Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.48)  (Read 242143 times)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1725 on: October 24, 2020, 08:56:46 pm »
Sorry for 3rd post in row. Some cosmetic bug or feature of this USO design:

Missing floor in corner under red cursor and I think same for opposite site which  not shows because of angle of view. Save file just in case

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1726 on: November 01, 2020, 09:17:04 pm »
The RNG of mod sometimes absolutely awful. I haven't encounter single aquatoid ship since beginning, include terror missions on land. Gilmen, Nagas, and again.... Really? Already unlocked Sonic tech. Why the hell Gauss so hard to get, November and finally got alive guy. It's useless now only using him for magnetic arrays. Seriously, game script require some correction.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1727 on: November 07, 2020, 08:38:13 pm »
What the point had a message "Begin the mission?" when using Stingray interceptor? Is this because it's based on OXCE mechanics and require 2 pilots? Doing mission with 2 people only easy on very small USOs so every time I have to cancel it when sinking enemy USO with it. Have not tried Mako yet, but I think it might have same effect. Bug or feature?
P.S.
Answering myself - "crafts.rul" has string "allowLanding: true" in section STR_STINGER. I'm changing it to "false" to prevent lading with it. But still need answer from Nord because it could be planned or small mistake.
P.P.S.
Well, Stinger could actually land and 2 pilots could do a mission, this kinda weird but OK. In case if this is was designed it need some info in USOpedia regarding that fact. And I've found some hole on 2nd floor of level 1 T'Leth. Look at screenshot.

Save file attached.
P.P.P.S.
Game crashed on 2nd level of T'leth after I went to trap door on right side. Few my aquanauts get zombified. I killed zombies and tentaculat, second tentaculat became unconscious. After I used chainsaw to make hole in wall and after it I got strange invisible enemy mark on tentaculat corpse. I finished the turn and mod crashed. I can't reproduce it now again. Played on Ironman, so reloading game put me on beginning of 2nd level stage. I'm posting screenshot here, save file (I set Ironman mode off there) so you might try experiment yourself. The log file says something about invalid node on map:
Code: [Select]
[09-11-2020_23-56-50] [INFO] Bad node in RMP file: ROUTES/LEVEL07.RMP Node #1 is outside map boundaries at X:20 Y:4 Z:0. Culling Node.
[09-11-2020_23-56-50] [INFO] Bad node in RMP file: ROUTES/LEVEL07.RMP Node #2 is outside map boundaries at X:20 Y:3 Z:0. Culling Node.
[10-11-2020_00-08-03] [WARN] No free channels available
[10-11-2020_00-08-04] [WARN] No free channels available
[10-11-2020_00-14-18] [FATAL] A fatal error has occurred: Segmentation fault.
[10-11-2020_00-14-18] [FATAL] 0x5a9740 OpenXcom::CrossPlatform::stackTrace(void*)
[10-11-2020_00-14-18] [FATAL] 0x5aa5b0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[10-11-2020_00-14-18] [FATAL] 0x41c7f0 signalLogger(int)
[10-11-2020_00-14-18] [FATAL] 0x994710 OpenXcom::UfopaediaStartState::think()
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5cfcc0 _C_specific_handler
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5e4680 _chkstk
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f543730 RtlWalkFrameChain
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5e34e0 KiUserExceptionDispatcher
[10-11-2020_00-14-18] [FATAL] 0x934b50 OpenXcom::Tile::getDangerous() const
[10-11-2020_00-14-18] [FATAL] 0x4dd130 OpenXcom::AIModule::validTarget(OpenXcom::BattleUnit*, bool, bool) const
[10-11-2020_00-14-18] [FATAL] 0x4dd350 OpenXcom::AIModule::countKnownTargets() const
[10-11-2020_00-14-18] [FATAL] 0x4e5c70 OpenXcom::AIModule::think(OpenXcom::BattleAction*)
[10-11-2020_00-14-18] [FATAL] 0x4f3ad0 OpenXcom::BattlescapeGame::handleAI(OpenXcom::BattleUnit*)
[10-11-2020_00-14-18] [FATAL] 0x517990 OpenXcom::BattlescapeState::think()
[10-11-2020_00-14-18] [FATAL] 0x5c1720 OpenXcom::Game::run()
[10-11-2020_00-14-18] [FATAL] 0x41c950 SDL_main
[10-11-2020_00-14-18] [FATAL] 0x996240 console_main
[10-11-2020_00-14-18] [FATAL] 0x996360 WinMain
[10-11-2020_00-14-18] [FATAL] ??
[10-11-2020_00-14-18] [FATAL] ??
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f067960 BaseThreadInitThunk
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5aa250 RtlUserThreadStart
Screenshot to show where it happened, but again you have to try reproduce it yourself may be even in debug mode. If I can do it manually I'll post additional info here.

P.P.P.P.S.
Got it! Save file just before using chainsaw on the wall in front of me. Using it produce the crash.
Another P.S. =)
I don't know T'Leth related it or not but I got strange effects when played 3rd stage of it too. It seems what wearing advanced bionic armor produce very interesting issue: when aquanaut zombified by tentaculat, later, when this zombie killed and another tentaculat hatched the fall zombie corpse could auto revive because of armor health gain effect. Graphically it's missing on the battlefield but if it detected by friendly unit it's shows as invisible enemy. Saving game and reloading it shows live zombie again. But sometimes, not sure what this is chainsaw trigger it could produce the crash while corpse on the floor but already countered as revived.
« Last Edit: November 10, 2020, 02:11:27 am by Shiroi Bara »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1728 on: November 11, 2020, 05:07:09 pm »
Level 2 T'Leth terrain is unchanged, so it must be vanilla bug.
About zombies - no, when unit is zombiefied, it got new armor. Please provide savefile.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1729 on: November 11, 2020, 05:23:31 pm »
Sadly, but I've finished the mod in Ironman mode (finally!). No more save files =( Thank you for all for you did and again apologizes for my early annoying whine. Only experienced, but this is fine, because Ironman mode is absolutely hell - one mistake and run could be over. About crash - I PM'd to Meridian day ago, but seem he haven't read message or just busy with other staff. You could try another action - load crash7 save file step back with aquanaut who have chainsaw in hands and try shoot the wall and after it try step forward again - crash happens. Or try step back save game and reload and check will zombie pop up or not on place were guy just staying (close to wall). Or I can advice you start new battle in debug mode and bring few aquanauts who wear this armor and put them in place what I mentioned before and experiment yourself with different conditions. Same for level 3 of T'Leth, but I could try do it too and if encounter it I try to post all necessary info for investigation.

Offline ZeroFox

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1730 on: December 19, 2020, 09:09:28 pm »
Hello,

Curious about few lines in the language/music ruleset:
1.  Music.rul:
Lines 6335 and 6407 the Worm Terror missions trigger two tracks, VOICES and GMISPOSH (default briefing) but it results in Briefing music being stuck for the whole mission. If one removes the Briefing line, then Worms missions play the intended "Voices" track correctly.
2. en-US.yml in language folder (and seemingly same for RU text version):
Line 1238 refers to a non-existing file "Dolphins" which is now GMGEO7 according to tags in the file. Looks like the GMGEO7 was supposed to be "Ocean songs".
I assume both are not intentional, but wanted to double check.

Obviously very minor things, but first one annoyed me so I fixed it manually, and second one stumbled occasionally.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1731 on: December 27, 2020, 11:10:20 am »
Thanks for reply, i will check.

Offline MasterBLB

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1732 on: December 29, 2020, 10:20:53 am »
After transition from 2.37 to 2.48 I got the game crashed when attempted to start a downed USO mission. Also, when I've loaded an older save of mission in progress all buildings and Poseidon objects has disappeared.
I've altered ruleset file for armors so mag ion armor has backpack available, if that makes a difference.

Offline zhorov

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1733 on: January 26, 2021, 01:49:10 pm »
Hi guys, I really liked the mod tftd twots. Lost over 10 hours! And I can't research aquaplastic. I killed many aliens, took many prisoners, but still there is no research. Tell me what you need to research aquaplastic and, if possible, give a research tree. Maybe I caught some kind of bug.

Offline zhorov

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1734 on: January 26, 2021, 05:39:55 pm »
Thanks for reply, i will check.
Hi, can you help me with my problem? I can't research aquaslastic, what is needed for it to appear in the research?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1735 on: January 27, 2021, 04:35:05 am »
Hi guys, I really liked the mod tftd twots. Lost over 10 hours! And I can't research aquaplastic. I killed many aliens, took many prisoners, but still there is no research. Tell me what you need to research aquaplastic and, if possible, give a research tree. Maybe I caught some kind of bug.
Hi. You can go to tech tree by pressing 'Q' on global map. Then hit 'choose topic' button and put your desired keyword in.

Offline zhorov

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1736 on: January 27, 2021, 12:24:04 pm »
Hi. You can go to tech tree by pressing 'Q' on global map. Then hit 'choose topic' button and put your desired keyword in.
Thank you very much. You helped a lot.

Offline zhorov

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1737 on: January 29, 2021, 06:31:34 pm »
Hi. You can go to tech tree by pressing 'Q' on global map. Then hit 'choose topic' button and put your desired keyword in.
s it possible to somehow return the countries so that they continue to finance Xcom?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1738 on: January 31, 2021, 04:09:12 am »
s it possible to somehow return the countries so that they continue to finance Xcom?
Yes, by removing alien base in this region.

Offline zhorov

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1739 on: January 31, 2021, 01:23:22 pm »
Yes, by removing alien base in this region.
Thank you.
« Last Edit: January 31, 2021, 02:07:39 pm by zhorov »