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Author Topic: Bugs, crashes, typos & bad taste  (Read 1386146 times)

Offline psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4230 on: June 30, 2024, 09:48:34 pm »
There appears to be a degree of randomness to it. Apparently, the maps generated from a specific terrain can also be very different (for example, some desert maps are desert while there also also more village blocks mixed in). I tried New Battle a dozen or more times got this situation at least once in Mountains and Desert 1 terrain. I didn't try all of these. Here's a save, if it's of any use in pinpointing the issue.

I now suspect this may have something to do with which mapblocks are used to randomize a map.

The same thing happened with Citizens v Monsters mission in a desert setting (with 40+ beetles). No citizens. I copied the save just in case it's needed, but I doubt there's much more that can already be seen (or not seen) in the new battle save.

Offline Vakrug

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Re: Bugs, crashes, typos & bad taste
« Reply #4231 on: July 01, 2024, 09:57:14 am »
Sure it is. I'm not saing it's wrong to use it, but it is a cheat, yes. At least I think so.
This is just ridiculous and I can't understand that! Does recalling stuff from your previous run also is considered as cheating? Brainwipe is required? Or XCF is designed to be played once and only once?
Why hit indicators are not considered cheating? Z-z-z and ghost indicators?

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4232 on: July 01, 2024, 02:09:28 pm »
More weirdness:
Is it intended to get the Monster comendation from killing somebody with a Shotgun baton round? The commendation's description seems to refer to melee.

It's damage type based, so it is possible to get Monster with a non-lethal ranged attack.

This is just ridiculous and I can't understand that!

Oh my, how tragic. What am I gonna do now?

Does recalling stuff from your previous run also is considered as cheating? Brainwipe is required? Or XCF is designed to be played once and only once?

Dude, take your meds. And then go and reread what I wrote. Or don't; I don't give a damn.

Offline Aciruk

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Re: Bugs, crashes, typos & bad taste
« Reply #4233 on: July 01, 2024, 03:48:01 pm »
Can't reproduce. What exactly are the steps to get to that error message?

then he stood up and pressed the end of the move
you don’t have to go anywhere and press end move twice

as if he sees someone and knocks him out, like there is no such character
« Last Edit: July 01, 2024, 03:54:10 pm by Aciruk »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4234 on: July 01, 2024, 04:10:29 pm »
then he stood up and pressed the end of the move
you don’t have to go anywhere and press end move twice

as if he sees someone and knocks him out, like there is no such character

Standing and pressing end turn does nothing special. The soldier simply murders anyone who comes by due to hacked stats. No crash, no other problems. Checked for many turns.

Offline Juku121

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Re: Bugs, crashes, typos & bad taste
« Reply #4235 on: July 01, 2024, 04:15:42 pm »
Same here. Although everyone was getting flamed by regular kinetic hits, is this normal?

Offline Aciruk

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Re: Bugs, crashes, typos & bad taste
« Reply #4236 on: July 01, 2024, 04:18:46 pm »
A complete reinstall from scratch helped. Idk what happened
« Last Edit: July 01, 2024, 04:49:55 pm by Aciruk »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4237 on: July 01, 2024, 07:15:48 pm »
Same here. Although everyone was getting flamed by regular kinetic hits, is this normal?

That was weird indeed. Perhaps absurd damage values did that.

A complete reinstall from scratch helped. Idk what happened

Good to know!

Offline Mathel

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Re: Bugs, crashes, typos & bad taste
« Reply #4238 on: July 02, 2024, 04:11:28 pm »
Lamppost's neck glows, instead of it's head.
« Last Edit: July 02, 2024, 04:13:57 pm by Mathel »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4239 on: July 03, 2024, 02:31:01 pm »
Lamppost's neck glows, instead of it's head.

All seems fine in the files. The head has light emission 15, and the neck is at 1 (barely visible). I guess I could remove this last bit, but I don't see it actually being a problem.

Offline Mathel

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Re: Bugs, crashes, typos & bad taste
« Reply #4240 on: July 03, 2024, 03:56:04 pm »
I did not look into the files, but I tried a quick battle, with destroying.
A) nothing
B) neck
C) head
D) both

As you can see, destroying just the neck lowers light on the ground much more drastically, than destroying just the head.

The terrain used is Urban Deco, though the tileset might be used in different terrains too.
« Last Edit: July 03, 2024, 03:58:00 pm by Mathel »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4241 on: July 03, 2024, 04:52:16 pm »
I did not look into the files, but I tried a quick battle, with destroying.
A) nothing
B) neck
C) head
D) both

As you can see, destroying just the neck lowers light on the ground much more drastically, than destroying just the head.

The terrain used is Urban Deco, though the tileset might be used in different terrains too.

You're right... But when I "fixed" it, the lamps stopped working. Seriously, I don't know what witchery this is; lighting is a simple thing in OXC. But I don't know how to fix it, sorry ;D

Offline Juku121

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Re: Bugs, crashes, typos & bad taste
« Reply #4242 on: July 03, 2024, 05:35:24 pm »
Which terrain was it, not URBAN_ROADS1?

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4243 on: July 03, 2024, 05:38:18 pm »
Which terrain was it, not URBAN_ROADS1?

Yes, it is URBAN_ROADS1.

Offline Juku121

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Re: Bugs, crashes, typos & bad taste
« Reply #4244 on: July 03, 2024, 06:05:05 pm »
Well, I don't really get it, either. Any value of light seems to make the 'neck' glow as brightly as it does. I rememember mucking around with MCD lights some years ago, and some of them certainly looked less bright than others.

I suggest just removing the light from the 'neck' as a more or less passable band-aid.


The perception that the 'neck' is brighter might have to do with it being closer to the pole and thus lighting that up better. I can't really see any difference in the lighted areas on the ground, measured from the exact tile of either the lamp or the 'neck'.
« Last Edit: July 03, 2024, 06:08:09 pm by Juku121 »