Author Topic: Bugs & Crash Reports  (Read 1755868 times)

Offline MemoryTAS

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Re: Bugs & Crash Reports
« Reply #3255 on: May 14, 2019, 06:13:09 pm »
In this map there's the potential for this one room to get blocked off by a cabinet and it's really annoying, especially considering enemies can spawn inside that room.

Offline Devon_v

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Re: Bugs & Crash Reports
« Reply #3256 on: May 15, 2019, 06:14:59 pm »
So, I know this isn't exactly a bug, but I'd like to bring up the Officier's Pistol.

I just had a gal lose roughly 40HP though 80% pierce and 35 armor. So basically it hit for somewhere around 100 damage as a basic pistol class weapon. The backwards alien rank system just makes it a gimmick in a gal's hands, and a totally out of curve super weapon in the hands of an enemy grunt. If the guy hadn't walked most of his TUs away, and she wasn't wearing the heaviest armor I can field, she probably would have died.

I've been trying to come up with some sort of solution for it, like having an enemy version which has to be manufactured into a Piratez version so they can use different damage maths, but I don't know if it's possible to prevent the gals from just using the reversed version as their own super-grunt pistol.

Failing that, is there any way of having a "recovered as" flag for items? I'm pretty sure it exists for corpses, but I don't know how extensive it is. That would still allow gals to briefly use the backwards version in battle, but then it would correct itself upon transport back to the hideout.

Offline Mathel

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Re: Bugs & Crash Reports
« Reply #3257 on: May 15, 2019, 11:48:01 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

Try testing a quick mission without any items. I believe you will find several primed items in your craft. 2 Jims and 1 Sinister Device of Doom
The Jims spawn the genies, the Sinister Device of Doom will eventually explode.

Offline kikanaide

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Re: Bugs & Crash Reports
« Reply #3258 on: May 16, 2019, 03:33:16 am »
This may be a weird OXCE/Win10 thing, but the J14a is showing up as half the width/height of J13a even with the same config file.

Given my screen resolution, it seems J14a is actually the correct one.  But I liked the old scaling effect (my hardware gripes, hard, if I change the resolution to 4x higher).  Anyone have any ideas?  I've messed some with the "high DPI" override in Win10, but the old executable didn't require them so I don't really know what to do...

Online Meridian

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Re: Bugs & Crash Reports
« Reply #3259 on: May 16, 2019, 10:38:34 am »
This may be a weird OXCE/Win10 thing, but the J14a is showing up as half the width/height of J13a even with the same config file.

Given my screen resolution, it seems J14a is actually the correct one.  But I liked the old scaling effect (my hardware gripes, hard, if I change the resolution to 4x higher).  Anyone have any ideas?  I've messed some with the "high DPI" override in Win10, but the old executable didn't require them so I don't really know what to do...

It's an OXC change. Windows scaling settings are now ignored.

You should be able to change your openxcom settings (resolution and scaling) to have the old look without any performance loss.

Let's say your Windows has 200% scaling, your openxcom resolution was 1280x800 and your openxcom scaling was "1/2 display".
Now, you can set openxcom resolution to 2560x1600 and openxcom scaling to "1/4 display" to have the same effect.

Offline kikanaide

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Re: Bugs & Crash Reports
« Reply #3260 on: May 16, 2019, 04:51:12 pm »
Meridian - appreciate the reply.  Unfortunately, the advice isn't matching my experience.  I'm guessing the internal Windows scaling is cheaper than the stepped-up SABR-Xcomified setting.  The consequence is that upping the resolution through OXCE kicks on my system fan, instantly, and starts to lag the graphics. 

Do you have a suggestion for a less-intensive image setting that still results in readable text?  The Sabr filter looks great but now I can't run it at a decent screen size...

Online Meridian

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Re: Bugs & Crash Reports
« Reply #3261 on: May 16, 2019, 05:36:15 pm »
Do you have a suggestion for a less-intensive image setting that still results in readable text?  The Sabr filter looks great but now I can't run it at a decent screen size...

The only setting I can recommend is "No display filter"... I find all filters disgusting and unreadable.
But that's just my personal opinion.

I'll try to clarify the 2x resolution increase vs. 2x scaling increase with OXC devs.
« Last Edit: May 16, 2019, 05:42:17 pm by Meridian »

Offline Solarius Scorch

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Re: Bugs & Crash Reports
« Reply #3262 on: May 16, 2019, 08:04:09 pm »
The only setting I can recommend is "No display filter"... I find all filters disgusting and unreadable.
But that's just my personal opinion.

I'm glad to see eye to eye with you on this one... ;)

Offline Eddie

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Re: Bugs & Crash Reports
« Reply #3263 on: May 19, 2019, 01:56:54 am »
Since it just came up in the questions thread:

My thoughts on making air combat more balanced - change dodge to be a multiplier. So Ufos accuracy is multiplied first by craft evasion and then by pilot dodge.
Example: Ufo accuracy 70, craft dodge 30, pilot dodge 40
0.70 * (1 - 0,30) * (1 - 0,40) = 0,294
That would be 29,4 hit chance for the ufo. Right now hit chance would be 0 with these numbers.

I'm aware that this needs ruleset modification and will affect other mods too if it's not an option you can turn on or off. Just want to put that idea out there in case you like it.

Offline Boksi

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Re: Bugs & Crash Reports
« Reply #3264 on: May 28, 2019, 01:48:26 pm »
I'm getting a crash from a base invasion.

Quote
[FATAL]   A fatal error has occurred: Something is wrong in your map definitions, craft/ufo map is too tall?
[28-05-2019_10-34-14]   [FATAL]   0x6371c0 OpenXcom::CrossPlatform::stackTrace(void*)
[28-05-2019_10-34-14]   [FATAL]   0x638960 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[28-05-2019_10-34-14]   [FATAL]   0x425980 exceptionLogger()
[28-05-2019_10-34-14]   [FATAL]   0xc86228 MPEGaction::MPEGaction()
[28-05-2019_10-34-14]   [FATAL]   0x555b50 OpenXcom::BattlescapeGenerator::addBlock(int, int, OpenXcom::MapBlock*, bool)
[28-05-2019_10-34-14]   [FATAL]   0x746dff90 atol
[28-05-2019_10-34-14]   [FATAL]   0x55d590 OpenXcom::BattlescapeGenerator::generateBaseMap()
[28-05-2019_10-34-14]   [FATAL]   0x564680 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)
[28-05-2019_10-34-14]   [FATAL]   0x56d870 OpenXcom::BattlescapeGenerator::run()
[28-05-2019_10-34-14]   [FATAL]   0x770ca0 OpenXcom::GeoscapeState::handleBaseDefense(OpenXcom::Base*, OpenXcom::Ufo*)
[28-05-2019_10-34-14]   [FATAL]   0x749810 OpenXcom::BaseDefenseState::btnOkClick(OpenXcom::Action*)
[28-05-2019_10-34-14]   [FATAL]   0x662b00 OpenXcom::InteractiveSurface::mouseClick(OpenXcom::Action*, OpenXcom::State*)
[28-05-2019_10-34-14]   [FATAL]   0x662f40 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[28-05-2019_10-34-14]   [FATAL]   0x7278b0 OpenXcom::State::handle(OpenXcom::Action*)
[28-05-2019_10-34-14]   [FATAL]   0x65dbd0 OpenXcom::Game::run()
[28-05-2019_10-34-14]   [FATAL]   0x425b90 SDL_main
[28-05-2019_10-34-14]   [FATAL]   0xab5390 console_main
[28-05-2019_10-34-14]   [FATAL]   ??
[28-05-2019_10-34-14]   [FATAL]   0x751c8470 BaseThreadInitThunk
[28-05-2019_10-34-14]   [FATAL]   0x77c74140 RtlAreBitsSet
[28-05-2019_10-34-14]   [FATAL]   0x77c74140 RtlAreBitsSet
[28-05-2019_10-34-23]   [FATAL]   OpenXcom has crashed: Something is wrong in your map definitions, craft/ufo map is too tall?
More details here: F:/Dioxine_XPiratez/user/openxcom.log
If this error was unexpected, please report it to the developers.

I've attached a save that I fortunately made shortly before.

Offline Negative

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Re: Bugs & Crash Reports
« Reply #3265 on: June 01, 2019, 10:46:18 pm »
In this map there's the potential for this one room to get blocked off by a cabinet and it's really annoying, especially considering enemies can spawn inside that room.
Think about it as if it was a barricade. Like someone moved this cabinet to block the way so you don't get him/her ;)

Offline Ethereal_Medic

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Re: Bugs & Crash Reports
« Reply #3266 on: June 02, 2019, 01:11:29 am »
Bring pickaxes and hammers with you. If not in backpack at least have 1-2 sitting in the skyranger.

Offline MemoryTAS

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Re: Bugs & Crash Reports
« Reply #3267 on: June 02, 2019, 08:35:44 pm »
Think about it as if it was a barricade. Like someone moved this cabinet to block the way so you don't get him/her ;)
That looks like the kind of cabinet that's like built into the wall. Heck it might even be a stove. Are the health and safety regulations being followed for this apartment?

And yeah I know I can and should bring pickaxes or hammers with me but it's not exactly fun having to resort to them.

Also in another apartment complex I had a set of stairs that led up into a wall and that allowed me to pass through the wall. I somehow doubt that's intended behavior.

Offline Eddie

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Re: Bugs & Crash Reports
« Reply #3268 on: June 04, 2019, 02:48:21 am »
Crashing in geoscape, I guess when trying to create this mission:
Code: [Select]
  - type: STR_DISTRESS_CALL
    region: REGION_DISTRESS_CALL_COLD
    race: STR_GOVT_INDUSTRIAL
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 97
    liveUfos: 0
    uniqueID: 101
    missionSiteZone: 31

Crashlog:
Code: [Select]
[04-06-2019_01-47-20] [FATAL] A fatal error has occurred: vector::_M_range_check: __n (which is 31) >= this->size() (which is 9)
[04-06-2019_01-47-20] [FATAL] 0x6371c0 OpenXcom::CrossPlatform::stackTrace(void*)
[04-06-2019_01-47-20] [FATAL] 0x638960 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[04-06-2019_01-47-20] [FATAL] 0x425980 exceptionLogger()
[04-06-2019_01-47-20] [FATAL] 0xc86228 MPEGaction::MPEGaction()
[04-06-2019_01-47-20] [FATAL] 0x964c60 OpenXcom::AlienMission::think(OpenXcom::Game&, OpenXcom::Globe const&)
[04-06-2019_01-47-20] [FATAL] 0x77e6e0 OpenXcom::GeoscapeState::time30Minutes()
[04-06-2019_01-47-20] [FATAL] 0x78ade0 OpenXcom::GeoscapeState::timeAdvance()
[04-06-2019_01-47-20] [FATAL] Unfortunately, no stack trace information is available
[04-06-2019_01-47-29] [FATAL] OpenXcom has crashed: vector::_M_range_check: __n (which is 31) >= this->size() (which is 9)

Save attached.

Edit: Fixed it by changing missionSiteZone from 31 to 4.
« Last Edit: June 06, 2019, 02:07:57 am by Eddie »

Offline LytaRyta

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Re: Bugs & Crash Reports
« Reply #3269 on: June 10, 2019, 05:49:50 am »
im missing "xPirateyz´Lore story.. pics" intro, by Dio, at very beginning of game

(just when starting x-Piratez, it show me only 1screen with logo of Piratez, but not thet Lore, -backstory´ Intro.. °°


dnt know if bug, or intended, - or did you removed that Lore intro ? :o :(