aliens

Author Topic: Bugs & Crash Reports  (Read 1433581 times)

Offline Devon_v

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Re: Bugs & Crash Reports
« Reply #3240 on: April 30, 2019, 07:02:05 pm »
Thank you for the reports everyone, I fixed every issue mentioned for the J14 release (except those minor map/tile weirdness and hardware/software issues which I know nothing about).

I was just coming to report that J14 generates a proper .cfg/doesn't do whatever weirdness J13 was doing on a clean install. All good, and thanks!

Offline Alex_D

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Re: Bugs & Crash Reports
« Reply #3241 on: April 30, 2019, 11:28:53 pm »
I get a CTD if I land to recover the crash of this enemy craft.

See attached screenshot and save.

EDIT:
log portion relevant to crash:
Code: [Select]
[30-04-2019_13-27-11] [INFO] OpenXcom started successfully!
[30-04-2019_13-27-11] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[30-04-2019_13-29-20] [FATAL] A fatal error has occurred: Segmentation fault.
[30-04-2019_13-29-20] [FATAL] 0x6371c0 OpenXcom::CrossPlatform::stackTrace(void*)
[30-04-2019_13-29-20] [FATAL] 0x638960 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[30-04-2019_13-29-20] [FATAL] 0x425ad0 signalLogger(int)
[30-04-2019_13-29-20] [FATAL] 0x7633d575 CreateProcessAsUserW
[30-04-2019_13-29-20] [FATAL] 0x77d45030 RtlKnownExceptionFilter
[30-04-2019_13-29-20] [FATAL] 0x77d0979f RtlInitializeExceptionChain
[30-04-2019_13-29-50] [FATAL] OpenXcom has crashed: Segmentation fault.

EDIT: 2.
If someone is trying to replicate the error, can you try to move any base facility ? It seems somehow CTRL+LMB doesn't work anymore for me. It works if I start a new game. Funds are not a problem.
« Last Edit: May 01, 2019, 12:30:29 am by Alex_D »

Online Meridian

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Re: Bugs & Crash Reports
« Reply #3242 on: May 01, 2019, 12:47:34 am »
I get a CTD if I land to recover the crash of this enemy craft.

STR_RATMEN race doesn't have alienRank 14.
« Last Edit: May 01, 2019, 12:49:18 am by Meridian »

Offline Dioxine

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Re: Bugs & Crash Reports
« Reply #3243 on: May 01, 2019, 11:05:43 pm »
Wrong race attributed. Fixed. Will be releasing hotfix today.

Offline Devon_v

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Re: Bugs & Crash Reports
« Reply #3244 on: May 02, 2019, 05:02:01 am »
Might be an OXCE issue, but the Light Sniper Rifle has a listed damage of 0-0 if you hit CTRL+M. Holding ALT in the inventory screen shows the damage range normally. Maybe CTRL+M isn't taking 2d100 rolls into account? The gun is definitely hitting hard.

Offline blaahund

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Re: Bugs & Crash Reports
« Reply #3245 on: May 02, 2019, 07:23:24 pm »
Hi!

thanks for an amazing game.

Upgraded recently and ran into the weird issue that I can no longer manufacture blossom clip/HVAP rounds as well as 85 mm HVAP battlecannon shells.
Those are the ones I've noticed at least. I can still produce other HVAP ammunition.

I'm on v.J13a and Extended 5.4 (v2019-04-22)

Offline ohartenstein23

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Re: Bugs & Crash Reports
« Reply #3246 on: May 02, 2019, 10:15:39 pm »
Might be an OXCE issue, but the Light Sniper Rifle has a listed damage of 0-0 if you hit CTRL+M. Holding ALT in the inventory screen shows the damage range normally. Maybe CTRL+M isn't taking 2d100 rolls into account? The gun is definitely hitting hard.

CTRL+M is only for melee damage. Light Sniper Rifle has no melee, so 0's are shown for the melee damage preview. The equivalent for ranged weapons is holding ALT while aiming with the cursor.

Offline Devon_v

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Re: Bugs & Crash Reports
« Reply #3247 on: May 03, 2019, 03:00:55 am »
Hi!

thanks for an amazing game.

Upgraded recently and ran into the weird issue that I can no longer manufacture blossom clip/HVAP rounds as well as 85 mm HVAP battlecannon shells.
Those are the ones I've noticed at least. I can still produce other HVAP ammunition.

I'm on v.J13a and Extended 5.4 (v2019-04-22)

Did you check the tech tree? Some stuff has new requirements or unlocks in J13/14, and not all of the changes are listed in the changelog. (Frag grenades now require Gun Emporium for instance)

CTRL+M is only for melee damage. Light Sniper Rifle has no melee, so 0's are shown for the melee damage preview. The equivalent for ranged weapons is holding ALT while aiming with the cursor.

Ah, I see. I had not made that distinction.

Offline Eddie

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Re: Bugs & Crash Reports
« Reply #3248 on: May 04, 2019, 03:50:54 pm »
So I found out what is the deal with moral damage and bravery. Moral damage, as in weapons dealing moral damage, uses a similar formula used for psi panick attacks.
That means: damage is multiplied by (110 - bravery)/100

- with bravery 110, you are immune to any moral damage
- for bravery >110 damage is inverted

This is why moral damage with the officers outfit is inverted.
« Last Edit: May 04, 2019, 03:59:14 pm by Eddie »

Offline Dioxine

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Re: Bugs & Crash Reports
« Reply #3249 on: May 05, 2019, 06:10:12 pm »
Upgraded recently and ran into the weird issue that I can no longer manufacture blossom clip/HVAP rounds as well as 85 mm HVAP battlecannon shells.
Those are the ones I've noticed at least. I can still produce other HVAP ammunition.

Manufacturing both items require knowledge of the weapon in question and Nuclear Munitions (j14a).

Offline Nalca

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Re: Bugs & Crash Reports
« Reply #3250 on: May 05, 2019, 11:22:58 pm »
I can summon the shade of a dead Slave Soldier (Or a Lokk'Narr).

And the result will be the shade of a Gal.

Offline legionof1

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Re: Bugs & Crash Reports
« Reply #3251 on: May 06, 2019, 02:03:30 am »
Shade are a fixed unit type, so the bug is that you can covert dead other classes, not that you get a shade.

Offline ikaff

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Re: Bugs & Crash Reports
« Reply #3252 on: May 07, 2019, 04:03:20 pm »
In the quick battle, there are genies who fight against everything, is it a bug or so conceived?
Genies appear on the battlefield suddenly, like a third party, and fight against everyone.
before version 14 this did not happen

Offline Devon_v

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Re: Bugs & Crash Reports
« Reply #3253 on: May 07, 2019, 07:07:35 pm »
In the quick battle, there are genies who fight against everything, is it a bug or so conceived?
Genies appear on the battlefield suddenly, like a third party, and fight against everyone.
before version 14 this did not happen

To the best of my knowledge, djinn are spawned by a Lamp of Darkness Shadow Lamp. In normal play, I believe this is supposed to function as a player faction spawned unit (dynamically spawned that is, from the lamp object itself). In quick battle, if the game is randomly spawning a djinn as a normal unit, it may not be inheriting an ownership and defaulting to the civilian faction.

As I type this however, I can no longer find JIM's Bootypedia entry. Perhaps I was not meant to see it in the first place.
« Last Edit: May 07, 2019, 07:11:55 pm by Devon_v »

Offline blaahund

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Re: Bugs & Crash Reports
« Reply #3254 on: May 12, 2019, 04:45:51 pm »
Manufacturing both items require knowledge of the weapon in question and Nuclear Munitions (j14a).

I cannot see Nuclear Munitions at all in the tech tree. I got Hellerium, Chemic, Explosive Munitions and on... but can't see Nuclear. Got Nuclear Battery researched too. I'm on an save I've kept going for a year :s