Author Topic: Bugs & Crash Reports  (Read 747639 times)

Offline Nilex

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Re: Bugs & Crash Reports
« Reply #3840 on: January 18, 2021, 10:53:00 am »
Stray pixel, all variants.

Offline Nilex

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Re: Bugs & Crash Reports
« Reply #3841 on: January 19, 2021, 07:10:29 pm »
Inconsistent ordering of Apoc cult in pedia. Examinations are OK.
Normally it goes from weakest -> strongest threat (within a faction), typically encountered in same order too.

Offline RSSwizard

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Re: Bugs & Crash Reports
« Reply #3842 on: January 26, 2021, 07:17:22 pm »
More MAP errors and possibly an ENGINE BUG.
im using android version of openxcom


Gal Party
At the Party there are NO EXIT TILES.
Thats a huge problem. It doesn't make any sense either.
Especially since you're likely to send your most elite Hands to the party for their melee skills.
It should probably go out in the parking lot and it probably only needs to be a 3x3. Please dont make a joke about "I wanted to leave but I was drunk and couldn't find the door!"

- - -

Sea Oddity / Tunnel
SOFT LOCK
I failed to get a screenshot in time but the Big Brick thing where I guess the Orange Exit tiles are located I think only has an exit on its lower left side... it spawned on the left side of the map blocking off any way to get in it. Because it takes up a whole 10x10 map chunk.

Im not aware of any armors that allow you to 'fly' underwater so I couldn't get up into any of the upper level holes, which im assuming are actually there for deep ones to swarm out of and get you (all 8 of my hands were using Looter if it matters). I killed 2 deep one nomads but the 3rd was obviously in the Brick and he wouldn't panic or come out.

I save hacked to stun him. You cant use Grenades underwater so I couldn't throw anything in through the holes to blast him.

It needs to have a entrance of some kind on at least 3 sides or it needs to be smaller by 1 on each side, or it needs to be a 20x20 which is decorated to look like normal terrain around the Brick.

(all this to pick up a silly d.i.l.d.o. - who Died anyway because one of my gals with a Stapler shot her after the Ghosts made her go berserk)

- - -

Space Freighter
Soft Lock / Immense Lag  (ENGINE BUG)
EVERY TIME a DOOR is opened there is at least a 6 Second freeze before the character steps through it. During the enemy movement phase this just goes on for like 6-7 minutes with the door opening sound effect playing pretty much like a broken record.
It even takes several seconds to open up the options menu to load game out of it (since I had to check if OXC was just locked up).

I can understand huge numbers of enemies bogging down the game but this happens when a DOOR OPENS... not when the character Steps... so there is some other laborious check taking place here besides just doing a lighting or visibility check.

The only other time I see this happen is on Heavy Freighter maps when opening the storage closets on the lower feet of the ship. It simultaneously opens all the doors in that line, there is a noticeable lag but it only happens there and its only like 1 second.

I had 3 Hands who came in on a Nightmare with Heavy Suits and Boom Guns with 20 shots each, lots of explosives, and I was prepared to use picked up guns in case there were lots of opponents. Thats at least 50 kills coming.

One of them got bitten real bad by a Reaper on turn 2... So I just assumed victory and Stunlevel Nuked the whole map in the save file. I haven't checked but I dont think there are any Exit Grid Tiles in the hangar either.


I remember seeing early pics of x-piratez where there was a huge ship with tons of thrusters on the side of it out in the desert - I figured that was the actual space freighter (what's that map? was it the original space freighter landed?)



There is also an engine bug of some kind that happens on some Underwater maps where there's a significant pause during every Step a character takes. I see it happen for sure on Underwater Assets maps, so there aren't huge numbers of enemies, and its not a huge map either. Game doesn't have a problem with adjusting lighting on regular night maps.
« Last Edit: January 26, 2021, 07:23:56 pm by RSSwizard »

Offline Jimboman

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Re: Bugs & Crash Reports
« Reply #3843 on: January 26, 2021, 07:55:00 pm »
Chiller outfits let you 'fly' underwater, as do frogman suits for peasants or males.  The benefit of both of these is that you don't need extra oxygen either.

Offline RSSwizard

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Re: Bugs & Crash Reports
« Reply #3844 on: January 26, 2021, 09:38:24 pm »
Chiller outfits let you 'fly' underwater, as do frogman suits for peasants or males.  The benefit of both of these is that you don't need extra oxygen either.
Still if there isnt an entrance on that lower left side then there's no Regular entrance to even get to the 2nd stage of the mission, and there's nothing in the mission description to suggest thats a problem. In fact a "tunnel" suggests it goes DOWN and that it will be recessed into the ground tiles 2 or 3 floors down much like the infested cellars. Im looking for a hole.
I suspect that Brick also has a 10 spot spawner for that deep one as a goalie, making sure you have to get in there to kill all enemies.

(I was running heavily armed, air muskets with WP ammo, and 5 Minilaunchers with a bunch of Fire Minibombs)

Overall, bad design.
Id also wonder what the point is just to get a dil.do since they dont really do much and you get plenty from ratman caches. I figure there should be magic gear items there, something actually worth something. I mean it could just be a lesson that some missions just suck and you just ignore that kind after you get burned with it.
I mean NOW that I know its possible to 'fly' underwater and its built into that map as a requirement (hey what about the 1-3 gals who cant 'fly' and reach the exit tiles?)... well I can plan for it.
But Now having played it I know its NOT worth even going there, so there's not going to be a 2nd try because its pointless. At least in Sunken Ships you can find Shadow Orbs. Id go for it if there were Dark Ones with UAC Plasma Rifles for me to snatch, or a big steaming pile of Aqua Plastics.

Abit like the Space Freighter, after I stunlevel'd everyone I noticed just how nasty some of those critters might've been... I actually might not have been able to handle those Droids and even with boom guns im not sure if the Ship Officers could be taken down (red shields). There were bodyguard armor parts there but the only other benefit was a Damaged Syn on the ship.

Yeah well, you find Damaged Syns in some of the regular Orbital Missions too and zorching a few guild guys in 0-G is a heck of alot easier. Thats where I remember getting like 5 Syn Gals overall in a previous playthrough. I haven't hit that type of orbital derelict ship in this playthrough yet.

Thats all speculative or opinion though. There is still a Bug there. And there are serious bugs with everything else I described.

Also No Exit Grid is a big problem no matter what kind of map it is. Because that means reloading a Geo save to get out of it.
« Last Edit: January 26, 2021, 09:46:47 pm by RSSwizard »

Offline BBHood217

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Re: Bugs & Crash Reports
« Reply #3845 on: January 27, 2021, 02:04:54 am »
Im not aware of any armors that allow you to 'fly' underwater

Most sea armors let you 'fly' underwater, there are only a few exceptions and it's because they're either heavy armor or syns.  I thought it'd be common sense that you can fly underwater to simulate swimming, then I remembered that the makers of TFTD didn't think so either.

Offline Nilex

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Re: Bugs & Crash Reports
« Reply #3846 on: February 03, 2021, 02:49:21 pm »
Some more miss-categorization. Off top of my head a good criteria here to be considered a robot is being autonomous (incl. respective corpses in this case, for simplicity sake). It should cover all present and future cases.

Offline username

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Re: Bugs & Crash Reports
« Reply #3847 on: February 04, 2021, 05:32:34 pm »
Most sea armors let you 'fly' underwater, there are only a few exceptions and it's because they're either heavy armor or syns.  I thought it'd be common sense that you can fly underwater to simulate swimming, then I remembered that the makers of TFTD didn't think so either.
But in TFTD, all your guys are wearing Looter (Sea), and thus cannot "fly".

Abit like the Space Freighter, after I stunlevel'd everyone I noticed just how nasty some of those critters might've been... I actually might not have been able to handle those Droids and even with boom guns im not sure if the Ship Officers could be taken down (red shields). There were bodyguard armor parts there but the only other benefit was a Damaged Syn on the ship.
The Space Freighter is described to be more of a smash-and-grab, you're not actually expected to fight your way through the entire ship. You can get Orbs from this, though.

Red Shields are actually way easier to deal with than Blue Shields, because they have much lower resistance to the heavy damage types you can throw at them. In fact, since they provide no defense whatsoever against Mind, I just neutral-whip everyone senseless, which I was going to do anyway, so as far as my playstyle is concerned, Red Shields basically don't exist.
« Last Edit: February 04, 2021, 05:38:25 pm by username »

Offline Greep

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Re: Bugs & Crash Reports
« Reply #3848 on: February 05, 2021, 12:57:09 pm »
Seems to be some sort of bug involving double missile strikes.  Just basically got an early game over out of the blue when 18 buildings in my main base got pulverized by 6 waves of the x3 missiles so basically the whole base was lost to connectivity.  Pretty sure only 3 waves are intended in a month.

TBH not sure why these strikes are in the game since you can lose to one dice roll but that's a separate issue xD
« Last Edit: February 05, 2021, 12:59:49 pm by Greep »

Offline legionof1

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Re: Bugs & Crash Reports
« Reply #3849 on: February 05, 2021, 01:11:01 pm »
Strikes on Jack Sparrow difficulty are indeed punitive BS. But so is the whole setting at that point. Clown car ships(escorts with 6+ terror units), bonkers enemy stat buffs, ect.

But on all the other difficulties the player is the one with agency as to when the strikes start. If you somehow manage to clear a disruptive transmissions before getting up even marginal AA defense with an extra month of lead time you kinda asked for it.



Offline Greep

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Re: Bugs & Crash Reports
« Reply #3850 on: February 05, 2021, 01:24:47 pm »
Yeah it's just disappointing since there's nothing you can do if it happens in june.  Just time to restart, particularly in this double bugged one.

Anyways, I'm wondering if it's related to double base defenses.  I have on occasion gotten two ratmen defenses immediately after one another, but that was a year ago, not sure if that was fixed.

Offline username

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Re: Bugs & Crash Reports
« Reply #3851 on: February 05, 2021, 09:16:59 pm »
Strikes on Jack Sparrow difficulty are indeed punitive BS. But so is the whole setting at that point. Clown car ships(escorts with 6+ terror units), bonkers enemy stat buffs, ect.
I think the key to winning on Jack Sparrow is the Blood Axe and its ilk: It's a weapon which effectively scales to the enemy's stats, since the more HP they have, the more TU you can get out of them when you whack them with it. At a certain point, you hit a breakpoint and unlock Infinite Killing Spree. I just mowed through an entire Merc ship of like 30-40 guys on turn 1 that way, every Merc you introduce to the sharp blade of your axe gives back more TU than it cost to do this, the rampage only stopping when you run out of enemies you can reach. Because of the sheer number of enemies and their increased HP that JS gives you, it sets off chain reaction where you just bounce from enemy to enemy refilling your TUs as you slay them, periodically chugging your canteen or being stimpacked by medics to not pass out.

Guns, in contrast, scale very badly to this, because no matter how many TUs you have, you can only fire so many shots, and if it takes that many more extra shots to kill, your stopping power plummets like a rock. But TU-refunding melee doesn't care how many HPs the enemy has, the more the merrier.

Offline Helix_Nebula

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Re: Bugs & Crash Reports
« Reply #3852 on: February 09, 2021, 04:35:46 pm »
Got this CTD. If anyone got a quick fix, it will be appreciated (Renaming a file or something like that).

Offline username

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Re: Bugs & Crash Reports
« Reply #3853 on: February 09, 2021, 09:51:53 pm »
The temporary workaround appears to be "don't look at the bootypedia entry for the Jugulator". The armor itself works, and the autosave be able to let you continue the game without reading the resulting page.

Offline legionof1

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Re: Bugs & Crash Reports
« Reply #3854 on: February 09, 2021, 10:20:03 pm »