Author Topic: Bugs, crashes, typos & bad taste  (Read 310370 times)

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #2460 on: June 07, 2020, 06:38:57 pm »
Cyberweb Raid map has non-solid terrain in one of the small hills on ground level:


Is this intended?

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2461 on: June 08, 2020, 11:02:49 pm »
Didn't it used to have the pump shotgun sprite or something? Right now it has the sprite of the big long one with shotgun shells attached to the side, I'm like 89% sure it didn't before :p

Well now it has one on its own. :P

Thanks! I like helping!

Btw... I went to a mission in South America, southern Argentina or Chile I think... I got desert terrain and people who look like arabs and Bedouins.

You know, I never went there, got relatives who did. Don't remember them telling me about those guys. Sounds like a bug to me.

Right, this part is kinda WIP. I'll finish and fix this sooner or later.

Just got a crash attempting the Lo Wo hideout mission:
Code: [Select]
[06-06-2020_14-36-01] [FATAL] OpenXcom has crashed: FileRecord::at(MAPS/FORESTSWAMP00.MAP): requested file not found.The map is indeed missing.

It is not defined in the released version, so it's fine.

It is defined in the GitHub version, but the files exist there, so also fine.

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #2462 on: June 09, 2020, 12:00:18 am »
It is defined in the GitHub version, but the files exist there, so also fine.
My bad, I forgot to move all the folders during updating  :P

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2463 on: June 09, 2020, 01:08:59 pm »
My bad, I forgot to move all the folders during updating  :P

No worries, happens to the best :)

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #2464 on: June 09, 2020, 07:18:33 pm »
BTW, did you have any luck yet figuring out the soldier sprite issue? Have you been able to reproduce it? Otherwise I'd have to look on my end, might be something esoteric like driver issues etc.

Offline Thermite

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Re: Bugs, crashes, typos & bad taste
« Reply #2465 on: June 10, 2020, 02:36:38 am »
Any mission that ends in a surrender with space cyberweb personnel causes the game to crash.

Offline Thermite

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Re: Bugs, crashes, typos & bad taste
« Reply #2466 on: June 10, 2020, 02:44:11 am »
Chemical flares get destroyed even when they aren't activated.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2467 on: June 10, 2020, 01:29:41 pm »
Looks like I missed some posts... Let me address them now.

Edit: I looked around and doesn't armored car leads to mounted machine gun? Though I still don't seem to have access to those despite researching it. My humvee's were unarmed, helicopters are getting outdated and I am slowly moving into skyrangers now.

That's only for the Pedia entry, for stats display. There is no such thing for X-Com. (And you shouldn't even know about this research, it's all this goddamn tech tree viewer's fault.)

I understand. Maybe then interrogations on MiB scientists could also lead to such theoretical research topics? After all, they have to get the inkling of how to make such kind of stuff, since I got my first non-alien laser rifles off of MiBs. And since it's still relatively strong mob one needs to catch and interrogate it wouldn't be too easy either.

The MiB have it easy, they just get alien goodies with a manual attached... But on the other hand they do have a robust lab, as evidenced by using Reptoid tech.

Still, I think there are more direct sources than the MiB. Not sure which ones, but Reptoids have power armours, so they must have good batteries.

As for general battery issues and getting the tech too soon, maybe it could be handled by allowing one to make weaker batteries by default (offering merely something like two shots that would make them work but much harder to employ as easily as currently) and setting up current batteries as an upgrade that'd have to be looted of MiBs if one wants to have such without researching his own? It certainly worked pretty well with regular and larger magazines for Glocks where with the former the pistols would probably be quickly forgotten, but then the latter gave them new life.

Yeah, I've been thinking something similar, but it all depends on where this tech comes from.

Just in case, I played around with a debug and indeed there were small pockets of space in those areas imprisoning the creatures just with no way to get to them. Also, funnily enough 10 - 30 minutes later IRL I got another cave mission, this time with giant worms and they had similar issues - one or two were stuck in inaccessible area and the rest couldn't squeeze themselves through most corridors, just sitting there stuck and waiting to be killed (though they could at least shoot back).

I went through all these maps and while I noticed a few imperfections, I don't think it was anything as bad as you described. Next time it happens, please attach a save in case I missed something.

Perfectly understandable. Plus, the claustrophobic areas add to the challenge. I think just widening corridors to two tiles so aforementioned shamblers and other similar creatures can squeeze through would be enough to make those caves dangerous enough without being too open - wouldn't even have to be all of those corridors either, just enough of them so the creatures can move at all and be approached.

I don't personally think it's a huge problem, but I did widen some corridors.

I may be mistaken, in which case feel free to correct me (and I cannot even check mapping manual right now since I get timeouts) but aren't starting locations for agents and the equipment not put on them set manually? Moving them to the same tiles entrance/evacuation tiles are would probably do it.

But there is no entry area on that map as such. It's a special case.

Not sure if this counts as a bug, but I just had a civilian steal a sonic pistol during a Deep One sacrifice/attack. Is it possible to configure how loot picked up by civilians is treated?

AFAIK it is not possible to discern between researched and unresearched weapons when it comes to civilians.

My headcannon is that civilians are so stupid that safety measures fail to stop them. :P

The last paragraph of the Black Lotus rationale ufopedia entry has an unecessary space in front of it: (...)

Indeed, thanks.

Cyberweb Raid map has non-solid terrain in one of the small hills on ground level:

Is this intended?

Sorry, I don't understand what you mean... And can't see anything wrong with that hill.

BTW, did you have any luck yet figuring out the soldier sprite issue? Have you been able to reproduce it? Otherwise I'd have to look on my end, might be something esoteric like driver issues etc.

Yeah, I'm getting this too. Will investigate further, hopefully just a bad handob.

Any mission that ends in a surrender with space cyberweb personnel causes the game to crash.

Oh boy... Sorry about this. Will throw a quick fix on GitHub in a few minutes, working on a proper fix.

Chemical flares get destroyed even when they aren't activated.

This one is intended due to how they work.

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #2468 on: June 10, 2020, 02:25:10 pm »
Sorry, I don't understand what you mean... And can't see anything wrong with that hill.
I replayed the map using the quick battle generator and I can't reproduce it either  ???

This is strange. I'll see if it crops up again.

Yeah, I'm getting this too. Will investigate further, hopefully just a bad handob.
Sorry, I should probably have clarified this - I was talking about the pink hair/pixels. THe handob was somebody else.
« Last Edit: June 10, 2020, 02:26:55 pm by krautbernd »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2469 on: June 10, 2020, 03:08:45 pm »
Sorry, I should probably have clarified this - I was talking about the pink hair/pixels. THe handob was somebody else.

Ah, that!

Yes, this pops up sometimes. Hard to deal with. Requires a ton of time.

Offline Thermite

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Re: Bugs, crashes, typos & bad taste
« Reply #2470 on: June 10, 2020, 07:58:17 pm »
Just remembered, I think criminal records aren't counting as points, just to let you know...

Also some of the, still in development, shady tavern missions just end right away because of turn limits and the enemy surrendering...
I also noticed that in the shady tavern mission for the easy riders (this is one of those weird surrender missions) there was an awful lot of guns, but no ammo.

Offline Nalca

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Re: Bugs, crashes, typos & bad taste
« Reply #2471 on: June 11, 2020, 11:04:14 am »
I tried to capture a antman queen with a Stun Rod, and couldn't hit it.
Same with sword or any melee weapon I had.

Strange for an immobile blob. Is there something wrong with its hitbox ?

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2472 on: June 11, 2020, 02:08:33 pm »
Just remembered, I think criminal records aren't counting as points, just to let you know...

hmm, they appeared to work okay in testing, but I won't bet my arm on this. Would you maybe have a battle save?

Also some of the, still in development, shady tavern missions just end right away because of turn limits and the enemy surrendering...
I also noticed that in the shady tavern mission for the easy riders (this is one of those weird surrender missions) there was an awful lot of guns, but no ammo.

Not sure what you mean, all tavern missions were tested and worked okay.

Guns without ammo would sound worrying, but everything looks fine to me.

I tried to capture a antman queen with a Stun Rod, and couldn't hit it.
Same with sword or any melee weapon I had.

Strange for an immobile blob. Is there something wrong with its hitbox ?

Might be, since it's so short.

Have you tried from different angles? Were you attacking diagonally?

Offline Mathel

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Re: Bugs, crashes, typos & bad taste
« Reply #2473 on: June 11, 2020, 02:43:10 pm »
About not hitting, I have had trouble with Neural whips.
They do the hit animation and sound, but it according to the hit log, it is never a hit, or even a "0".

Possible reason:
It has powerRangeReduction=999,  but powerRangeTreshold=0. So at 1 tile away, power is 70-999=-929.

Offline anothrgamer1234

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Re: Bugs, crashes, typos & bad taste
« Reply #2474 on: June 12, 2020, 05:57:27 am »
Is the mortar's accuracy modifier supposed to be affected by psionic strength? I can't tell if it's a bug or just an odd design choice, but asking here just to be safe.