aliens

Author Topic: Bugs, crashes, typos & bad taste  (Read 1386316 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #4245 on: July 04, 2024, 11:23:08 am »
I suggest just removing the light from the 'neck' as a more or less passable band-aid.

That's exactly what I did, but the result was... almost no light at all.
I'm thinking the lamp itself somehow contains the light source or something. Yes, it sounds stupid, but anyway.

Offline Juku121

  • Commander
  • *****
  • Posts: 1798
  • We're all mad here.
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4246 on: July 04, 2024, 11:46:29 am »
Strange. I got this when using the attached modified MCD.

Edit: I think I see what you mean. Changing the light value to 1 produces these, which seem close enough to the original. Maybe even too bright.
« Last Edit: July 04, 2024, 12:24:38 pm by Juku121 »

Offline zRrr

  • Sergeant
  • **
  • Posts: 31
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4247 on: July 04, 2024, 02:59:28 pm »
According to source, 1 is special value and is changed to 15 (because og lampposts, see github), rest is reduced by 1, so you need to set light intensity to 16 or more, to have similar effect. I think you can have lamppost neck intensity at 6 or 7 without it affecting visibility in any way.


Also current head intensity of 15 is enought to make unit visible well on the other side of the road, tho it is hard to tell with full shade.



Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #4248 on: July 04, 2024, 05:18:56 pm »
Thanks for the tidbit about the value=1, didn't know that.
Still, I wonder why removing that value from the neck is causing this darkness, while the actual lamp has brightness 15...

Offline Juku121

  • Commander
  • *****
  • Posts: 1798
  • We're all mad here.
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4249 on: July 04, 2024, 05:26:31 pm »
Maybe because before you had a strength 15 light source and a strength 15-1=14 light source, but now you only have a strength 14?

Although just the strength 1 (so 15) lamp head with a dark 'neck' seems brighter than the original situation, at least to me. ???

Offline zRrr

  • Sergeant
  • **
  • Posts: 31
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4250 on: July 04, 2024, 07:58:43 pm »
Objects block some light, so tiles behind lamppost become more shady with only head being light source. Idk if objects can be made more translucent.

Offline delamer

  • Squaddie
  • *
  • Posts: 7
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4251 on: July 09, 2024, 04:52:21 am »
Hello. I have long wanted to mention a minor flaw in the description of the Headquarters. There is no information that it provides +25 storage spaces. Can I hope that this will be fixed?
Thank you!  :)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #4252 on: July 09, 2024, 11:37:08 am »
Hello. I have long wanted to mention a minor flaw in the description of the Headquarters. There is no information that it provides +25 storage spaces. Can I hope that this will be fixed?
Thank you!  :)

OK! You're right, it should be mentioned. Fixed!

Offline mg2k22

  • Sergeant
  • **
  • Posts: 15
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4253 on: July 09, 2024, 05:42:00 pm »
Found a grammatical error. Either killing the "a" or adding a "with" will fix it.

Offline delamer

  • Squaddie
  • *
  • Posts: 7
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4254 on: July 10, 2024, 01:19:24 am »
Another TYPO in the description (RU)
Intelligence center
...шанс обнРаружения (chance of detection)

Offline Kozinsky

  • Colonel
  • ****
  • Posts: 128
  • Sorry for my bEd English
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4255 on: July 10, 2024, 10:17:27 am »
Another TYPO in the description (RU)
Intelligence center
...шанс обнРаружения (chance of detection)
Fixed.

Offline betatester

  • Colonel
  • ****
  • Posts: 208
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4256 on: July 15, 2024, 08:14:25 am »
I have cut the music, I have put the button sounds to low
Works well most of the time but sometimes when I load a game there"s a louder sound effect (between 1 every 3 times to 1 every 15 times)

Offline MoonKid

  • Captain
  • ***
  • Posts: 59
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4257 on: July 15, 2024, 04:14:48 pm »
I am using OpenXcom Extended 7.12, XFiles 3.3 on Debian 12 for a long time.

This is the first time that it crashes with any error. I am on the geoscape and the whole application vanish. No error, no window, just like it was closed.
I can reproduce it.

Might it help if I upload the save game? Here or somewhere else?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #4258 on: July 16, 2024, 02:27:24 pm »
Might it help if I upload the save game? Here or somewhere else?

Yes, please upload the save game here. Otherwise I won't be able to tell anything.

Offline CrazedHarpooner

  • Colonel
  • ****
  • Posts: 101
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #4259 on: July 19, 2024, 01:33:40 pm »
While adapting some scripts for my submod, I've spotted a possible issue in the last one I've come across. There's a mission, "Impossible Internet Intelligence", with a deployment in a 50x50 map. The script for this mission tries to spawn a large block (40x40) in after the craft. The issue is that depending on the size of this craft and its placement on the map it can prevent this large block from being placed, while not critical as it doesn't crash the game nor does it block the player from completing it, it left me wondering if this was desired / intended.

The probabilies for the school block to spawn in the current 50x50 map are aproximately:
- 64% when the craft is in a 10x10 block
- 40% when the craft is in a 10x20 block
- 0% when the craft is in a 20x20 block

Increasing the map dimensions to 60x60 would mitigate this issue greatly, but not completely prevent it:
- 89% when the craft is in a 10x10 block
- 80% when the craft is in a 10x20 block
- 64% when the craft is in a 20x20 block

Also, I tried to check if maybe there's a vehicle limitation for the mission, but I did not see any such properties defined in the deployment. Just your usual insanity battle conditions.