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Author Topic: [TFTD] [Expansion] TWoTS Release (v.1.08)  (Read 57385 times)

Online Meridian

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #45 on: March 11, 2017, 12:12:34 pm »
Mystery solved then, these two versions are not compatible.
Either use one, or the other, don't mix them.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #46 on: March 11, 2017, 12:59:42 pm »
Oh then, i even can presume where is glitch...

And for drke: Strange, i can reproduce CTD using OXCE+, but in nightly version nothing happens... Dunno where to search.
Also, i excuse about bug with cult temple spawn, which i has repaired in 1.04. Because you got more than year passed in game and still no barracudas... :-[

Online Meridian

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #47 on: March 11, 2017, 02:06:18 pm »
And for drke: Strange, i can reproduce CTD using OXCE+, but in nightly version nothing happens... Dunno where to search.

The unit would like to use melee weapon (BA_HIT action), but doesn't find any weapon in hand (STR_SPEAR in right hand is filtered out somehow).
Seems like a bug, but may be something else too.

I will debug a bit more, but eventually I may ask Yankes for help... I don't want to dig too deep in the AI code.

EDIT:
- there seems to be a line missing here: https://github.com/Yankes/OpenXcom/blob/OpenXcomExtended/src/Battlescape/AIModule.cpp#L2046
- see attached
- adding that line solves the crash, but I don't know if anything else can be missing... I'll report to Yankes

@Yankes: can you have a look please? You can use a save from this post: https:https://openxcom.org/forum/index.php/topic,5296.msg80606.html#msg80606
« Last Edit: March 11, 2017, 02:55:33 pm by Meridian »

Offline clownagent

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #48 on: March 11, 2017, 02:48:55 pm »
Just a wild guess:

You have to give melee weapons
clipSize: -1

otherwise clipsize will default to 'clipSize: 0'
and when an AI unit tries to attack with a  'clipsize: 0' weapon the game will crash.
« Last Edit: March 11, 2017, 02:51:14 pm by clownagent »

Offline drke

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #49 on: March 11, 2017, 04:15:18 pm »
Yeah I considered that it could be related to using oxce+ because another poster mentioned playing the same missions.  And yeah I was wondering where you get that item that is a prereq to barracuda research. I got a lobster navigator eventually for mantas, then a commander so I could finish the game, but i really hate playing through T'Leth.

I enjoyed the mod, though I can say I never encountered Freak alien type in my entire playthrough, not sure how rare they are supposed to be. Mostly encoutered Gill Men early then Tasoth/Naga/Lobster late.
« Last Edit: March 11, 2017, 04:16:50 pm by drke »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #50 on: March 12, 2017, 12:54:06 am »
You can not reach T'leth without meeting freaks, and you can not gain freaks without some story missions. And all this begins by cult temple.

Offline drke

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #51 on: March 12, 2017, 07:11:47 am »
I can research the T'Leth topic right now, though?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #52 on: March 12, 2017, 07:34:30 am »
I can research the T'Leth topic right now, though?
Can you? I mean, normally you can not, without storyline played (if no more bugs emerges).
« Last Edit: March 12, 2017, 07:36:09 am by Nord »

Offline drke

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #53 on: March 12, 2017, 07:46:14 am »
It seems like just researching the Lobster Man Commander automatically unlocked it despite having neither of the dependencies yet (Leviathan and the other thing which I guess is the story mission dependency)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #54 on: March 12, 2017, 09:02:32 am »
You are right, i need to fix it.

Offline LuigiWhatif

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #55 on: March 14, 2017, 07:10:01 am »
I had something weird happen with a deep one.  One I had stunned woke up so I tried sending my guy in a hardsuit behind it with a tranq but it turned around and shot him.  My guy should have been outside the deep one's cone of vision, so what happened?

Offline davide

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #56 on: March 14, 2017, 01:25:41 pm »
I wish you include XOps's Carcharodons

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #57 on: March 14, 2017, 01:41:11 pm »
I wish you include XOps's Carcharodons

I like them too, they fit in well.

Offline Dr.Crowley

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #58 on: March 14, 2017, 02:40:30 pm »
It seems like I'm really unlucky because playing this mod is harder for me than vanilla TFTD :D New Sea Monster missions are okay but standard TFTD missions (Ship Terror, Alien Colony etc.) are always a disaster. Sometimes I feel like I'm ready to freak out and start my own TFTD mod (nevermind, this will never happen).

Offline Nord

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Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« Reply #59 on: March 14, 2017, 03:13:09 pm »
I like them too, they fit in well.
Well, i dont agree about fitting in, but if people want... Do you have ufopedia articles for them?