Author Topic: Bugs & Crash Reports  (Read 2062106 times)

Offline Meridian

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Re: Bugs & Crash Reports
« Reply #4635 on: April 20, 2025, 02:34:09 pm »
Code: [Select]
  - type: TLETH_COLONY_P1
    commands:
    - type: addCraft
      rects:
       - [1,0,1,2]
       - [4,0,1,2]
       - [1,4,1,2]
       - [4,4,1,2]

...places to spawn are 10x20, but the craft (Metallo) is 20x10

Offline Faustion

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Re: Bugs & Crash Reports
« Reply #4636 on: April 22, 2025, 09:48:46 pm »
Playing on N10:

Alien/flesh dimension version of Demon Bait mission spawns more than 1 gnome
It's a mission where you pick up the mystery box at the start and leave on exit tiles but that leaves behind other gnomes you might need to pilot craft

Edit: also the flamethrower armor isn't removed in shadowlands
« Last Edit: April 28, 2025, 03:07:19 pm by Faustion »

Offline Blind Cedrick

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Re: Bugs & Crash Reports
« Reply #4637 on: April 25, 2025, 03:14:06 am »
Just sent my own ventura to an underwater base. Crash. Sad face.

Demon bait. Spawns all my gnomes. only one gnome playable. Also unarmed surrounded by squishes she can't squish because the melee can't target stunned uglies.
Frustration.

Offline Dioxine

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Re: Bugs & Crash Reports
« Reply #4638 on: April 28, 2025, 05:34:26 pm »
Yes, if you disregard the mission briefing, you can send more than 1 gnome on these missions (this was done to reduced the annoying need to keep 1-person craft). In certain circumstances the extras will be spawned, but in fairly unplayable positions.

T'leth crash was fixed in last version, I used the original map which as it turned out, was only accepting things that had the exact same dimensions (or smaller) than OG Triton. Since Ventura is oriented in different axis, it didn't fit.

Regarding Feureteufel: armor should be removed, flamethrower won't. On your screencap it's impossible to see if armor is there or not.

Regarding underwater light cannon: this is bugreport thread, not submod thread.
« Last Edit: April 28, 2025, 05:39:06 pm by Dioxine »

Offline JoePeach

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Re: Bugs & Crash Reports
« Reply #4639 on: April 29, 2025, 01:28:18 pm »
Ver. 12.1
« Last Edit: April 29, 2025, 01:31:00 pm by JoePeach »

Offline mvp7

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Re: Bugs & Crash Reports
« Reply #4640 on: May 03, 2025, 03:43:21 am »
Hello, I already mentioned my performance issue in the release thread but thought I'd move it here:

For me, the N11.1.0 geoscape is running way slower than N11.0.2, Harmony on OXCE 8.1.0, or any other OpenXcom mod I have ever played (unfortunately I couldn't find OXCE 8.1.1 to test). I don't know what the FPS is but it feels like I have gone from the usual capped 100 to somewhere around 30. I have checked both version several time one after the other to make sure I'm not imagining things and the difference is night and day.

I'm using 100 hz 1440p display, I have Ryzen 7 78003dx CPU and RTX 4070 Ti Super GPU, and I'm running Windows 11. It's a desktop and the game is definitely running on my main GPU. The OpenXcom/OXCE framerate limits and/or OpenGL vsync settings have no influence on my issue.

I initially updated from N11.0.2 to N11.1.0, then I did a fresh install of N11.1.0 and the same performance reduction is evident as soon as I start placing the initial base (which, I assume, means the issue happens even before any geoscape scripts start running). I have tried changing the geoscape scale (1x is laggy in both versions but 3x is only laggy in N11.1.0), I have tried OpenGL, Non-OpenGL, and disabled shaders. I have fiddled around with the CPU affinities to make sure that's not the issue.

The only obvious difference (other than the FPS drop itself) that I can notice between the two versions, is that N11.0.2 is using 10-17% of my GPU while N11.1.0 in the same situation is using only 5-7%. I suspect that is what's bottlenecking the N11.1.0 performance but I have no idea what is causing it.

edit. GPU driver update and trying various settings in the NVIDIA control panel has no effect either.

Fortunately these performance issues seem to have resolved as of N12.0.1 version, the geoscape is now running the same as it did in earlier versions. Maybe it was something related to OXCE 8.1.1? Thank you for your continued work on this great mod Dioxine!

Offline Jaedar

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Re: Bugs & Crash Reports
« Reply #4641 on: May 08, 2025, 06:52:48 pm »
The "VAMPY" armor for shades can be used underwater, but it has 0 vision range (except for the built in SENSE). This seems like an oversight?

Offline Dioxine

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Re: Bugs & Crash Reports
« Reply #4642 on: May 08, 2025, 08:07:25 pm »
...It has 25 vision range? Where did you get that 0 from?

Offline Jaedar

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Re: Bugs & Crash Reports
« Reply #4643 on: May 08, 2025, 10:40:28 pm »
...It has 25 vision range? Where did you get that 0 from?
Ah, yeah, my bad. They have vision, they just have no lights so everything is pitch black unless someone else is around. When I first tried it they didn't see anyone and I thought it was a bug, but on further testing they do see things.