Author Topic: Bugs, crashes, typos & bad taste  (Read 421264 times)

Offline the nomad

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Re: Bugs, crashes, typos & bad taste
« Reply #2730 on: December 16, 2020, 04:56:41 am »
After completing a mission where one agent burned to death another agent received the Betrayer commendation.  I believe this happened because the Betrayer agent threw a smoke grenade which hit the downed, burning agent.  The smoke grenade didn't kill the agent, and the fire came from a sectiod, so I believe this is a bug.

It may be that the stun damage from the smoke was the final damage, he probably would have died anyway next turn but the game only takes into consideration the final damage he received before he died.

It happens to me all the time that is why my most dangerous enemy is shown as Friendly in statistics (not that genuine friendly fires occured rarely) :). I generally prime smoke and knockout grenades before the missions and when my agents lose consciousness they explode and they are the official cause of death when they die next turn. Same with fire extinguishers etc. I am not sure if they did 0 stun damage the game would record it as such.

You are not the only one. It is an engine thing.

I remember a case in XPiratez, where I could not hit this one zombie with a barrage of 100%+ shots. But I did not have a save from the start of the turn and the next turn it moved and could be hit normaly.
I believe it has something to do with relative position, since my gals were all clustered in that situation. But if you have a save from just before you took the shot and have saves resseting RNG on load, you should provide it as proof.

Glad I am not the only one. I am on to it.
« Last Edit: December 16, 2020, 05:01:22 am by the nomad »

Offline Thunderwing280

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Re: Bugs, crashes, typos & bad taste
« Reply #2731 on: December 18, 2020, 01:04:12 pm »
Where do you get the ninja scroll from?

Offline tarkalak

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Re: Bugs, crashes, typos & bad taste
« Reply #2732 on: December 18, 2020, 02:56:33 pm »
Where do you get the ninja scroll from?

You get the Ninja Scroll from Ninjas.

Captain Obvious STRIKES AGAIN!

Spoiler:
You get it from the Assassins in the Black Lotus HQ.
« Last Edit: December 18, 2020, 03:05:39 pm by tarkalak »

Offline Saad

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Re: Bugs, crashes, typos & bad taste
« Reply #2733 on: December 19, 2020, 07:23:59 am »
So I'm on a Syndicate infested base mission, I killed all enemies and bug hunt has activated, but I think the last enemy is bugged.

 It shows the enemy in an inaccessible location.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2734 on: December 20, 2020, 04:06:02 pm »
That reminds me: Not a bug, but could you modify the Hangar ufopaedia entry so that it is mentioned somewhere the +25 Storage Cap? It doesn't say so unless you use the info button, and Piratez already includes such mention in the text.
It's not a very important feature, but it would help newcomers.

Sure, no problem.

So I'm on a Syndicate infested base mission, I killed all enemies and bug hunt has activated, but I think the last enemy is bugged.

 It shows the enemy in an inaccessible location.

Yes indeed. Sorry about that.
I'll fix  it of course, but for now, use a pickaxe. :)

Offline Fomka

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Re: Bugs, crashes, typos & bad taste
« Reply #2735 on: December 21, 2020, 02:27:19 am »
The AIRBORNE MUDRANGER personnel transport description states that it is "a Mudranger with a special frame welded to the roof", however It is impossible to build AIRBORNE MUDRANGER without an empty Hangar at the base. So, it turns out that Engineers can't weld the frame to a Mudranger standing in its own Hangar without another Hangar at their disposal. Is it a bug?

Anyway, another mini-report. Red Dawn Memory Cards are called Red Dawn Keycards in the "Terminate The Red Dawn!" description. A typo?

Offline MoonKid

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Re: Bugs, crashes, typos & bad taste
« Reply #2736 on: December 22, 2020, 10:44:25 pm »
I upgraded OXCE and X-Com-Files (1.7b) but have this problem

[22-12-2020_21-42-07]   [WARN]   disabling mod with invalid ruleset: x-com-files
[22-12-2020_21-42-07]   [ERROR]   failed to load 'X-Com Files'; mod disabled
Error for 'STR_LASER_CARBINE': offset '2016' exceeds mod size limit 2000 in set 'HANDOB.PCK' at line 11567


This is the full log

[22-12-2020_21-41-51]   [INFO]   OpenXcom Version: Extended 6.8.3 (v2020-11-30)
[22-12-2020_21-41-51]   [INFO]   Platform: Linux
[22-12-2020_21-41-51]   [INFO]   Data folder is:
[22-12-2020_21-41-51]   [INFO]   Data search is:
[22-12-2020_21-41-51]   [INFO]   - /home/user/.local/share/openxcom/
[22-12-2020_21-41-51]   [INFO]   - /usr/share/xfce4/openxcom/
[22-12-2020_21-41-51]   [INFO]   - /usr/local/share//openxcom/
[22-12-2020_21-41-51]   [INFO]   - /usr/share//openxcom/
[22-12-2020_21-41-51]   [INFO]   - /usr/share/openxcom/
[22-12-2020_21-41-51]   [INFO]   - /usr/local/share/openxcom/
[22-12-2020_21-41-51]   [INFO]   - /usr/share/openxcom/
[22-12-2020_21-41-51]   [INFO]   - ./
[22-12-2020_21-41-51]   [INFO]   User folder is: /home/user/.local/share/openxcom/
[22-12-2020_21-41-51]   [INFO]   Config folder is: /home/user/.config/openxcom/
[22-12-2020_21-41-51]   [INFO]   Options loaded successfully.
[22-12-2020_21-41-51]   [INFO]   SDL initialized successfully.
[22-12-2020_21-41-51]   [INFO]   SDL_mixer initialized successfully.
[22-12-2020_21-41-51]   [INFO]   Attempted locale: C.UTF-8
[22-12-2020_21-41-51]   [INFO]   Detected locale: C.UTF-8
[22-12-2020_21-41-51]   [INFO]   Attempting to set display to 1920x1200x32...
[22-12-2020_21-41-51]   [INFO]   Display set to 1920x1200x32.
[22-12-2020_21-41-51]   [INFO]   Loading data...
[22-12-2020_21-41-51]   [INFO]   Scanning standard mods in ''...
[22-12-2020_21-41-51]   [INFO]   Scanning user mods in '/home/user/.local/share/openxcom/'...
[22-12-2020_21-41-52]   [INFO]   no master already active; activating xcom2
[22-12-2020_21-41-52]   [INFO]   Active mods:
[22-12-2020_21-41-52]   [INFO]   - xcom2 v1.0
[22-12-2020_21-41-52]   [INFO]   Loading begins...
[22-12-2020_21-41-52]   [INFO]   Pre-loading rulesets...
[22-12-2020_21-41-52]   [INFO]   Loading vanilla resources...
[22-12-2020_21-41-52]   [INFO]   Loading rulesets...
[22-12-2020_21-41-53]   [INFO]   Loading rulesets done.
[22-12-2020_21-41-53]   [INFO]   Loading ended.
[22-12-2020_21-41-53]   [INFO]   Loading fonts... Font.dat
[22-12-2020_21-41-53]   [INFO]   Lazy loading: 1
[22-12-2020_21-41-53]   [INFO]   Loading custom palettes from ruleset...
[22-12-2020_21-41-53]   [INFO]   Making palette backups...
[22-12-2020_21-41-53]   [INFO]   Data loaded successfully.
[22-12-2020_21-41-53]   [INFO]   Loading language...
[22-12-2020_21-41-53]   [INFO]   Language loaded successfully.
[22-12-2020_21-41-53]   [INFO]   OpenXcom started successfully!
[22-12-2020_21-42-00]   [INFO]   SDL_mixer initialized successfully.
[22-12-2020_21-42-00]   [INFO]   Loading data...
[22-12-2020_21-42-00]   [INFO]   Scanning standard mods in ''...
[22-12-2020_21-42-00]   [INFO]   Scanning user mods in '/home/user/.local/share/openxcom/'...
[22-12-2020_21-42-00]   [INFO]   Active mods:
[22-12-2020_21-42-00]   [INFO]   - x-com-files v1.3.2
[22-12-2020_21-42-01]   [INFO]   Loading begins...
[22-12-2020_21-42-01]   [INFO]   Pre-loading rulesets...
[22-12-2020_21-42-01]   [INFO]   Loading vanilla resources...
[22-12-2020_21-42-01]   [INFO]   Loading rulesets...
[22-12-2020_21-42-07]   [WARN]   disabling mod with invalid ruleset: x-com-files
[22-12-2020_21-42-07]   [ERROR]   failed to load 'X-Com Files'; mod disabled
Error for 'STR_LASER_CARBINE': offset '2016' exceeds mod size limit 2000 in set 'HANDOB.PCK' at line 11567

Offline R1dO

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Re: Bugs, crashes, typos & bad taste
« Reply #2737 on: December 22, 2020, 11:03:44 pm »
I upgraded OXCE and X-Com-Files (1.7b) but have this problem
...
This is the full log
...
[22-12-2020_21-42-00]   [INFO]   Active mods:
[22-12-2020_21-42-00]   [INFO]   - x-com-files v1.3.2

It looks like something went wrong when upgrading, oxce is still picking up the old mod.

In this case it is best to follow the steps below:
* backup your old installation.
* remove your old installation.
* Do a clean install of oxce (and x-com files)
* From your backup restore stuff you want to keep (saves, other mods, original data files)

Offline Mathel

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Re: Bugs, crashes, typos & bad taste
« Reply #2738 on: December 23, 2020, 08:40:53 am »
When updating installation, UFO/ , TFTD/ and user/ can be kept, common/ and standard/ should be deleted and then coppied in, OpenXcomEx.exe can be copy(replaced).
When updating mods, you should just delete the mod and then copy the new version in.

The reason for deleting directories before replacing them is, that you do not know if all the file names from old version are used in the new version. If they are not, some of the old files will stay there and cause trouble.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2739 on: December 25, 2020, 05:43:29 pm »
The AIRBORNE MUDRANGER personnel transport description states that it is "a Mudranger with a special frame welded to the roof", however It is impossible to build AIRBORNE MUDRANGER without an empty Hangar at the base. So, it turns out that Engineers can't weld the frame to a Mudranger standing in its own Hangar without another Hangar at their disposal. Is it a bug?

I guess that's beyond the scope of this mod (or any mod).

I'll probably get rid of this upgrade mechanics anyway, and just make the airborne version buyable too.

Anyway, another mini-report. Red Dawn Memory Cards are called Red Dawn Keycards in the "Terminate The Red Dawn!" description. A typo?

Why a typo? That means pretty much the same thing.

Offline Ronios

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Re: Bugs, crashes, typos & bad taste
« Reply #2740 on: December 26, 2020, 01:39:54 pm »
Tell me who knows. It used to happen sometimes, but on a zombie mission at MAGMA it became a pattern. When zombie soldiers or mega zombies approach, the reaction attack does not work in some specific cases (even with full TUs and 100+ reactions).

In the case of the megazombie, only one pattern was visible - the reaction was triggered only if it had less, approximately 1/4 TU. He could go straight into the face of my soldiers and dogs and only the shots were fired on time.

I tried to deal with the zombie soldiers from the corner after the doorway, but he could easily run another cage forward, turn around and make several attacks until the TU ended and only then there was a retaliatory attack. I put both the dog and the man in a row, but both stood motionless. However, when I put the dog in front of the door on the cage deep into the building, it calmly began to bark and stopped this zombie.

And at the same time the question is why very often barking is not activated when enemies run through the cage from the dog's nose. Marking priority for reaction attacks has no effect at all in this case and, it seems, in many others. If they come close, there will be a bite in any case.

Offline Fomka

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Re: Bugs, crashes, typos & bad taste
« Reply #2741 on: December 26, 2020, 07:16:10 pm »
Why a typo? That means pretty much the same thing.
Keycards open doors and memory cards store data, this is what I think about it. Not the same thing.

Offline Trojan Rabbit

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Re: Bugs, crashes, typos & bad taste
« Reply #2742 on: December 27, 2020, 05:11:02 pm »
Small bug:
File: items_XCOMFILES.rul
  - type: STR_MESSER_AA_CLIP
    bigSprite: 1007
Must be 1008  for AA clip  (1007 - normal clip image / 1008 - AA clip)

Some questions about categorization:
File: items_XCOMFILES.rul
  - type: STR_WARP_CANNON
 and
  - type: STR_WARP_CANNON_CLIP  defined as
    categories: [STR_CANNONS, STR_PLASMA     Is it correct?  Maybe  STR_WARP ?

  - type: STR_NEON_BOW
    categories: [STR_ALIEN_TECH, STR_PLASMA
    damageType: 4 
Damage type = 4 (Laser). Maybe type = STR_LASER ?


Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2743 on: December 29, 2020, 04:10:40 pm »
Many thanks guys, some fixes were made.

Offline The Doer of Stuff

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Re: Bugs, crashes, typos & bad taste
« Reply #2744 on: December 30, 2020, 12:18:07 am »
Not sure it's a bug exactly, but something annoying that might be cause for concern.

Playing 1.7 at my year end vacation. Getting along quite nicely, and battling the Cult of Apocalypse. Doing a Tower of Apocalypse mission, and in the course of the combat, one of the bad guys shoots off a rocket launcher and blows up a stairway tile about 6 floors up. I'm sure there are more of them up the stairs, but I can't get up at them and they can't get down at me. I'm not really sure how to proceed with the mission and it's rather irritating. Any advice anyone can give?