Author Topic: Bugs, crashes, typos & bad taste  (Read 1072211 times)

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8597
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2040 on: November 11, 2019, 01:36:51 am »
save?

Offline TheCurse

  • Colonel
  • ****
  • Posts: 334
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2041 on: November 11, 2019, 02:07:26 am »
its from 15mins before though.
took no further mission til then, only did some soldier transfers and 1 pilot training or so.
crash was still in same month.

had to zip it, otherwise 503...

Offline zakharov

  • Squaddie
  • *
  • Posts: 4
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2042 on: November 11, 2019, 08:54:49 am »
Get a fatal error a little bit after the Red Dawn HQ raid. I think it's associated with a mission type notification.

Code: [Select]
[11-11-2019_01-43-57] [FATAL] A fatal error has occurred: Sprite SLANDER_BACKGROUND.SCR not found
[11-11-2019_01-43-57] [FATAL] 0x58d120 OpenXcom::CrossPlatform::stackTrace(void*)
[11-11-2019_01-43-57] [FATAL] 0x58df90 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[11-11-2019_01-43-57] [FATAL] 0x41e8c0 exceptionLogger()
[11-11-2019_01-43-57] [FATAL] 0xb18690 MPEGaction::MPEGaction()
[11-11-2019_01-43-57] [FATAL] 0xcd0f30 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[11-11-2019_01-43-57] [FATAL] 0xcd6100 OpenXcom::ScriptGlobal::addTagType<OpenXcom::ScriptTag<OpenXcom::RuleItem, unsigned char> >()::{lambda(unsigned long long)#1}::_FUN(unsigned long long)
[11-11-2019_01-43-57] [FATAL] 0xbbdee0 OpenXcom::Surface* OpenXcom::Mod::getRule<OpenXcom::Surface>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, OpenXcom::Surface*, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, OpenXcom::Surface*> > > const&, bool) const
[11-11-2019_01-43-57] [FATAL] 0x763950 OpenXcom::Mod::getSurface(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[11-11-2019_01-43-57] [FATAL] 0x6b9110 OpenXcom::MissionDetectedState::MissionDetectedState(OpenXcom::MissionSite*, OpenXcom::GeoscapeState*)
[11-11-2019_01-43-57] [FATAL] 0x6a0840 OpenXcom::GeoscapeState::time1Hour()
[11-11-2019_01-43-57] [FATAL] 0x6a33d0 OpenXcom::GeoscapeState::timeAdvance()
[11-11-2019_01-43-57] [FATAL] 0x662910 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[11-11-2019_01-43-57] [FATAL] 0x5a4010 OpenXcom::Game::run()
[11-11-2019_01-43-57] [FATAL] 0x41e990 SDL_main
[11-11-2019_01-43-57] [FATAL] 0x933ad0 console_main
[11-11-2019_01-43-57] [FATAL] 0x933bf0 WinMain
[11-11-2019_01-43-57] [FATAL] ??
[11-11-2019_01-43-57] [FATAL] ??
[11-11-2019_01-43-57] [FATAL] 0x7ffff50a7bc0 BaseThreadInitThunk
[11-11-2019_01-43-57] [FATAL] 0x7ffff5c2cec0 RtlUserThreadStart

https://drive.google.com/open?id=1-Ux5g0XG4g75Lu2Okp7cj-TiOJyErtGi is for the save.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8597
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2043 on: November 11, 2019, 11:13:51 am »
Get a fatal error a little bit after the Red Dawn HQ raid. I think it's associated with a mission type notification.

@Solarius: SLANDER_BACKGROUND.SCR not defined in extraSprites

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8597
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2044 on: November 11, 2019, 11:37:03 am »
its from 15mins before though.
took no further mission til then, only did some soldier transfers and 1 pilot training or so.
crash was still in same month.

@Solarius: wrong value in alertBackground

Code: [Select]
  - type: STR_SUPERLASKA_APPREHENSION
    width: 40
    length: 40
    height: 10
    alert: STR_ALERT_SUPERLASKA_APPREHENSION
    alertBackground: .SCR

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #2045 on: November 11, 2019, 01:08:19 pm »
During a mission on the moon, shot from a rocket launcher and received such an error.

Thanks, fixed.

The description for the Biodrones' Weapon in the UFOPEDIA crashes the game.

Also fixed.

small graphical glitch with psi amp:
that guy there in the armored coat is holding a blaster pistol and a psi amp.
there´s a small artifact following him around, depending on his sight direction.
(circled in 2nd picture...)
its not on the same tile. if he moves, it follows him.
its not on anything else, just the psi amp.

EDIT: looks funny though... kinda like he´s holding a really long fish and thats the tail  :D

Looks like the Psi Amp is just this long, and has a handle like that.

According to my current game (not updated to 1.0 yet)'s tech tree viewer:
UFO Nav -> Alien Optical Processor -> Optronics -> Alien AI Unit -> Alien AI Unit [m]

OK, thanks. Now there's no such manufacturing project, so should be fine.

Also, thanks for the crash reports and the solution!

Offline TheCurse

  • Colonel
  • ****
  • Posts: 334
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2046 on: November 11, 2019, 01:26:17 pm »
Looks like the Psi Amp is just this long, and has a handle like that.
a handle with a "hole" of almost a full tile if you´re looking to the left  ;D
well this sounds like a "wont fix", for whatever reason. i can live with that...

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #2047 on: November 11, 2019, 04:40:38 pm »
a handle with a "hole" of almost a full tile if you´re looking to the left  ;D
well this sounds like a "wont fix", for whatever reason. i can live with that...

It's no mystery or sleight of hand, the handob looks like this:



I can't see anything wrong here myself...

Offline TheCurse

  • Colonel
  • ****
  • Posts: 334
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2048 on: November 11, 2019, 04:46:23 pm »
why is the handle in a different tile though?
especially when looking to the left (as in right part of the screenshot), its not even attached anywhere and displayed with 1 tile distance to the soldier.
no matter how i try to look at it, that cannot be right.
(on a display level, not the handob itself)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #2049 on: November 11, 2019, 04:55:22 pm »
Okay, I have no idea what's going on.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8597
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2050 on: November 11, 2019, 05:34:26 pm »
Okay, I have no idea what's going on.

Looks just like a wrongly assembled spritesheet to me.

Offline zakharov

  • Squaddie
  • *
  • Posts: 4
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2051 on: November 11, 2019, 07:16:12 pm »
@Solarius: SLANDER_BACKGROUND.SCR not defined in extraSprites

With that information, I looked in the ExtraSprites file and copied one of the other entries and renamed it SLANDER_BACKGROUND.SCR, worked fine after that. (Albeit with an improper background.)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #2052 on: November 11, 2019, 09:24:17 pm »
Looks just like a wrongly assembled spritesheet to me.

Thanks. This has never happened to me before, so I didn't check for that. Lesson learned.

With that information, I looked in the ExtraSprites file and copied one of the other entries and renamed it SLANDER_BACKGROUND.SCR, worked fine after that. (Albeit with an improper background.)

I fixed the problem in 1.0.1. But good job.

Offline TheCurse

  • Colonel
  • ****
  • Posts: 334
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2053 on: November 12, 2019, 01:26:29 am »
1.0.1 gives me slight sound glitches...
its not very annoying, but definately noticable.
can't really describe it any proper way. except the background sound does a little sound like there´s dirt on the casette tape. (lol the younger ones won't get that  ;D )
may actually be sound file dependent for the background music. it just switched and the current one is completely fine.
never noticed before the current patch and its definately nothing in my setup.

Offline zakharov

  • Squaddie
  • *
  • Posts: 4
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #2054 on: November 12, 2019, 05:00:49 am »
Thanks. This has never happened to me before, so I didn't check for that. Lesson learned.

I fixed the problem in 1.0.1. But good job.

Downloading 1.0.1 now.

I have to say, I play a LOT of games but this mod has captivated me more than anything else I've really played lately. Good job and thank you to everyone involved!