Author Topic: Bugs, crashes, typos & bad taste  (Read 1391536 times)

Offline Alex_D

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Re: Bugs, crashes, typos & bad taste
« Reply #1575 on: December 06, 2018, 09:21:52 pm »
Quick Battle, I hope? :)
Sorry, nope. It was a cave mission where this critter appeared with the weapon. I quickly dispatched all of them so I did not check if the gun could actually fire at me. As lore, I figured out it could be related to the Syndicate experiment stuff, so I took a screenshot as a souvenir :)

Sorry, no idea how to reproduce it. Can you give me the exact steps?
I think it was during the equipment screen at the base. I miss-click and got the the avatar change instead of the armor change. I tried to change the avatar and got a CTD. The small AI unit was wearing either a medical or scout drone armor.

Offline Alex_D

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Re: Bugs, crashes, typos & bad taste
« Reply #1576 on: December 07, 2018, 06:58:24 am »
Should be roughly as much as Alien Alloys. I'll check.

Very little aqua plastics indeed, after capturing an intact USO.

Offline Johnny_exe

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Re: Bugs, crashes, typos & bad taste
« Reply #1577 on: December 07, 2018, 12:38:18 pm »
Very little aqua plastics indeed, after capturing an intact USO.


Confirm that too, only 2 aquaplastics from Intact USO. More aquaplastics (about 30) is captured only from further missions.

Offline Mangosteen

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Re: Bugs, crashes, typos & bad taste
« Reply #1578 on: December 07, 2018, 05:12:32 pm »
I have encountered a Cyberweb Lair mission where the scientist's room was located in a section of the map with zero entrances to it. I'm not exactly sure if the several doors in this type of map that lead to walls are intended to make it more maze-like and the path can be opened with a sniper rifle or dynamite but I still feel that this was an oversight in the design of the map sections. Here's a save file of the occasion.

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #1579 on: December 07, 2018, 05:24:59 pm »
I have encountered a Cyberweb Lair mission where the scientist's room was located in a section of the map with zero entrances to it. I'm not exactly sure if the several doors in this type of map that lead to walls are intended to make it more maze-like and the path can be opened with a sniper rifle or dynamite but I still feel that this was an oversight in the design of the map sections. Here's a save file of the occasion.
No save file needed. This due to how map generation works. Using a pickaxe or explosives is the way to go and the mission briefing states that this is intended.

Offline Mangosteen

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Re: Bugs, crashes, typos & bad taste
« Reply #1580 on: December 07, 2018, 05:50:53 pm »
No save file needed. This due to how map generation works. Using a pickaxe or explosives is the way to go and the mission briefing states that this is intended.
The briefing I get only states that he's hidden in the sewers and that he's guarded by robots. Good to know that it's intended, at least.

Offline Niewiem

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Re: Bugs, crashes, typos & bad taste
« Reply #1581 on: December 07, 2018, 09:19:43 pm »
I would not say that it is intended but this is engine limitation

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1582 on: December 08, 2018, 01:20:24 am »
It is accepted.

And the description is pretty clear:
Quote
We have found a rogue Cyberweb scientist, who has a hideout deep in the bowels of the city. We should apprehend him and bring him in for interrogation.
As is customary for Cyberweb, he is guarded by a number of robotic units. Beware their powerful energy beams!
Be sure to bring explosives in case we can't find access to the target - these sewers are a nightmare to navigate through.

Offline Mangosteen

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Re: Bugs, crashes, typos & bad taste
« Reply #1583 on: December 08, 2018, 04:41:50 am »
Huh, is the briefing you get from pressing Ctrl+B in the battlescape a briefer version? I really could not see that last part in mine.
Anyway I've learned my lesson. Thanks for your time and for this great mod.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1584 on: December 08, 2018, 06:28:09 pm »
Huh, is the briefing you get from pressing Ctrl+B in the battlescape a briefer version? I really could not see that last part in mine.

No, it's the description available from the Geoscape level. After all, giving you this info after you've landed would be too late.

Anyway I've learned my lesson. Thanks for your time and for this great mod.

Thank you for your understanding and have fun playing!

---

Regarding the older reports:
I found and eliminated the issue with weapons appearing on some underground creatures.
I also experimentally increased the amount of Aqua-Plastics recovered from T'leth ships and structures.

Offline Nord

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Re: Bugs, crashes, typos & bad taste
« Reply #1585 on: December 12, 2018, 05:15:56 pm »
I think that "virtualised hq" apeears in construction list before it is researched.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1586 on: December 12, 2018, 08:21:50 pm »
I think that "virtualised hq" apeears in construction list before it is researched.

Yes, my bad. :P

Offline Alex_D

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Re: Bugs, crashes, typos & bad taste
« Reply #1587 on: December 13, 2018, 08:02:56 am »
I think I saw this one before, but I post it just in case.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1588 on: December 13, 2018, 12:42:49 pm »
Looks like a missing string. Thanks.

Offline OXC_temp

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Re: Bugs, crashes, typos & bad taste
« Reply #1589 on: December 15, 2018, 12:33:46 am »
Getting a crash.
"There is already TileEngine movingUnit"
Note that I have cheated to raise Guile's Energy and TUs to set this up.

What I think is happening is the Red Dawn ganger is trying to move off the open tile in the upper floor of his building, and landing on top of Guile, and this causes an error somehow.

Edit: It seems the openxcom log is useless as I booted up the game and started playing with it, and this overwrote the crash log. I am sorry.
« Last Edit: December 15, 2018, 12:58:54 am by OXC_temp »