aliens

Author Topic: Bugs, crashes, typos & bad taste  (Read 1647650 times)

Offline Aldorn

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Re: Bugs, crashes, typos & bad taste
« Reply #4575 on: March 27, 2025, 10:22:52 pm »
I suppose this is the cause why sometimes in base defense missions aliens spawns in living quarters, storage areas, or some other "safe" areas where they certainly should not spawn.

I'm not sure if I recall seeing this in XCF in particular, but in other mods at least.

I confirm, I have this issue in my mod when I play in Superhuman-Demigod

For modders, I noticed something interesting (potentially, experienced modders know this already, but as I discovered it on my side...): I had an issue in my mod regarding base defense, where not all the aliens were able to spawn. And I noticed that those who were missing were systematically the 2x2 terrorists.
I tried to change the order of ranks (when declaring aliens in the alienDeployments section), and specifying first the commander, then immediately the terrorists (then leaders, engineers, navigators and medics, and finally, soldiers) fixed this issue

Now I still have the issue where aliens are generated in the Workshop, but from what I just read here from Meridian, this means there is no way to avoid it.
« Last Edit: March 27, 2025, 10:33:38 pm by Aldorn »

Offline psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4576 on: March 27, 2025, 10:47:55 pm »
Now I still have the issue where aliens are generated in the Workshop, but from what I just read here from Meridian, this means there is no way to avoid it.

Can't you just fix this by adding more spawn nodes in better areas like hangars? I have done zero map editing, but I suppose that should be possible.

Offline Whatever

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Re: Bugs, crashes, typos & bad taste
« Reply #4577 on: March 28, 2025, 12:49:14 am »
That's possible in vanilla too.
Enjoy your free target practice.

Possible - yeah. But I never had it happen constantly. Now it does. Just happened again. 3rd time out of maybe 4-5 times I got the port map.

EDIT: If you compare this screenshot with the one I attached on my post on the previous page, you can see that it keeps happening on the same "tile" or whatever it is called. One of the preset chunks of the port map has an unaccessible area with a spawn in the middle.

« Last Edit: March 28, 2025, 01:05:14 am by Whatever »

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4578 on: March 28, 2025, 04:08:14 am »
I don't know if its still the case, but the exalt hq used to have a tile like that, an enforcer spawned in an enclosed room on the map edge and it was very painful to find

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4579 on: March 28, 2025, 10:43:22 am »
I just added an extra door, this should alleviate the problem, at least partially.

EDIT: also made a hole in the fence :)
« Last Edit: March 28, 2025, 10:56:42 am by Solarius Scorch »

Offline Whatever

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Re: Bugs, crashes, typos & bad taste
« Reply #4580 on: March 28, 2025, 12:05:41 pm »
These doors and that hole would prevent every instance of stuck enemies I've encountered on this map. Thank you!

Offline AndyFox

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Re: Bugs, crashes, typos & bad taste
« Reply #4581 on: March 28, 2025, 10:16:20 pm »
Version 3.7.2, en-GB.yml:

Quote
STR_OPENXCOM: "The X-Com Files: v. 3.6"

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4582 on: March 29, 2025, 12:50:17 am »
These doors and that hole would prevent every instance of stuck enemies I've encountered on this map. Thank you!

Actually, I got a bit chewed out about this change... Turns out these doors shouldn't be there. But I found another issue (and solution): some nodes shouldn't be spawnable, but they are.

I rolled back this change and fixed the spawning, so it should be fine now.

Version 3.7.2, en-GB.yml:

Oh yeah, right... en-GB is a thing that exists in this mod. :D

Offline testpilot24

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Re: Bugs, crashes, typos & bad taste
« Reply #4583 on: March 29, 2025, 10:23:00 pm »
Code: [Select]
[30-03-2025_01-18-59] [INFO] D:/games/OtherGames/Open XCOM/OXCE X-Files/user/mods/XComFiles/Ruleset/HitFX-basic.rul: Supressed Error for 'STR_WIZKID_TURRET': This unit has a corresponding item to recover, but still isn't recoverable. Reason: (the first 'corpseBattle' item of the unit's armor is marked with 'recover: false'). Consider marking the unit with 'liveAlien: ""'.
Still getting that errors in log. This is normal? If i understand them correctly you can not recover some robot after battle.

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4584 on: March 30, 2025, 03:17:36 am »
The word "the" before outer space is uneeded.

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4585 on: March 30, 2025, 05:51:32 am »
Some of the floor tiles on the hybrid embassy are not getting revealed, unless these random tiles are supposed to be black.

Offline CrazedHarpooner

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Re: Bugs, crashes, typos & bad taste
« Reply #4586 on: March 30, 2025, 11:58:39 am »
If you're talking about the tiles around the selected soldier, they may appear to be unrevealed terrain, but they're very dark dirt tiles. Was there multiple big explosions around that area?

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4587 on: March 30, 2025, 10:02:18 pm »
I think I killed a large alien drone there with a rocket, so that's probably it.  Thats some pitch black dirt

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4588 on: March 31, 2025, 12:48:36 am »
The underwater city map has the issue where you cannot see or shoot an alien standing above you on a lift.  A long time ago I made a report about this same issue on a USO mission.  I think it was a problem with vanilla TFTD lifts.

In the save, there is an alien in the lift next to the selected soldier, and I could not see or shoot it

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4589 on: March 31, 2025, 12:51:35 am »
Not sure what you did to fix it, but I assume it's the same problem