Author Topic: Bugs, crashes, typos & bad taste  (Read 136476 times)

Offline tkzv

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Re: Bugs, crashes, typos & bad taste
« Reply #1770 on: May 19, 2019, 11:27:14 pm »
Looks like an engine bug — can't transfer prisoners when general stores are full. When I try to transfer prisoners to a base with overfilled stores, I get a message that there's no room, even though the cells were almost empty ­— only 2 prisoners. But after I sold some amount of corpses, I suddenly was able to transfer prisoners. (I used an extra mod that disables "Storage limit for recovered items".)

Offline Meridian

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Re: Bugs, crashes, typos & bad taste
« Reply #1771 on: May 19, 2019, 11:52:34 pm »
Looks like an engine bug — can't transfer prisoners when general stores are full.

Broken on 21.02.2019
Fixed on 12.03.2019

Offline tkzv

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Re: Bugs, crashes, typos & bad taste
« Reply #1772 on: May 20, 2019, 12:40:17 am »
Broken on 21.02.2019
Fixed on 12.03.2019
Could you update the archive at https://openxcom.mod.io/openxcom-extended then?

Offline Meridian

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Re: Bugs, crashes, typos & bad taste
« Reply #1773 on: May 20, 2019, 08:49:20 am »
Could you update the archive at https://openxcom.mod.io/openxcom-extended then?

The archive is always up to date, it points to a forum post.

Offline tkzv

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Re: Bugs, crashes, typos & bad taste
« Reply #1774 on: May 20, 2019, 11:51:18 am »
The archive is always up to date, it points to a forum post.
From the date I concluded there were no relevant changes in 244 days.

Offline Meridian

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Re: Bugs, crashes, typos & bad taste
« Reply #1775 on: May 20, 2019, 12:48:22 pm »
From the date I concluded there were no relevant changes in 244 days.

Well, if you haven't seen any update on this forum in the last 244 days, there's nothing I can do.

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #1776 on: May 20, 2019, 05:54:46 pm »
oof

Offline Rikiswar

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Re: Bugs, crashes, typos & bad taste
« Reply #1777 on: May 20, 2019, 11:09:08 pm »
I looked through the US-en.yml for typo and created a small document with the typos I found.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1778 on: May 21, 2019, 12:31:20 pm »
Thanks a lot! Very useful.

Offline asc767

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Re: Bugs, crashes, typos & bad taste
« Reply #1779 on: May 22, 2019, 09:57:40 pm »
I'm getting a crash in 0.99a.
Item STR_SPAWN_DOOM_IMP not found.
This is during a Lair of Apocalypse mission. Save & screenshot attached.

Offline karnaugh_map

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Re: Bugs, crashes, typos & bad taste
« Reply #1780 on: May 23, 2019, 03:55:49 am »
Quote
STR_ALIEN_INFILTRATION_DETAILS_PREQ in en-US.yml is mistyped as STR_ALIEN_INFILTRATION_DETAILS_PRERQ and the game crashes when researching Alien Neural Network because it can't find the image.
Thanks, fixed.

Is this fixed in the current version, or the next release? I want to upgrade, but also trying to avoid game crashing bugs.  :)

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1781 on: May 23, 2019, 10:28:37 am »
Both of these bugs were fixed, and a bugfix release will come out soon.  But if you don't want to wait, you can get it now from GitHub:
https://github.com/SolariusScorch/XComFiles
Hit "Clown or Download", get the zip, replace the mod folder. But you'll need to update to the newest OXCE too.

Offline asc767

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Re: Bugs, crashes, typos & bad taste
« Reply #1782 on: May 23, 2019, 04:52:13 pm »
Thanks, I was able to
Spoiler:
cross the doom portal
. Freaking hilarious.

Offline tarkalak

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Re: Bugs, crashes, typos & bad taste
« Reply #1783 on: May 24, 2019, 11:10:28 am »
1. All researched projects are marked as NOT new (white). Right clicking on them doesn't return them to new (purple or red can't remember).
The tech tree is fine.
This worked on 0.9.9.

2. Some tiles have 0 TU cost. TFTD port map. The tile has a black oil slick in the center. I think that it is also the tile of blown up floor on this tileset. I have a rough memory that this issue was present in original TFTD.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1784 on: May 24, 2019, 02:54:59 pm »
1. All researched projects are marked as NOT new (white). Right clicking on them doesn't return them to new (purple or red can't remember).
The tech tree is fine.
This worked on 0.9.9.

It's an option in OXCE now. I honestly don't know why, but you can toggle it.

quote author=tarkalak link=topic=5047.msg113371#msg113371 date=1558685428]2. Some tiles have 0 TU cost. TFTD port map. The tile has a black oil slick in the center. I think that it is also the tile of blown up floor on this tileset. I have a rough memory that this issue was present in original TFTD.
[/quote]

Hmm, I checked it many times with Meridian's excellent tool. No idea how this happened, but I will check.