aliens

Author Topic: Bugs, crashes, typos & bad taste  (Read 1388451 times)

Offline norpan83

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Re: Bugs, crashes, typos & bad taste
« Reply #3150 on: May 05, 2022, 06:42:31 pm »
is "alwaysVisible: true" supposed to be on for alien turrets?

Offline Aelhis

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Re: Bugs, crashes, typos & bad taste
« Reply #3151 on: May 07, 2022, 05:34:05 am »
Hello I have this start of mission crash on Citizen vs Monsters as the other one mentioned earlier and also having same crashing problems (first one in the campaign)
Follows annexed log and Save.
I have 2 extra mods (XComFilesArsenalAdditions-0.8c , XFilesResound)
but even removing them also makes the start of mission crash.

Anything else I can do to help?
« Last Edit: May 07, 2022, 05:36:31 am by Aelhis »

Offline norpan83

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Re: Bugs, crashes, typos & bad taste
« Reply #3152 on: May 08, 2022, 09:59:32 am »
the "STR_DIVER_SCIENTIST_CORPSE" are recoverable

Offline Meridian

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Re: Bugs, crashes, typos & bad taste
« Reply #3153 on: May 08, 2022, 11:43:04 am »
Hello I have this start of mission crash on Citizen vs Monsters as the other one mentioned earlier and also having same crashing problems (first one in the campaign)
Follows annexed log and Save.
I have 2 extra mods (XComFilesArsenalAdditions-0.8c , XFilesResound)
but even removing them also makes the start of mission crash.

Anything else I can do to help?

Fixed 16 days ago.
You can download the latest github version of XcomFiles to fix the issue; or skip the mission.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #3154 on: May 08, 2022, 11:56:47 am »
Some map tiles in the doom/samael tileset can end up being inaccessible depending on map generation, with monster spawning in them. I also had a map where the player start tile ended up cut off from the rest of the map. Is this intended?

Not intended, just the usual catacomb shenanigans.

Got a "Citizen vs Monsters" mission popping up (the first time i got one so far in my playthrough) i sent CAR 2 from the base to it.
(...)

Right, sorry - like Meridian said, it was a rare-ish problem which I fixed after the latest official release. You can solve it by downloading a nightly version from https://github.com/SolariusScorch/XComFiles/archive/refs/heads/master.zip, or wait for the next release.
The same applies to Aelhis' problem. Apologies!

is "alwaysVisible: true" supposed to be on for alien turrets?

Yes, since it's more terrain than unit.

the "STR_DIVER_SCIENTIST_CORPSE" are recoverable

Thanks, now fixed.

Offline mg2k22

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Re: Bugs, crashes, typos & bad taste
« Reply #3155 on: May 10, 2022, 10:34:12 pm »
Hi there, thanks for this awesome mod!

Getting a crash when loading zombie infestation mission. Probably the same issue you talked about last, but since I have no idea about such things, I'll just drop the save from right before the issue. Playing on versions from February.

Thanks again!

Offline Meridian

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Re: Bugs, crashes, typos & bad taste
« Reply #3156 on: May 10, 2022, 10:57:24 pm »
Hi there, thanks for this awesome mod!

Getting a crash when loading zombie infestation mission. Probably the same issue you talked about last, but since I have no idea about such things, I'll just drop the save from right before the issue. Playing on versions from February.

Thanks again!

The mission is in the ocean, and fails to generate a map lacking a globe texture.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #3157 on: May 11, 2022, 09:56:21 am »
The mission is in the ocean, and fails to generate a map lacking a globe texture.

Thanks for checking, I'll fix the zone.

But it still shouldn't crash - the mission starts for me, only with the Moon terrain... Weird.

Offline Meridian

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Re: Bugs, crashes, typos & bad taste
« Reply #3158 on: May 11, 2022, 10:17:26 am »
But it still shouldn't crash - the mission starts for me, only with the Moon terrain... Weird.

It doesn't crash for you, because you have added groups 2, 3 and 4 to the Moon terrain... recently (19 days ago)... which were necessary for road generation (NS, WE and crossings).
We don't have those yet in the official version, so it crashes on road generation for us: https://github.com/SolariusScorch/XComFiles/commit/1e8a7c527c14ca78f950e682bb7de2953406e40a#diff-0974fbb3389950c2e1a1c15c99b0507f1509488c59bad772ffcf95aba495ea8eR8128

The Moon terrain appears, because it's the backup/fallback terrain defined in the alien deployment ruleset.
If no globe texture is found, this backup terrain is used.

Code: [Select]
    script: GENERIC_GLOBE_TERRAIN
    terrains:
      - MOON
« Last Edit: May 11, 2022, 10:21:14 am by Meridian »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #3159 on: May 11, 2022, 10:28:38 am »
It doesn't crash for you, because you have added groups 2, 3 and 4 to the Moon terrain... recently (19 days ago)... which were necessary for road generation (NS, WE and crossings).
We don't have those yet in the official version, so it crashes on road generation for us: https://github.com/SolariusScorch/XComFiles/commit/1e8a7c527c14ca78f950e682bb7de2953406e40a#diff-0974fbb3389950c2e1a1c15c99b0507f1509488c59bad772ffcf95aba495ea8eR8128

The Moon terrain appears, because it's the backup/fallback terrain defined in the alien deployment ruleset.
If no globe texture is found, this backup terrain is used.

Code: [Select]
    script: GENERIC_GLOBE_TERRAIN
    terrains:
      - MOON

Right, this is exactly why I set it up like this - to avoid a crash while making it obvious that something is wrong.

Still I misunderstood the issue, didn't think it was a problem with roads.

Offline Meridian

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Re: Bugs, crashes, typos & bad taste
« Reply #3160 on: May 11, 2022, 10:45:04 am »
Still I misunderstood the issue, didn't think it was a problem with roads.

The problem with the roads is just a manifestation of the missing globe texture. A side effect.
It's just the first thing that fails when the globe texture is missing.
If the map script didn't have addLine command, it would manifest itself differently, but still crash (or at least misbehave).

The real issue is still the lack of globe texture.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #3161 on: May 11, 2022, 11:04:20 am »
I fixed the zone going over the water of Lake Balkhash. Thanks!

I did my best to avoid such cases, but the Earth is not easily reducible to rectangles, so such omissions might still happen.

Offline mg2k22

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Re: Bugs, crashes, typos & bad taste
« Reply #3162 on: May 11, 2022, 01:40:47 pm »
Strange enough, I was able play the Zombie mission later on.

Tried out sending another craft and a little save scumming to make it work at first: Didn't help. Then I ignored the mission, did the next mission that came along, and as the Zombie mission was still around afterwards I decided to give it another try. This time, for reasons I do not understand, it worked. With moon terrain alright.

(Don't wanna waste your time, need no baby-sitting, I'm PERFECTLY fine with one minor crash every 200hrs of gameplay  :) )

Offline Mathel

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Re: Bugs, crashes, typos & bad taste
« Reply #3163 on: May 11, 2022, 03:42:26 pm »
It worked because the terrain generates upon mission arrival. Since you did another mission in the meantime (though anyting that calls the RNG would probably work), there was a different lineup of numbers in the RNG. A lineup that, when called for map generation, did not call for a road.

Interestingly, I also observed that terrain generates differently depending on day/night, even when there is no difference in RNG calls.

Offline Ostrich-Hungry

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Re: Bugs, crashes, typos & bad taste
« Reply #3164 on: May 16, 2022, 02:58:03 am »
1. Agent nationalities .nam are getting wrong number with their .png (example, Armenia gets from Argentina)

2. Lithuanian male surnames are different from female (they are in the same pool) and the letter "ė" is shown as "?" ingame (not supported by the engine)