & Crash Reports
« Reply #3976 on: June 18, 2021, 02:56:01 am »
working as implemented(damage greater then X targets in a round with concussive type, y times per rank), but maybe not as intended. Thou given the relative clunkyness of hammer against a breathing foe it was maybe not considered possible.

Offline username

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Re: Bugs & Crash Reports
« Reply #3977 on: June 18, 2021, 09:38:07 pm »
The hammer isn't even all that clunky. I figured the "warhammer" version of it intended to be an upgrade would somehow be more accurate, but it turns out that, against pretty much every foe, the warhammer is actually LESS accurate than the standard hammer and so the warhammer is actually total junk, as it does the same damage, for the same TU, at far lower accuracy.

Offline legionof1

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Re: Bugs & Crash Reports
« Reply #3978 on: June 19, 2021, 12:50:39 am »
Well the warhammer is an upgrade in the sense that it s a real melee weapon, the normal hammer being a psuedo ranged weapon suffers from CQC which means it's defended by a dual stat check vs just checking against evade. So more a side grade then anything.

As to clunkyness 24 flat TUs is pretty expensive so unless your useing TU vamp, or the bad guys just gaggle up for you most units are not gonna get 3 separate targets that often. just the 3 swings in a turn is 72 TUs which leaves a maxed gal before commends with 2-3 tiles of movement. Stars really need to align to make it possible in most battles.

Offline username

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Re: Bugs & Crash Reports
« Reply #3979 on: June 19, 2021, 01:13:13 am »
Well the warhammer is an upgrade in the sense that it s a real melee weapon, the normal hammer being a psuedo ranged weapon suffers from CQC which means it's defended by a dual stat check vs just checking against evade. So more a side grade then anything.
Yes, but enemies that require hammering always have way higher evade than a CQC check. And because the normal hammer is pseudo-ranged, once it passes CQC, it always hits, whereas the warhammer won't. As all targets worth hammering at all tend to be high-ranking, they often have decent evasion scores, where the horrible intrinsic accuracy of a warhammer means they will pretty much always evade it, but the hammer will usually pass CQC and thus bypass evade and hit. Thus, the warhammer performs worse against these kinds of targets, where it's supposed to perform better. The warhammer ALSO performs worse vs. large targets that don't have CQC, so if you're trying to hammer a tank, the regular hammer ALWAYS hits because the tank has no CQC deflection or evasion while the Warhammer can still fail due to its intrinsic hit-chance under normal conditions still being sub-100.

As such, there exists no real targets where the warhammer performs better at hammering than the regular hammer. You save a single measly TU/Energy in exchange for an attack that will most likely never hit anything.

Offline icemasteryeti

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Re: Bugs & Crash Reports
« Reply #3980 on: June 26, 2021, 07:01:12 pm »
The Red Mage's quest seems to be bugged in my game, I researched the "Red Mage's Quest" research almost an in game year ago and I'm getting the "The Red Oni" event every month but it just pops up the "you are getting a call" message and nothing else happens. The Aurora events also seem to have stopped after the first few even though it looks like there's more to that as well.

Offline Dogbarian

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Re: Bugs & Crash Reports
« Reply #3981 on: June 28, 2021, 01:12:00 am »
Typo in the research result for the Simulacrum Legs, the word "frigtheningly" should be "frighteningly"  (transpose "t" and "h").  Arguably "frightfully" fits better there, but that is more dealer's choice.

Offline RSSwizard

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Re: Bugs & Crash Reports
« Reply #3982 on: June 30, 2021, 01:34:20 am »
Im not sure if this has been changed and it gave me a chuckle when I first used it - but the Ninja Sickle uses the "rawwr" sound effect that monster melee does. When it should probably use something more like the "swissh" sound effect from the harpoons.

in the newest L9 edition the "water walking" sound effect has come back for the Triton rubber floor tiles and also the red carpet 2nd floor Mansion floor tiles too - which makes mansions abit more agonizing than normal.



Another issue and im not sure what it means...
I keep getting an Event that pops up where it says "It appears you're getting a video call from a demon" (or oni) and its the red mage lady background I think.

Well... It doesn't actually seem to do anything else like post a letter afterwards or spawn loot or an event. And its come up multiple times (I think 3 times so far). So I mean its kinda funny but unless the #times it pops up does something or if it inserted a research topic... might be a broken event.
« Last Edit: June 30, 2021, 01:36:58 am by RSSwizard »

Offline Jimboman

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Re: Bugs & Crash Reports
« Reply #3983 on: July 07, 2021, 04:53:44 pm »
Don't know how I never noticed it before, but on the city raid missions none of the apartments have a bathroom!  Do rich people not poop or wash?

Offline legionof1

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Re: Bugs & Crash Reports
« Reply #3984 on: July 07, 2021, 07:40:43 pm »
this absence is due to a lack of asset space. Each tileset only has 250ish pieces allowed. And most complete tiles for buildings and such take between 2 and 7 distinct pieces to create. It goes pretty fast.


Offline Jimboman

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Re: Bugs & Crash Reports
« Reply #3985 on: July 07, 2021, 07:58:44 pm »
I understand that, I'm just saying it's a bit weird.  :)

It doesn't stop me enjoying the game though.
« Last Edit: July 07, 2021, 08:00:59 pm by Jimboman »

Offline Solarius Scorch

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Re: Bugs & Crash Reports
« Reply #3986 on: July 08, 2021, 04:43:23 pm »
Thanks, I'm happy to know it's not just me who is bothered by it...
looks at vanilla

Offline RSSwizard

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Re: Bugs & Crash Reports
« Reply #3987 on: July 10, 2021, 11:05:54 pm »
City Raid missions also have very little in the way of LOOT despite being rich mofos, in their own damn home. (suggest:  CONSUMER GOODS since they are consumers, with goods).

I think City Raids are really all about just providing you with Sharp Gals to turn into Taskmasters, and the Clerks who open up the Technocracy Stakeout missions. You lose points on these missions... you do not gain any serious infamy or respect for doing it.



Some Bugs to Report before the new release...

- UAC Pistol might count as Infiltration but its AMMO does not.
So... either the UAC Pistol is just so big it cant be infiltrated and should have that category removed for it. Or the category was left out for its ammunition. Also it has Aqua ammunition but I dont think ive seen it go underwater.

- Awesome Party map is bugged because there is no Exit Grid.
You need to be able to gtfo, like in the bottom corner of the map in the parking lot.
If you roll Ghosts or Bogeymen and cant handle it - you lose your gals and ship, so a player is just gonna reload the Geo save prior to it and skip the mission. Even on Supermutant mode having to play through up to possibly 10 days of Geoscape can be an okay tradeoff to keep veteran gals. This is just bad design and gets annoying.



Offline Emru

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Re: Bugs & Crash Reports
« Reply #3988 on: July 11, 2021, 02:08:40 pm »
Hi, I have a problem with starting XPiratez
OXCE 7.0.12, self compiled, Linux
XPiratez L9 downloaded from Moddb
Game does not load the mod, vanilla works just fine, game log reports error in XPiratez ruleset
log:
Spoiler:
[11-07-2021_13-00-32]   [INFO]   OpenXcom Version: Extended 7.0.12 (v2021-06-20)
[11-07-2021_13-00-32]   [INFO]   Platform: Linux
[11-07-2021_13-00-32]   [INFO]   Data folder is: /usr/share/openxcom/
[11-07-2021_13-00-32]   [INFO]   Data search is:
[11-07-2021_13-00-32]   [INFO]   - /home/user/.local/share/openxcom/
[11-07-2021_13-00-32]   [INFO]   - /usr/local/share/openxcom/
[11-07-2021_13-00-32]   [INFO]   - /usr/share/openxcom/
[11-07-2021_13-00-32]   [INFO]   - /usr/local/share/openxcom/
[11-07-2021_13-00-32]   [INFO]   - /usr/share/openxcom/
[11-07-2021_13-00-32]   [INFO]   - ./
[11-07-2021_13-00-32]   [INFO]   User folder is: /home/user/.local/share/openxcom/
[11-07-2021_13-00-32]   [INFO]   Config folder is: /home/user/.config/openxcom/
[11-07-2021_13-00-32]   [INFO]   Options loaded successfully.
[11-07-2021_13-00-32]   [INFO]   SDL initialized successfully.
[11-07-2021_13-00-32]   [INFO]   SDL_mixer initialized successfully.
[11-07-2021_13-00-32]   [INFO]   Attempted locale: en_US.utf8
[11-07-2021_13-00-32]   [INFO]   Detected locale: en_US.utf8
[11-07-2021_13-00-32]   [INFO]   Attempting to set display to 1024x576x8...
[11-07-2021_13-00-32]   [INFO]   Display set to 1024x576x8.
[11-07-2021_13-00-32]   [INFO]   Loading data...
[11-07-2021_13-00-32]   [INFO]   Scanning standard mods in '/usr/share/openxcom/'...
[11-07-2021_13-00-32]   [INFO]   Scanning user mods in '/home/user/.local/share/openxcom/'...
[11-07-2021_13-00-32]   [ERROR]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[11-07-2021_13-00-32]   [INFO]   no master already active; activating xcom1
[11-07-2021_13-00-32]   [INFO]   Active mods:
[11-07-2021_13-00-32]   [INFO]   - xcom1 v1.0
[11-07-2021_13-00-33]   [INFO]   Loading begins...
[11-07-2021_13-00-33]   [INFO]   Pre-loading rulesets...
[11-07-2021_13-00-33]   [INFO]   Loading vanilla resources...
[11-07-2021_13-00-33]   [INFO]   Loading rulesets...
[11-07-2021_13-00-33]   [INFO]   Loading rulesets done.
[11-07-2021_13-00-33]   [INFO]   Loading ended.
[11-07-2021_13-00-33]   [INFO]   Loading fonts... Font.dat
[11-07-2021_13-00-33]   [INFO]   Lazy loading: 1
[11-07-2021_13-00-33]   [INFO]   Loading custom palettes from ruleset...
[11-07-2021_13-00-33]   [INFO]   Making palette backups...
[11-07-2021_13-00-33]   [INFO]   Data loaded successfully.
[11-07-2021_13-00-33]   [INFO]   Loading language...
[11-07-2021_13-00-33]   [INFO]   Language loaded successfully.
[11-07-2021_13-00-33]   [INFO]   OpenXcom started successfully!
[11-07-2021_13-00-33]   [INFO]   Playing flx, 320x200, 890 frames
[11-07-2021_13-00-33]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[11-07-2021_13-00-34]   [INFO]   SDL_mixer initialized successfully.
[11-07-2021_13-01-47]   [INFO]   SDL_mixer initialized successfully.
[11-07-2021_13-01-47]   [INFO]   Loading data...
[11-07-2021_13-01-47]   [INFO]   Scanning standard mods in '/usr/share/openxcom/'...
[11-07-2021_13-01-47]   [INFO]   Scanning user mods in '/home/user/.local/share/openxcom/'...
[11-07-2021_13-01-47]   [ERROR]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[11-07-2021_13-01-47]   [INFO]   Active mods:
[11-07-2021_13-01-47]   [INFO]   - piratez vv.L9 OXCE 7.0 13-Mar-2021
[11-07-2021_13-01-48]   [INFO]   Loading begins...
[11-07-2021_13-01-48]   [INFO]   Pre-loading rulesets...
[11-07-2021_13-01-48]   [INFO]   Loading vanilla resources...
[11-07-2021_13-01-48]   [INFO]   Loading rulesets...
[11-07-2021_13-01-54]   [WARN]   disabling mod with invalid ruleset: piratez
[11-07-2021_13-01-54]   [ERROR]   failed to load 'X-Piratez'; mod disabled
Error for 'STR_BOUNTY_HUNTING_CHALLENGE_MA': wrong node type, expected a map at line 112613

How can I fix it? Should I compile older version of OXCE? I found https://openxcom.org/forum/index.php/topic,9745.msg139493.html but I did not find solution. Has anyone the same problem?

Offline Nilex

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Re: Bugs & Crash Reports
« Reply #3989 on: July 11, 2021, 05:27:08 pm »
No need to recompile, just remove line `    getOneFreeProtected:` from main "Piratez.rul".