Author Topic: Bugs & Crash Reports  (Read 1698268 times)

Offline emikochan

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Re: Bugs & Crash Reports
« Reply #1545 on: April 19, 2017, 10:34:02 am »
hmm that's a good question, my history doesn't seem to show anything but the new version now, maybe the links were all updated.

I'm guessing I should just get the new one... I wonder if the save can be transferred at all ?

Offline Meridian

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Re: Bugs & Crash Reports
« Reply #1546 on: April 19, 2017, 10:52:18 am »
You're not very good at answering direct questions, are you?

Anyway, I think you're probably playing piratez version 0.97C.
If that is the case, you can fix your issue by finding a file called "piratez.rul" and in the same directory, where this file is located, copy the "piratez.fix.rul" file, which is attached to this post.

As for upgrading... it is possible to transfer saves... but your version is so old, that it would be more trouble than it's worth.
I recommend starting a new campaign if you want to upgrade.

PS: newest version is 0.99f.5: https://openxcom.org/forum/index.php/topic,4465.0.html
« Last Edit: April 19, 2017, 10:53:50 am by Meridian »

Offline emikochan

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Re: Bugs & Crash Reports
« Reply #1547 on: April 19, 2017, 12:25:53 pm »
I didn't have the answer to that question, thanks though, will play the new version, is quite different, can't wait to see all the new stuff :)

Overwriting my piratez.rul file seems to make it crash
« Last Edit: April 19, 2017, 12:32:18 pm by emikochan »

Offline Meridian

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Re: Bugs & Crash Reports
« Reply #1548 on: April 19, 2017, 12:33:35 pm »
Overwriting my piratez.rul file seems to make it crash

Don't overwrite... just copy the new file to the same directory. You need both.

Offline emikochan

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Re: Bugs & Crash Reports
« Reply #1549 on: April 19, 2017, 12:36:06 pm »
oh lol, it's way too late for my brain to be working it seems.

Working fine now, thankyou for your patience :)
« Last Edit: April 19, 2017, 12:50:37 pm by emikochan »

Offline Roxis231

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Re: Bugs & Crash Reports
« Reply #1550 on: April 20, 2017, 12:46:33 pm »
Playing 0.99F5 had this problem.

When I researched the Pillow book I got Batglad KIA - Even though I haven't even started with the Superslave research.

Next attempt I got Superslave KIA - Again even though I haven't started with that line. I don't even have any slaves, only maids and squires.

Save Attached.

Edit: Fogot to mention - I am useing my Alternate graphics for 0.99F5 (naughty version) mod and my Repacement Images for Backgrounds/Bootypedia mod. Both these are Here and Here
« Last Edit: April 20, 2017, 01:00:52 pm by Roxis231 »

Offline Dioxine

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Re: Bugs & Crash Reports
« Reply #1551 on: April 21, 2017, 11:08:20 am »
Yeah it was added so you can have these techs without killing any slaves.

Offline Roxis231

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Re: Bugs & Crash Reports
« Reply #1552 on: April 21, 2017, 11:50:11 am »
Oh... I thought it was an error.  Nevermind.

Offline Ragshak

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Re: Bugs & Crash Reports
« Reply #1553 on: April 21, 2017, 10:38:55 pm »
Pyroman slave armor research unlocks crusader armor reasearch and at the same time pyroman AND crusader armor for prodution.

Crusader armor shouldnt be allowed before Crusader Armor reaserch is done.

Offline desert

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Re: Bugs & Crash Reports
« Reply #1554 on: April 22, 2017, 02:12:46 am »
An interesting incident in which vodka did not remove a wound from my gal, while I was facing a wounded civilian. When I turned away from the civilian, using the vodka healed my wound.

Taking all 3 uses of vodka while facing that civilian removes its wounded state. So there is a tag for 'no self-use' in the ruleset language, but is there a tag for 'only self-use'? Regardless, this use of vodka seems unintended.

Save attached with one use gone from vodka already to civilian.

Offline khade

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Re: Bugs & Crash Reports
« Reply #1555 on: April 22, 2017, 02:36:41 am »
If there's someone(a) next to your character(b) and they are looking at that person, a is the target, if you're not looking at them, then b is the target. If you're standing on the same tile as an unconscious person(c), then c is the target.  As far as I know, we have items that are other only, but none that are self only.

Offline Stoddard

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Re: Bugs & Crash Reports
« Reply #1556 on: April 23, 2017, 12:24:14 am »
There is a 40x40 map.
First a 20x20 UFO (Fighter craft, VES_200 map) is placed in the very middle, see screenshot.
And subsequently a 20x20 craft (Nightmare craft, HUNTERKILLER map) cannot be placed anywhere and game crashes.

Used mapscript is:
Code: [Select]
  - type: DESERT
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
      size: 2
      executions: 3
    - type: fillArea

Workaround: Turn on save scumming, so that UFO is placed somewhere else. Or just do anything that uses RNG before landing. Or use a smaller craft.
Fix: I'll leave that to Dioxine's creativity.

I was bitten by this (or a similar one) bug twice today. Both times no close-enough saves, so I lost ~1hr playtime total and can't reproduce.

Both times was downing a scout (1x1 map, right?) with a figher (VES200, 2x2 map, right?) and landing immediately.

Still very sure any crash is a blocker bug. Game must not crash, is all.

Looked into the code and I must say I don't know how to make sure this thing never happens. Maybe any ideas on that?

Spoiler:
Code: [Select]
[22-04-2017_19-45-54]   [FATAL] ./openxcom(_ZN8OpenXcom20BattlescapeGenerator10deployXCOMEPKNS_21RuleStartingConditionE+0xccd) [0x65b5fd]
[22-04-2017_19-45-54]   [FATAL] ./openxcom(_ZN8OpenXcom20BattlescapeGenerator3runEv+0x278) [0x668478]
[22-04-2017_19-45-54]   [FATAL] ./openxcom(_ZN8OpenXcom19ConfirmLandingState11btnYesClickEPNS_6ActionE+0x2b0) [0x7fd360]
[22-04-2017_19-45-54]   [FATAL] ./openxcom(_ZN8OpenXcom18InteractiveSurface6handleEPNS_6ActionEPNS_5StateE+0x157) [0x71a9f7]
[22-04-2017_19-45-54]   [FATAL] ./openxcom(_ZN8OpenXcom5State6handleEPNS_6ActionE+0x73) [0x7e2a83]
[22-04-2017_19-45-54]   [FATAL] ./openxcom(_ZN8OpenXcom4Game3runEv+0x2f3) [0x713783]
[22-04-2017_19-45-54]   [FATAL] ./openxcom(main+0x164) [0x57c0c4]
[22-04-2017_19-45-54]   [FATAL] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f4501add830]
[22-04-2017_19-45-54]   [FATAL] ./openxcom(_start+0x29) [0x57fdd9]
[22-04-2017_19-46-00]   [FATAL] OpenXcom has crashed: Map generator encountered an error: no xcom units could be placed

Offline ohartenstein23

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Re: Bugs & Crash Reports
« Reply #1557 on: April 23, 2017, 12:46:40 am »
The easiest is to ask modders to never pick craft/deployment map sizes such that the UFO and the player craft cannot both be placed.  Another method would be to code in some kind of mapscript validation before the map generation in BattlescapeGenerator.cpp, such that if there's a possibility of one placement excluding the other due to map size, the craft and UFO are placed in opposite corners from each other... but that sounds like a headache to code.

Offline Meridian

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Re: Bugs & Crash Reports
« Reply #1558 on: April 23, 2017, 01:12:21 am »
Still very sure any crash is a blocker bug. Game must not crash, is all.

In this case, I would disagree.

1/ I disagree it's a bug... the game behaves as designed following a sound recipe and expecting reasonable inputs.

2/ I also disagree it must not crash... the game has exhausted all possible options to continue and is left with no other choice... it could maybe say why it is terminating in a log entry and/or custom exception message, but termination is still the only option (assuming we agree the recipe from point 1 is sound... but even if we don't agree on that, it's still not a bug, but rather an imperfect specification).

Offline Stoddard

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Re: Bugs & Crash Reports
« Reply #1559 on: April 23, 2017, 01:23:28 am »
In this case, I would disagree.

1/ I disagree it's a bug... the game behaves as designed following a sound recipe and expecting reasonable inputs.

2/ I also disagree it must not crash... the game has exhausted all possible options to continue and is left with no other choice... it could maybe say why it is terminating in a log entry and/or custom exception message, but termination is still the only option (assuming we agree the recipe from point 1 is sound... but even if we don't agree on that, it's still not a bug, but rather an imperfect specification).

Well, I guess we differ on the definition of 'input'. From the player' s point of view, perfectly legitimate input was given - a command to land.

If the game can't generate a map due a bug in a mod, a bug in the game or whatever, that's no reason to drop all the progress the player made and did not save.

Fail gracefully, is all I wish. Now that isn't possible everywhere, but it's something to strive for I think.