Author Topic: Bugs, crashes, typos & bad taste  (Read 1389932 times)

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #855 on: December 03, 2017, 01:02:32 pm »
No, unfortunately items cannot be replaced underwater like armours are. Otherwise we wouldn't be having this problem. :)

Offline tkzv

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Re: Bugs, crashes, typos & bad taste
« Reply #856 on: December 05, 2017, 12:53:34 am »
I just noticed that the public car has 144 item limit. How did you come up with this number?

Also, you disabled instant grenades. Why? The best way to start a mission is with some smoke.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #857 on: December 05, 2017, 12:05:20 pm »
I just noticed that the public car has 144 item limit. How did you come up with this number?

I did? Well, it wasn't planned. I'll check.

Also, you disabled instant grenades. Why? The best way to start a mission is with some smoke.

Because it's the cheesiest cheat ever.

EDIT: Yeah, there was a 144 items limit on the car... No idea why. Removing it for now.
« Last Edit: December 05, 2017, 07:41:49 pm by Solarius Scorch »

niculinux

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Re: Bugs, crashes, typos & bad taste
« Reply #858 on: December 07, 2017, 09:18:24 am »
In the meantime, Id suggest a new ufopedia description for the Colt's Manufacturing Company Model 16:

A famous and widespead assault rifles that fires 5.56 NATO bullets, officially adopted by US army in the 1964. Used also by other armies, it is often reported being in the EXALT arsenal  and in the ones of various criminal organizations around the world.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #859 on: December 07, 2017, 12:42:19 pm »
In the meantime, Id suggest a new ufopedia description for the Colt's Manufacturing Company Model 16:

A famous and widespead assault rifles that fires 5.56 NATO bullets, officially adopted by US army in the 1964. Used also by other armies, it is often reported being in the EXALT arsenal  and in the ones of various criminal organizations around the world.

Not only EXALT uses it, so it's inappropriate to mention it in the description. Especially since it's a real gun. I just don't do that.
But otherwise I'll check the description when I get home.

Offline tkzv

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Re: Bugs, crashes, typos & bad taste
« Reply #860 on: December 08, 2017, 09:26:55 pm »
I heard the sound of the armoured car engine during an army vs. monsters mission, but not during the mansion defence. In the former agents were too far to see the car, in the latter they were close, but hid behind corners. What's wrong?

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #861 on: December 09, 2017, 12:25:50 pm »
I heard the sound of the armoured car engine during an army vs. monsters mission, but not during the mansion defence. In the former agents were too far to see the car, in the latter they were close, but hid behind corners. What's wrong?

I'm not sure, but doesn't look like a mod issue.

Offline tkzv

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Re: Bugs, crashes, typos & bad taste
« Reply #862 on: December 09, 2017, 05:18:22 pm »
I'm not sure, but doesn't look like a mod issue.
No, it doesn't. But you may know something about the cars implementation. I'd rather exhaust all options here before going to "Troubleshooting".

Is there any difference between those cars other than sprite colour?

How does sound propagate? Would I hear anything from outside the house when all agents are inside? Does it compute distance?

Does sound propagate differently from invisible civilians and enemies?

Offline firsttefl1

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Re: Bugs, crashes, typos & bad taste
« Reply #863 on: December 09, 2017, 11:07:16 pm »
(This issue might already have been mentioned, but still..)

I keep getting Red Dawn HQ missions after completing the research "Terminate the Red Dawn". Is it supposed to be so?
My version is 0.7.6. Below there is a save file with Red Dawn HQ.

Offline tkzv

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Re: Bugs, crashes, typos & bad taste
« Reply #864 on: December 09, 2017, 11:26:22 pm »
(This issue might already have been mentioned, but still..)

I keep getting Red Dawn HQ missions after completing the research "Terminate the Red Dawn". Is it supposed to be so?
My version is 0.7.6. Below there is a save file with Red Dawn HQ.
They should stop appearing from the next month.

Offline firsttefl1

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Re: Bugs, crashes, typos & bad taste
« Reply #865 on: December 10, 2017, 12:32:16 am »
A string for "Grease Gun" is missing.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #866 on: December 10, 2017, 02:47:45 pm »
No, it doesn't. But you may know something about the cars implementation. I'd rather exhaust all options here before going to "Troubleshooting".

Is there any difference between those cars other than sprite colour?

How does sound propagate? Would I hear anything from outside the house when all agents are inside? Does it compute distance?

Does sound propagate differently from invisible civilians and enemies?

I don't know the answer to most of these questions. I can't see anything extraordinary about the cars though.

They are different units, with different armours and everything, but they are almost exactly the same.

Offline tkzv

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Re: Bugs, crashes, typos & bad taste
« Reply #867 on: December 10, 2017, 05:50:57 pm »
Managed to reproduce. It seems to work the same for all units. The sound of footsteps (including tank engines) is only heard when your agents see the unit and after it leaves your sight. Same for civilians and enemies. I was hiding from enemy tanks, but did occasionally see the friendly tank when it started — thus I could only hear the friendly tank.

Not hearing the footsteps is the engine feature.

New bugs for mod version 0.8 and new engine:

No string for STR_REPTOID_BASE

Pressing "u" in Battlescape causes a crash. The log is attached. Same for regular missions and "New Battle". — Same without mods, which makes it an engine bug.
« Last Edit: December 18, 2017, 04:14:59 am by tkzv »

Offline Martin

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Re: Bugs, crashes, typos & bad taste
« Reply #868 on: December 18, 2017, 04:59:08 pm »
Live cultists cannot be recovered.

MIssing string on xenobiological contamination.

Offline tkzv

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Re: Bugs, crashes, typos & bad taste
« Reply #869 on: December 18, 2017, 06:22:51 pm »
Live cultists cannot be recovered.

Correction: the unconscious enemies are not recovered. Those, who surrender, are recovered correctly.

To reproduce, load the attached "stunning doesn't work.sav", go down-left and shoot the last enemy. If you finish him the same turn, you get no prisoners at all, if you finish him the next turn, you only get the ones, who recovered from stun and surrendered.

Update: Experimented a little without mods in "New Battle". Stunned enemies seem to count as dead. Another engine bug.

Update 2: Experiments are invalid, because "New Battle" always kills prisoners. Meridian said it's an engine bug, but the one that only reproduces with The X-COM Files.

P.S. Can the mod version 0.8 work with an older version?

Note to self: reverting to the previous version:
git reset --hard 61d22e5f6b770249fd06a13db5ff276875c225a5
« Last Edit: December 22, 2017, 11:45:57 pm by tkzv »