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Author Topic: Hardmode Expansion - Bugreports  (Read 64125 times)

Offline SIMON

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Re: Hardmode Expansion - Bugreports
« Reply #105 on: April 03, 2022, 10:24:35 pm »
Thanks for the info but after doing the change it still won't load on oxce. It says spitter corpse not found. And to be quite honest I wouldn't be sure what I am doing. Recently started a new game and I'm using nightly of 29.03.22 with no problems so far. It's just a bit of a pity as I really enjoy some of extended features such as when using motion scanners you don't need to remember or write down all the alien positions.

Online Meridian

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Re: Hardmode Expansion - Bugreports
« Reply #106 on: April 04, 2022, 11:25:02 am »
what version are you using?
I see 0.99.8 in the log, but there is no such version available for download on the portal

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #107 on: April 04, 2022, 11:29:52 am »
what version are you using?
I see 0.99.8 in the log, but there is no such version available for download on the portal

He is using the latest gihub Version. Probably directly downloaded it from github, which is ok.

It is running without issues under the latest vanille OXC.

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #108 on: April 04, 2022, 11:31:51 am »
Does hardmode expansion work on latest oxce, works on latest nightly. Is it the extra checks that oxce does that is causing the problem?

Yes these really annoying validation checks are one of the issues, it is not loading under the latest OXCE.
I was just trying to hide some items in the new BattleMenue.

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #109 on: April 04, 2022, 11:33:06 am »
For mods that aren't updated, you can try setting oxceModValidationLevel in your options.cfg from 2 to 0.

Interesting I keep that in mind and check if it loads once I am home.

Online Meridian

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Re: Hardmode Expansion - Bugreports
« Reply #110 on: April 04, 2022, 11:38:25 am »
He is using the latest gihub Version. Probably directly downloaded it from github, which is ok.

Thanks.

Here's the patch to run it under OXCE, see attached zip file.

Or you can also just add the missing research topic manually:

Code: [Select]
research:
  - name: STR_NOT_AVAILABLE
    needItem: true

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #111 on: April 04, 2022, 11:41:42 am »
Thanks.

Here's the patch to run it under OXCE, see attached zip file.

Or you can also just add the missing research topic manually:

Code: [Select]
research:
  - name: STR_NOT_AVAILABLE
    needItem: true

Ok i will give this a try.

Online psavola

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Re: Hardmode Expansion - Bugreports
« Reply #112 on: April 04, 2022, 12:06:03 pm »
Drone taser attack crashes the latest hardmode/openxcom at least on linux; an attack sound is played, but then the colors get messed up and the game gets stuck. I submitted a report on github issue tracker. Because the issue tracker is otherwise empty, I wonder if it's supposed to be used. So at least a heads-up here as well. (Apparently I'm not allowed to post external links, so I mangled the URL: https ://github.com/hellrazor4223/hardmode-expansion/issues/2)

Here are the juicy bits from the gdb stack trace, but not sure if it helps:

#1 0x00000000008a3986 in OpenXcom::Map::drawTerrain (this=0x58e7b80, surface=0x58e7b80) at /home/psavola/programs/code-openxcom/src/Battlescape/Map.cpp:1227
i = 0x609f010
frameNumber = 0
tmpSurface = 0x0
tile = 0x0
beginX = 0
endX = 40
beginY = 0
endY = 40
beginZ = 0
endZ = 1
mapPosition = {x = 40, y = 40, z = 1}
screenPosition = {x = 480, y = 242, z = 1}
bulletPositionScreen = {x = 493, y = 276, z = 0}
bulletLowX = 16000
bulletLowY = 16000
bulletLowZ = 16000
bulletHighX = 0
bulletHighY = 0
bulletHighZ = 0
dummy = 38
unit = 0x64f32e0
tileShade = 16
wallShade = 2
tileColor = 0
obstacleShade = 16
arrowBob = {0, 1, 2, 1, 0, 1, 2, 1}
_numWaypid = 0x0
pathfinderTurnedOn = false
#2 0x000000000089de9c in OpenXcom::Map::draw (this=0x58e7b80) at /home/psavola/programs/code-openxcom/src/Battlescape/Map.cpp:223
t = 0x62a7c10
...

Online Meridian

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Re: Hardmode Expansion - Bugreports
« Reply #113 on: April 04, 2022, 01:41:59 pm »
Hi psavola,

it's caused by missing sprites.

To fix it, open `items_HM.rul` find `STR_DRONE_TASER_WEAPON_AMMO` and change `hitAnimation: 110` to `hitAnimation: 56`

--

@hellrazor: btw. the above-mentioned "annoying" OXCE checks can easily identify such errors and prevent runtime crashes :)
Here are examples of some other missing sprites that will cause crashes (both in OXC and OXCE):

Code: [Select]
[04-04-2022_11-50-27] [ERROR] During linking rulesets of items:
Error for 'SPITTER_ZOMBIE_WEAPON': Wrong index 57 for surface set BIGOBS.PCK
Error for 'STR_ALLOY_DRONE_TASER_WEAPON_AMMO': Wrong index 110 for surface set X1.PCK
Error for 'STR_DRONE_TASER_WEAPON_AMMO': Wrong index 110 for surface set X1.PCK
Error for 'STR_TASER_PISTOL_CLIP': Wrong index 100 for surface set X1.PCK

X1.PCK sprites correspond to `hitAnimation` field, BIGOBS.PCK sprite correspond to `bigSprite` field

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #114 on: May 02, 2022, 10:35:32 pm »
Hi psavola,

it's caused by missing sprites.

To fix it, open `items_HM.rul` find `STR_DRONE_TASER_WEAPON_AMMO` and change `hitAnimation: 110` to `hitAnimation: 56`

The sprites are not missing they are correctly defined see here:
I do not see any issue with this. WITH one exception. This is damageType STUN. Worked so far always especially with the Taser Pistol it was never a issue (and it is in the mod since the beginning so 6 years). So Please explain to me what i am doing wrong. Or maybe something changed while handling Stun weapons.

Code: [Select]
items:
  - type: STR_TASER_PISTOL_CLIP
    size: 0.1
    costBuy: 200
    costSell: 100
    weight: 3
    bigSprite: 119
    floorSprite: 114
    handSprite: 600
    hitSound: 54
    hitAnimation: 100
    power: 40
    damageType: 6
    clipSize: 10
    battleType: 2
    armor: 20
    listOrder: 1806
  - type: STR_DRONE_TASER_WEAPON
    requires:
      - STR_SUPPORT_DRONES
      - STR_ELERIUM_115
    weight: 5
    bigSprite: 170
    bulletSprite: 24
    fireSound: 114
    compatibleAmmo:
      - STR_DRONE_TASER_WEAPON_AMMO
    accuracyAuto: 66
    tuAuto: 40
    autoShots: 3
    battleType: 1
    invWidth: 1
    invHeight: 2
    maxRange: 14
    recover: false
    fixedWeapon: true
    listOrder: 1077
  - type: STR_DRONE_TASER_WEAPON_AMMO
    requires:
      - STR_SUPPORT_DRONES
      - STR_ELERIUM_115
    size: 0.01
    costSell: 500
    weight: 1
    hitSound: 54
    hitAnimation: 110
    power: 30
    damageType: 6
    battleType: 2
    clipSize: 12
    listOrder: 1078
  - type: STR_ALLOY_DRONE_TASER_WEAPON
    requires:
      - STR_ALLOY_DRONE_ARMOR
      - STR_SUPPORT_DRONES
      - STR_ELERIUM_115
    weight: 5
    bigSprite: 170
    bulletSprite: 24
    fireSound: 114
    compatibleAmmo:
      - STR_ALLOY_DRONE_TASER_WEAPON_AMMO
    accuracyAuto: 80
    tuAuto: 33
    autoShots: 3
    battleType: 1
    invWidth: 1
    invHeight: 2
    maxRange: 18
    recover: false
    fixedWeapon: true
    listOrder: 1084
  - type: STR_ALLOY_DRONE_TASER_WEAPON_AMMO
    requires:
      - STR_ALLOY_DRONE_ARMOR
      - STR_SUPPORT_DRONES
      - STR_ELERIUM_115
    size: 0.01
    costSell: 1000
    weight: 1
    hitSound: 54
    hitAnimation: 110
    power: 90
    damageType: 6
    battleType: 2
    clipSize: 24
    listOrder: 1085

Code: [Select]
extraSprites:
  - type: SMOKE.PCK
    height: 80
    width: 160
    subX: 32
    subY: 40
    files:
      100: Resources/Items/Xcom/TaserPistol/HitAnimation_TaserPistol.png
      110: Resources/Units/Xcom/Drones/HitAnimation_DroneTaser.png
  - type: SMOKE.PCK
    height: 40
    width: 320
    subX: 32
    subY: 40
    files:
      120: Resources/Items/HitAnimation_PlasmaElerium.png
      130: Resources/Items/HitAnimation_PlasmaNewElerium.png
--

@hellrazor: btw. the above-mentioned "annoying" OXCE checks can easily identify such errors and prevent runtime crashes :)
Here are examples of some other missing sprites that will cause crashes (both in OXC and OXCE):

Code: [Select]
[04-04-2022_11-50-27] [ERROR] During linking rulesets of items:
Error for 'SPITTER_ZOMBIE_WEAPON': Wrong index 57 for surface set BIGOBS.PCK
Error for 'STR_ALLOY_DRONE_TASER_WEAPON_AMMO': Wrong index 110 for surface set X1.PCK
Error for 'STR_DRONE_TASER_WEAPON_AMMO': Wrong index 110 for surface set X1.PCK
Error for 'STR_TASER_PISTOL_CLIP': Wrong index 100 for surface set X1.PCK

X1.PCK sprites correspond to `hitAnimation` field, BIGOBS.PCK sprite correspond to `bigSprite` field
[/quote]

They should check their hitAnimation in SMOKE.PCK like any other non-Explosive weapon. Not in X1.PCK.
It has been so since ages, like i said the Taser Pistol has been working all this.

Explain to me what i am doing wrong or recheck the code, which says that damageType Stun is focred to be a explosive type weapon, which it is not. Thanks.

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #115 on: May 03, 2022, 12:17:39 am »
Insanely enough, actually adding blastRadius: 0 towards the ammo item definition fixed the issue with the sprites. Can someone confirm?

Online Meridian

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Re: Hardmode Expansion - Bugreports
« Reply #116 on: May 03, 2022, 12:41:27 am »
They should check their hitAnimation in SMOKE.PCK like any other non-Explosive weapon. Not in X1.PCK.
It has been so since ages, like i said the Taser Pistol has been working all this.

Explain to me what i am doing wrong or recheck the code, which says that damageType Stun is focred to be a explosive type weapon, which it is not. Thanks.

AoE explosions check sprites in X1.PCK, non-AoE bullet hits in SMOKE.PCK.

It has been like this since 18th May 2011, feel free to test it on any version of OpenXcom if you don't believe me.

Insanely enough, actually adding blastRadius: 0 towards the ammo item definition fixed the issue with the sprites. Can someone confirm?

That would change the AoE explosion into a non-AoE explosion, and likely fix the issue by looking into a different spritesheet.

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #117 on: May 03, 2022, 12:44:04 am »
AoE explosions check sprites in X1.PCK, non-AoE bullet hits in SMOKE.PCK.

It has been like this since 18th May 2011, feel free to test it on any version of OpenXcom if you don't believe me.

That would change the AoE explosion into a non-AoE explosion, and likely fix the issue by looking into a different spritesheet.

Jeah that makes total sense. Happy that is works now. Thanks for the help.

Offline Aytherio

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Re: Hardmode Expansion - Bugreports
« Reply #118 on: May 15, 2022, 01:21:32 pm »
Hello. I got an error:
Error for 'SPITTER_ZOMBIE_WEAPON': Wrong index 1057 for surface set BIGOBS.PCK
What should I do with this?

Online Meridian

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Re: Hardmode Expansion - Bugreports
« Reply #119 on: May 15, 2022, 03:13:40 pm »
It's just a missing sprite, as reported above.

Find a file called `items_HM.rul` and a section that looks like this:

Code: [Select]
#BEGIN SPITTER ZOMBIE WEAPON ITEM
  - type: SPITTER_ZOMBIE_WEAPON
    weight: 3
    bigSprite: 57
    meleeSound: 48
    strengthApplied: true
    damageType: 7
    accuracyMelee: 100
    tuMelee: 10
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
    flatRate: true
    listOrder: 11407
#END SPITTER ZOMBIE WEAPON ITEM

and change `bigSprite: 57` to `bigSprite: 0`