aliens

Author Topic: Bugs, crashes, typos & bad taste  (Read 1336423 times)

Offline LuigiWhatif

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Re: Bugs, crashes, typos & bad taste
« Reply #15 on: November 14, 2016, 05:07:18 am »
I've got a crash on my first mission.  The error pop-up says the map failed to fully generate.

Edit:  I waited a day and it worked.
« Last Edit: November 14, 2016, 05:39:39 am by LuigiWhatif »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #16 on: November 14, 2016, 10:40:24 am »
I've got a crash on my first mission.  The error pop-up says the map failed to fully generate.

Edit:  I waited a day and it worked.

Thanks for the report. It appears that the Port terrain doesn't like being 40x40-sized.

I'll remove it from Cult Apprehension, it's not badly needed.

EDIT: Actually, this entire terrain seems broken. Has it been like this before?

EDIT: No, I broke it recently. -_-' Sorry, hotfix attached - please replace the file.
« Last Edit: November 14, 2016, 10:57:13 am by Solarius Scorch »

Offline Nord

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Re: Bugs, crashes, typos & bad taste
« Reply #17 on: November 14, 2016, 12:39:51 pm »
Got a crash. STEPPEDBITS instead STEPPEBITS in map terrain rules.
Also, interceptor craft has 0 selling price. 
And one more strange thing: Chtonites not always spawn corpse when killled.
Fourth: Psionic laboratory research opens no facilities, no ufopaedia entrys, only mind shield project.
« Last Edit: November 14, 2016, 01:30:52 pm by Nord »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #18 on: November 14, 2016, 01:56:20 pm »
Got a crash. STEPPEDBITS instead STEPPEBITS in map terrain rules.

Oops, good catch.

Also, interceptor craft has 0 selling price.

Indeed, my bad.

And one more strange thing: Chtonites not always spawn corpse when killled.

Wasn't it just an overkill? They are not terribly tough, so if you use for example explosives on them...

Fourth: Psionic laboratory research opens no facilities, no ufopaedia entrys, only mind shield project.

Another good catch.

What a horrible version. :P I'll release a new one after work... Will contain just a little new stuff too.

Offline Nord

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Re: Bugs, crashes, typos & bad taste
« Reply #19 on: November 14, 2016, 02:10:09 pm »
Wasn't it just an overkill? They are not terribly tough, so if you use for example explosives on them...
Heavy Laser is enough for that?

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #20 on: November 14, 2016, 02:15:29 pm »
Heavy Laser is enough for that?

Yes. If you want to check the ruleset yourself, look for this:

Code: [Select]
    damageAlter:
      IgnoreOverKill: false

If this code is present, then it means the weapon may potentially vaporize the target.

Offline LuigiWhatif

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Re: Bugs, crashes, typos & bad taste
« Reply #21 on: November 17, 2016, 10:36:36 am »
I just researched 'Durathread Factory Location' and got this.  Is the actual text not in yet?  Is this just unlocking a new mission or is there something else I need to know?

Offline Nord

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Re: Bugs, crashes, typos & bad taste
« Reply #22 on: November 17, 2016, 11:38:01 am »
Now psionic lab can be built, but still no ufopaedia entry.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #23 on: November 17, 2016, 11:42:09 am »
I just researched 'Durathread Factory Location' and got this.  Is the actual text not in yet?  Is this just unlocking a new mission or is there something else I need to know?

Yeah, it's unlocking a new mission. There was an error in the strings section...

Now psionic lab can be built, but still no ufopaedia entry.

Please excuse me while I stick my head in the oven.

...Hotfix for both issues attached.

Offline Drasnighta

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Re: Bugs, crashes, typos & bad taste
« Reply #24 on: November 17, 2016, 06:28:04 pm »
Please excuse me while I stick my head in the oven.


Well, I don't think the answer is to go and get [b[baked[/b] now...  Unless you Code better that way...  Some people do.  :D

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #25 on: November 17, 2016, 06:29:15 pm »

Well, I don't think the answer is to go and get [b[baked[/b] now...  Unless you Code better that way...  Some people do.  :D

I don't code better, but I can code way more. :D

Offline LuigiWhatif

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Re: Bugs, crashes, typos & bad taste
« Reply #26 on: November 18, 2016, 03:44:12 am »
Two more.  The first is minor, just another missing text for the durathread factory briefing.  The second is that I installed a large radar in two of my bases but the radar outline isn't showing for my original base.  I haven't had any UFOs yet, so I'm worried about whether it's not working or just a visual bug.
« Last Edit: November 18, 2016, 03:47:56 am by LuigiWhatif »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #27 on: November 18, 2016, 10:49:24 am »
Thanks for the reports. Yeah, that durathread factory is troublesome... Fix attached.

And as for the radar, the problem is that only the biggest radar range is shown, and since the HQ functions as a radar with global range, no other circle is shown... I can't do anything about it.

Offline LuigiWhatif

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Re: Bugs, crashes, typos & bad taste
« Reply #28 on: November 18, 2016, 01:40:23 pm »
Is there any need for an HQ after labs are available or is it safe for me to replace it?

Offline ohartenstein23

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Re: Bugs, crashes, typos & bad taste
« Reply #29 on: November 18, 2016, 02:58:36 pm »
No need if you're concerned about lab space, but as Solar said, it has a low-detection-percentage global radar.  While not great for picking up UFOs initially, the global range means any UFO detected by another radar will stay detected anywhere until it disappears.