Author Topic: Bugs, crashes, typos & bad taste  (Read 1639031 times)

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4560 on: March 23, 2025, 04:59:22 pm »
The only solution I can see right now would be to update these 'one free' topics so that they give the corpse topics, not the autopsy topics.

Yes, but that's how vanilla does it. I don't feel like redesigning the whole damn game around this minor issue.

On a side note, I did come accross these possible issues in part of the tech tree:
- All non-floater alien medics: Missing STR_FLOATER

I can't recall why, could be related to the fact that Floaters have two different types (regular and legionnaire).

- Chaser medic missing: STR_BETARIAN and STR_BETARIAN_AUTOPSY
- Gazer medic missing: STR_BETARIAN, STR_BETARIAN_AUTOPSY, STR_CHASER and STR_CHASER_AUTOPSY

Perhaps intentionally excluded, but mentioning them just in case.

I'm not 100% sure, but I've decided to add these. Thanks.

What I saw is that every other autopsy has a lookup for their corpse, for example, ethereal autopsy gives a lookup for ethereal corpse.  But the floater autopsy doesn't, maybe because there are 2 floater corpses in the tech tree?

Yes, it's to solve the problem with two types mentioned above.

I have the wrecked alien drone/drone examination researched, and the alien drone combat analysis is purple in the tech tree, but I can't view the combat analysis in the ufopedia/middle clicking alien drone mid mission doesn't pull it up.

It requires Alien Drone Examination.

Offline Meridian

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Re: Bugs, crashes, typos & bad taste
« Reply #4561 on: March 23, 2025, 05:16:56 pm »
Yes, but that's how vanilla does it. I don't feel like redesigning the whole damn game around this minor issue.

Vanilla gives corpses, not autopsies, right?
(and corpses automatically give autopsies)

Code: [Select]
  - name: STR_SECTOID_MEDIC
    cost: 192
    points: 50
    needItem: true
    destroyItem: true
    unlocks:
      - STR_ALIEN_ORIGINS
    lookup: STR_SECTOID
    getOneFree:
      - STR_SNAKEMAN
      - STR_MUTON
      - STR_ETHEREAL
      - STR_FLOATER
      - STR_CHRYSSALID
      - STR_SECTOPOD
      - STR_CYBERDISC
      - STR_SILACOID
      - STR_CELATID
      - STR_REAPER
      - STR_SECTOID_CORPSE
      - STR_SNAKEMAN_CORPSE
      - STR_MUTON_CORPSE
      - STR_ETHEREAL_CORPSE
      - STR_FLOATER_CORPSE
      - STR_CHRYSSALID_CORPSE
      - STR_SECTOPOD_CORPSE
      - STR_CYBERDISC_CORPSE
      - STR_SILACOID_CORPSE
      - STR_CELATID_CORPSE
      - STR_REAPER_CORPSE
« Last Edit: March 23, 2025, 05:18:28 pm by Meridian »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4562 on: March 23, 2025, 05:45:52 pm »
Vanilla gives corpses, not autopsies, right?
(and corpses automatically give autopsies)

You're right, sorry - I misremembered.

Anyway, I've changed this before and every configuration causes different issues... I stopped caring.

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4563 on: March 23, 2025, 06:38:55 pm »
It requires Alien Drone Examination.

I have Alien Drone examination, but can't see the combat analysis

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4564 on: March 24, 2025, 01:18:00 pm »
I have Alien Drone examination, but can't see the combat analysis

Alien Drone Combat Analysis is called STR_ALIEN_DRONE_ARMOR in the ruleset.

Code: [Select]
research:
  - name: STR_ALIEN_DRONE_ARMOR
    cost: 0
    points: 0
    dependencies:
      - STR_ALIEN_DRONE_AUTOPSY

That's it, really.
(And STR_ALIEN_DRONE_AUTOPSY means Alien Drone Examination.)

Are you sure you haven't hidden this research by RMB?

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4565 on: March 24, 2025, 06:46:25 pm »
Its not hidden, and the combat analysis is purple in the tech tree viewer, but I can't view it/middle clicking alien drones in the battlescape doesn't pull it up

Offline Whatever

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Re: Bugs, crashes, typos & bad taste
« Reply #4566 on: March 24, 2025, 09:56:17 pm »
I keep getting a port map with mobs spawned stuck within a fenced-off area.

Once I got three mobs stuck in two such areas on a single map.

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4567 on: March 25, 2025, 05:46:55 am »
The saurian ghost has the same pain immune flag as spectral entity, making it immune to hadriex guns aswell.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4568 on: March 25, 2025, 12:53:33 pm »
Its not hidden, and the combat analysis is purple in the tech tree viewer, but I can't view it/middle clicking alien drones in the battlescape doesn't pull it up

Post a save please. I don't get what exactly is "purple" here.

I keep getting a port map with mobs spawned stuck within a fenced-off area.

Once I got three mobs stuck in two such areas on a single map.

That's possible in vanilla too.
Enjoy your free target practice.

The saurian ghost has the same pain immune flag as spectral entity, making it immune to hadriex guns aswell.

Thanks, but it's already fixed.

I'll probably have to release another bugfix version...

Offline DarthTheIII

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Re: Bugs, crashes, typos & bad taste
« Reply #4569 on: March 26, 2025, 03:55:11 am »
Post a save please. I don't get what exactly is "purple" here.

By "purple" I mean that the combat analysis appears to be researched in the tech tree viewer.  So I've got no idea why its not showing up in the pedia.

Offline pipanni

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Re: Bugs, crashes, typos & bad taste
« Reply #4570 on: March 26, 2025, 10:14:26 am »
Hello people

I was playing my favorite type of mission, base defense, when a bug I have already seen before reared its ugly head again: some alien units (Sectoid race) were placed far away from the lift and the (single) hangar. Could it be because they didn't all fit within the starting locations? Anyway, the save game is in attachment. I turned on "bughunt" mode, so it's easy to see the two cyber disks and single alien totally out of place.

Because of this bug some of my soldiers immediately got whacked from behind soon after the battle started  :P

Offline Meridian

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Re: Bugs, crashes, typos & bad taste
« Reply #4571 on: March 26, 2025, 11:04:22 am »
Yes, if the aliens don't have enough "standard" spawn nodes (node rank > 0), then they will fallback to all other spawn nodes (node rank = 0).

PS: and if there aren't any other nodes available either (e.g. Xcom has already taken them all, because you have 500 soldiers in your base) and thus no aliens can spawn at all... the game will just crash.

Code: [Select]
/* following data is the order in which certain alien ranks spawn on certain node ranks */
/* note that they all can fall back to rank 0 nodes - which is scout (outside ufo) */
const int Node::nodeRank[8][7] = {
{ 4, 3, 5, 8, 7, 2, 0 }, //commander
{ 4, 3, 5, 8, 7, 2, 0 }, //leader
{ 5, 4, 3, 2, 7, 8, 0 }, //engineer
{ 7, 6, 2, 8, 3, 4, 0 }, //medic
{ 3, 4, 5, 2, 7, 8, 0 }, //navigator
{ 2, 5, 3, 4, 6, 8, 0 }, //soldier
{ 2, 5, 3, 4, 6, 8, 0 }, //terrorist
{ 2, 5, 3, 4, 6, 8, 0 }  }; //also terrorist

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4572 on: March 26, 2025, 04:38:36 pm »
By "purple" I mean that the combat analysis appears to be researched in the tech tree viewer.  So I've got no idea why its not showing up in the pedia.

OK, many thanks.
I think I found and fixed the issue.

I was playing my favorite type of mission, base defense, when a bug I have already seen before reared its ugly head again: some alien units (Sectoid race) were placed far away from the lift and the (single) hangar.

Node issues aside, aliens spawning in hangars are perfectly normal, no? They spawn in all access lifts, and the hangar is one too. That's vanilla behaviour.

Offline psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4573 on: March 26, 2025, 05:13:28 pm »
I suppose this is the cause why sometimes in base defense missions aliens spawns in living quarters, storage areas, or some other "safe" areas where they certainly should not spawn.

I'm not sure if I recall seeing this in XCF in particular, but in other mods at least.

Offline Aldorn

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Re: Bugs, crashes, typos & bad taste
« Reply #4574 on: March 27, 2025, 10:22:52 pm »
I suppose this is the cause why sometimes in base defense missions aliens spawns in living quarters, storage areas, or some other "safe" areas where they certainly should not spawn.

I'm not sure if I recall seeing this in XCF in particular, but in other mods at least.

I confirm, I have this issue in my mod when I play in Superhuman-Demigod

For modders, I noticed something interesting (potentially, experienced modders know this already, but as I discovered it on my side...): I had an issue in my mod regarding base defense, where not all the aliens were able to spawn. And I noticed that those who were missing were systematically the 2x2 terrorists.
I tried to change the order of ranks (when declaring aliens in the alienDeployments section), and specifying first the commander, then immediately the terrorists (then leaders, engineers, navigators and medics, and finally, soldiers) fixed this issue

Now I still have the issue where aliens are generated in the Workshop, but from what I just read here from Meridian, this means there is no way to avoid it.
« Last Edit: March 27, 2025, 10:33:38 pm by Aldorn »