Author Topic: Bugs, crashes, typos & bad taste  (Read 1438238 times)

Offline CrazedHarpooner

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Re: Bugs, crashes, typos & bad taste
« Reply #4410 on: December 17, 2024, 11:39:04 am »
I see, thanks.

But shouldn't the bigwall value be 2 rather than 1?
Judging by the description in the nightly rulesets https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#MCD_Patches you probably mean 3 (vertical diagonal) as this should allow for diagonal movement between the north and east tiles adjacent to that one. If this is the case tho, you probably want to apply the same change for ID 14, which is the opposite wall in one of those screens that is also a vertical diagonal but uses a different sprite, just to remain consistant. And if you really want to remain consistant, you would also apply changes for horizontal diagonal wall MCDs (to 2), allowing a similar travel option, but horizontally.

Also, the value of 1 is part of the OG game as, by what I've read, it was a 'true'/'false' value, but OXC (and thus OXCE) allows for additional options beyond that.

Note: while I'm referencing the MCD patches, that's only because of the documentation provided there, not that you need to use patches and would be best to edit the MCD file directly.

I'm feeling like testing possible changes and provide some images to see if it's desireble.
« Last Edit: December 17, 2024, 11:41:09 am by CrazedHarpooner »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4411 on: December 17, 2024, 01:12:44 pm »
Judging by the description in the nightly rulesets https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#MCD_Patches you probably mean 3 (vertical diagonal) as this should allow for diagonal movement between the north and east tiles adjacent to that one.

But inside MCDEdit, 2 is described as "diagonal | wall", whereas 3 is marked as "diagonal -- wall".
One of these sources is wrong, then. I can't determine which one, since both are good enough to prevent phasing through this wall.

If this is the case tho, you probably want to apply the same change for ID 14, which is the opposite wall in one of those screens that is also a vertical diagonal but uses a different sprite, just to remain consistant.

Sure, naturally.

And if you really want to remain consistant, you would also apply changes for horizontal diagonal wall MCDs (to 2), allowing a similar travel option, but horizontally.

In the end I decided to use 1 on all 4 variants, because I can't see any difference in behaviour (based on limited testing) and this seems like the safest option. Also Luke83 did it like that and his standard is pretty much X-Com standard for me (I've been using his solutions for like a decade now, with no ill effects).

Also, the value of 1 is part of the OG game as, by what I've read, it was a 'true'/'false' value, but OXC (and thus OXCE) allows for additional options beyond that.

Theoretically yes, but like I said, 2 and 3 seem to behave the same way regarding pathing and LoS.

If someone provides better data, I'll revise this.

I'm feeling like testing possible changes and provide some images to see if it's desireble.

That would be appreciated. :)

1) Wall missing. This one is hybrid storage mission.

Can't reproduce; these walls generate correctly for me.

2) Hybrid assault research completion dose not leads to ufopedia record. Although it is in fact created.

For now, I can't see anything wrong with it, but please provide a save before the research if you can, so I can check.

3) "Hybrid Recruitment" research also requires "Hybrid control circuitry" item(same as Hybrid control circuitry research) - not sure is it is intended.

Why not? Sorry, I need more information to follow your reasoning.

Offline CrazedHarpooner

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Re: Bugs, crashes, typos & bad taste
« Reply #4412 on: December 17, 2024, 01:53:34 pm »
I'm using MCDView included in MapView2, the description there matches the ufopaedia description
- 2 Northeast to Southwest (NE is the right corner of the tile, SW is the left corner of the tile)
- 3 Northwest to Southeast (NW is the top corner of the tile, SE is the bottom corner of the tile)
As far as my head is processing the isometric view, it matches with these descriptions.

Yes, for the purporse of blocking the pathing through the tile, they both achieve this, however they each provide the ability to 'clip' through that tile while moving diagonally next to it.

Now, for the data, first 4 images are with all diagonal walls set to bigwall 1 (what you currently changed it to), images 5-8 are with vertical walls set to 3 and horizontal walls set to 2 and last image is with the vertical wall set to 2 which basically makes it behave like when set to 1 when taking that corner.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4413 on: December 17, 2024, 02:01:03 pm »
Thanks a lot for the help.

Could you please post your version of GRUNGE1.MCD? It's too easy to get misunderstood with these messages.

Offline CrazedHarpooner

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Re: Bugs, crashes, typos & bad taste
« Reply #4414 on: December 17, 2024, 02:10:13 pm »
Oops, actually wanted to include that and forgot.

While I'm at it, I noticed there's an issue with scanG values. I consider this a low impact issue, but it's there. Because these are TFTD assets, they're using TFTD scang indexes but with UFO's scang.dat file, making the overhead map a bit of a garbled mess as they're not always the same or even remotely similar, the map is somewhat readable, but far from pretty.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4415 on: December 17, 2024, 02:22:10 pm »
Oops, actually wanted to include that and forgot.

Thanks! I'll use your solution. Maybe even apply it to other tilesets, if needed.

While I'm at it, I noticed there's an issue with scanG values. I consider this a low impact issue, but it's there. Because these are TFTD assets, they're using TFTD scang indexes but with UFO's scang.dat file, making the overhead map a bit of a garbled mess as they're not always the same or even remotely similar, the map is somewhat readable, but far from pretty.

Sure, that's something that needs to be done, but will take forever.

Offline Frenzyk

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Re: Bugs, crashes, typos & bad taste
« Reply #4416 on: December 17, 2024, 02:50:45 pm »
Can't reproduce; these walls generate correctly for me.

Unfortunately save is gone=(

For now, I can't see anything wrong with it, but please provide a save before the research if you can, so I can check.

I mean when research complete you naturally can click quick access to new article. Here is save, I'm on git f0211277f569bb3924ddb445ee85f87e44aa8e47 commit

Why not? Sorry, I need more information to follow your reasoning.

Because we researched underlying tec/item(Hybrid control circuitry) already and usually it is not required to have item of underlying tech to research further techs.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4417 on: December 17, 2024, 04:27:16 pm »
Sure, that's something that needs to be done, but will take forever.

Actually, took 2 hours or so. :P
Feel free to check it out, it's on GitHub.

I mean when research complete you naturally can click quick access to new article. Here is save, I'm on git f0211277f569bb3924ddb445ee85f87e44aa8e47 commit

I understand, but I still need something to test it.

Because we researched underlying tec/item(Hybrid control circuitry) already and usually it is not required to have item of underlying tech to research further techs.

What item again? It only requires the Hybrid Control Circuitry research.

Offline SBBurzmali

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Re: Bugs, crashes, typos & bad taste
« Reply #4418 on: December 17, 2024, 04:32:36 pm »
For the Tasoth Factory map, you might also want to check the part of the map where the prop that looks like a pedestal with two rings hovering above it spinning is present on the ground floor. That's the part I noticed had mapping issues.

On the topic of "a bad taste", I have to say that the end game drags way more than it should if you happen to miss the MiB commander at the first couple reactor defense. I went at least 5 years of in game time from the last reactor mission until a MiB Strike Ship was generated again (which was quickly forced down and was immediately followed by 2 more Strike ships ::)). The Arbiter followed quickly enough after that. However, in general, those late game UFO missions are more frustrating than fun. Both the Strike ship and Arbiter had me pinned in the Avenger for a dozen turns until I could thin out the human/alien wave attacks and in the Arbiter's case, destroy the turrets facing me. Even those aren't close to as frustrating as alien Striker ships, the clown car ones with like 20 cyberdiscs. Pretty much every mission that spawned in that 5 years was either trivial or punishingly frustrating.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4419 on: December 17, 2024, 04:43:02 pm »
For the Tasoth Factory map, you might also want to check the part of the map where the prop that looks like a pedestal with two rings hovering above it spinning is present on the ground floor. That's the part I noticed had mapping issues.

I fixed that earlier today as well.

On the topic of "a bad taste", I have to say that the end game drags way more than it should if you happen to miss the MiB commander at the first couple reactor defense. I went at least 5 years of in game time from the last reactor mission until a MiB Strike Ship was generated again (which was quickly forced down and was immediately followed by 2 more Strike ships ::)). The Arbiter followed quickly enough after that.

Yeah, I know! I'm thinking of adding some new missions featuring the Commander. Ideas welcome (but not in this thread, please).

However, in general, those late game UFO missions are more frustrating than fun. Both the Strike ship and Arbiter had me pinned in the Avenger for a dozen turns until I could thin out the human/alien wave attacks and in the Arbiter's case, destroy the turrets facing me. Even those aren't close to as frustrating as alien Striker ships, the clown car ones with like 20 cyberdiscs. Pretty much every mission that spawned in that 5 years was either trivial or punishingly frustrating.

Working slowly on that. I mean the alien arc in general.

Thanks for the feedback!

Offline CrazedHarpooner

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Re: Bugs, crashes, typos & bad taste
« Reply #4420 on: December 18, 2024, 05:55:04 pm »
mapScript MUMMY_ABODE_SETTLEMENT_ALTAR uses this command without any rects defined to place the altar
Code: [Select]
    - type: addBlock # altar
      terrain: MUMMY_VILLAGE_SETTLEMENT_ALTAR
This has the potential to spawn said altar block in (probably) unintended spots as in the example image (north cave wall).
Adding
Code: [Select]
      rects:
        - [1, 1, 4, 4]
as with other commands already in that same script will address the issue.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4421 on: December 19, 2024, 10:16:11 am »
mapScript MUMMY_ABODE_SETTLEMENT_ALTAR uses this command without any rects defined to place the altar (...)

Yeah, it's strange it hasn't exploded before... Thanks, fixing.

Offline Frenzyk

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Re: Bugs, crashes, typos & bad taste
« Reply #4422 on: December 20, 2024, 06:23:58 pm »
I understand, but I still need something to test it.

I have attached save above.

What item again? It only requires the Hybrid Control Circuitry research.

It requires Hybrid Control Circuitry item. It also in save above. I can only research it on base where Hybrid Control Circuitry research was done, guess because it is only place with Hybrid Control Circuitry item.

-----

I don't actually know is it bug or feature. But on 31th(same save above) there is lots of big UFOs incoming in area and alien colony appears. And country, where is appeared is resign in finance report. And this happens even if I waste colony and battleships. Is this scripted event, or something? Also I guess if country is resigned, then it is permanent, right?

-------

About BFG. Clearly this should be fun imba weapon one of a kind. Gave it to braves and most psi gifted for max damage yield. But it gives pain instead of pure fun because of fire. Fire in general is more annoying, than useful, but field of such scale is even hard to traverse. Also looks like even thin wall can save. This produce common oldschool cartoon plot twist: small house is totally obliterated, all is on fire and alien is standing untouched.

--------

Was thinking about this Apocalypse fort mission. Consider add more of same mayhem crowd control missions. I personally keep one cult mansion just to have fun from time to time.
Ideas:
1) Remnants of defeated cults gathering in mansion to forge alliance and x-com was not invited to party=)
2) Hybrids organized local gangs to riot and raise regional unrest. This one I guess should be in slums.
3) Infernal energy burst made sensitive people gone mad and wreck havoc.
4) Cyberweb gang infected with some kind of virus and gone cyberpsychosis.
5) Lots of ghosts on long forgotten battlefield became unrest.
This should make late game stage less frustrating.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4423 on: Today at 12:01:16 am »
I have attached save above.

Thanks.
Everything looks fine. This research leads to Hybrid Infiltrator, which you already have, so you don't get the report.
The armor is unlocked separately, which is why it's never displayed.

It requires Hybrid Control Circuitry item. It also in save above. I can only research it on base where Hybrid Control Circuitry research was done, guess because it is only place with Hybrid Control Circuitry item.

Code: [Select]
  - name: STR_HYBRID_RECRUITMENT
    requiresBaseFunc: [PSILAB]
    cost: 100
    points: 300
    lookup: STR_XCOM_HYBRIDS
    dependencies:
      - STR_HYBRID_CONTROL_CIRCUITRY
    listOrder: 300030

Please enlighten me where in this entry it says that Hybrid Recruitment requires a Hybrid Control Circuitry item. :P

I don't actually know is it bug or feature. But on 31th(same save above) there is lots of big UFOs incoming in area and alien colony appears. And country, where is appeared is resign in finance report. And this happens even if I waste colony and battleships. Is this scripted event, or something? Also I guess if country is resigned, then it is permanent, right?

Yeah, it's permanent.

About BFG. Clearly this should be fun imba weapon one of a kind. Gave it to braves and most psi gifted for max damage yield. But it gives pain instead of pure fun because of fire. Fire in general is more annoying, than useful, but field of such scale is even hard to traverse. Also looks like even thin wall can save. This produce common oldschool cartoon plot twist: small house is totally obliterated, all is on fire and alien is standing untouched.

Well, I guess I can tweak the amount of fire. But I'm not sure this isn't appropriate. :)

Was thinking about this Apocalypse fort mission. Consider add more of same mayhem crowd control missions. I personally keep one cult mansion just to have fun from time to time.
Ideas:
1) Remnants of defeated cults gathering in mansion to forge alliance and x-com was not invited to party=)
2) Hybrids organized local gangs to riot and raise regional unrest. This one I guess should be in slums.
3) Infernal energy burst made sensitive people gone mad and wreck havoc.
4) Cyberweb gang infected with some kind of virus and gone cyberpsychosis.
5) Lots of ghosts on long forgotten battlefield became unrest.
This should make late game stage less frustrating.

Yeah, I might do something like that.

Offline Akamashi

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Re: Bugs, crashes, typos & bad taste
« Reply #4424 on: Today at 05:23:35 am »
Problematic structure. The stairs to the upper level are not working. The enemy is there, but for some reason it is impossible to get to him.
« Last Edit: Today at 05:25:19 am by Akamashi »