Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 844255 times)

Offline frantick

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
« Reply #1755 on: September 10, 2021, 01:10:41 pm »
Alien key. How to get it?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
« Reply #1756 on: September 10, 2021, 08:39:19 pm »
You've got another let's player playing your mod
Thanks, maybe will look.
Alien key. How to get it?
You have special mission to complete. Naga city, if you want details.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1757 on: September 24, 2021, 02:54:47 pm »
Version 2.50 is up.
Changelog:
 - Added functional acid damage. Now acid does damage over time. Direct weapon power was nerfed.
 - Moved shard weapons down through tech tree. Now only any commander interrogation is needed to research and use them;
 - Added sprite change for human-made weapons when it have no ammo;
 - Added 3 hint pages to Usopedia;
 - Fixed a pair of small bugs;
 - Fixed some typos.
« Last Edit: September 24, 2021, 03:30:38 pm by Nord »

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1758 on: September 25, 2021, 03:07:04 pm »
I can buy gas cannons, jet harpoons and e.t.c. at the beginning of the game before even research them. But it still present in research tree. Something changed or this is bug? But they are not present in USOpeadia yet.
P.S.
Steps to reproduce - start new game go to purchase screen and you will see those weapons available to purchase.
P.P.S.
I think this is items.rul
Your old version  had lines at beginning:
Code: [Select]
items:
#moving vanilla
...
- delete: STR_GAS_CANNON
  - delete: STR_GC_AP_AMMO
  - delete: STR_GC_HE_AMMO
...

:
And new 2.50.1 file missing them. That's why game allows purchase those items.

Uploading here fixed items.rul file. I marked missing lines with two lines commentary so you will easy find them at beginning of the file.

« Last Edit: September 25, 2021, 03:31:29 pm by Shiroi Bara »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1759 on: September 25, 2021, 03:33:59 pm »
Oh.
Yes, these strings was removed. And no, they must not come back. It is not a critical bug, is it?
Damn. Looks like i need to reupload fixed version.
Thanks.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1760 on: September 25, 2021, 03:44:02 pm »
More bugs (I'll upload screenshot later):
Start new game go to equipment screen and you will see what aquanauts has corpses in hands instead of harpoons :)

P.S.
Well, I think you have to test your new version of the mod more. No idea what could happened next :)
« Last Edit: September 25, 2021, 03:48:53 pm by Shiroi Bara »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1761 on: September 25, 2021, 03:57:05 pm »
It is indeed one bug.  :-[
I hope now it is cleared.

Fixed version uploaded.

Offline ZeroFox

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1762 on: October 03, 2021, 01:21:56 am »
There seems to be a bug with your integrated OXCE version.
All custom non-tftd weapons are missing the vapor trails underwater (nothing changed in rulesets) so for example Ion guns, Sonic Sniper / Autogun etc. all leave no trails when fired. Does not affect vanilla TFTD guns.
I then tested it on OXCE+ v7.0 (2021-03-13) with TWoTS v2.50 added manually and the issue does not reproduce, so it's likely not caused by TWoTS mod by itself.

Offline Yankes

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1763 on: October 04, 2021, 01:54:38 am »
In recent version of OXC and OXCE there was update to handling vapor, as previous version was effective broken update break old mods.

Offline Ethereal

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1764 on: October 06, 2021, 04:32:24 am »
In recent version of OXC and OXCE there was update to handling vapor, as previous version was effective broken update break old mods.

Very helpful update. Well at least there is an archive of versions.

Offline xcommie

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1765 on: October 11, 2021, 05:21:27 pm »
I had a base defence mission pop up. I immediately aborted, and the game crashed with a seg fault. I have no idea if it's openXcom, CE, or TwoTS, so please pass it up the chain to whichever project if/as applicable.

Attached save reproduces it. TwoTS 2.5. From the log:

[11-10-2021_15-09-42]   [WARN]   No free channels available
[11-10-2021_15-11-01]   [FATAL]   A fatal error has occurred: Segmentation fault.
[11-10-2021_15-11-01]   [FATAL]   0x5b6360 OpenXcom::CrossPlatform::stackTrace(void*)
[11-10-2021_15-11-01]   [FATAL]   0x5b71e0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[11-10-2021_15-11-01]   [FATAL]   0x41c7f0 signalLogger(int)
[11-10-2021_15-11-01]   [FATAL]   0x9c1bc0 OpenXcom::UfopaediaStartState::think()
[11-10-2021_15-11-01]   [FATAL]   0x76e078bc _C_specific_handler
[11-10-2021_15-11-01]   [FATAL]   0x76e18080 RtlDecodePointer
[11-10-2021_15-11-01]   [FATAL]   0x76e079a0 RtlUnwindEx
[11-10-2021_15-11-01]   [FATAL]   0x76e3bc8a KiUserExceptionDispatcher
[11-10-2021_15-11-01]   [FATAL]   0x510730 OpenXcom::BattlescapeState::resetUiButton()
[11-10-2021_15-11-01]   [FATAL]   0x4f0430 OpenXcom::BattlescapeGame::convertUnit(OpenXcom::BattleUnit*)
[11-10-2021_15-11-01]   [FATAL]   0x5366a0 OpenXcom::DebriefingState::prepareDebriefing()
[11-10-2021_15-11-01]   [FATAL]   0x53c090 OpenXcom::DebriefingState::init()
[11-10-2021_15-11-01]   [FATAL]   0x5ce5b0 OpenXcom::Game::run()
[11-10-2021_15-11-01]   [FATAL]   0x41c950 SDL_main
[11-10-2021_15-11-01]   [FATAL]   0x9c36f0 console_main
[11-10-2021_15-11-01]   [FATAL]   0x9c3810 WinMain
[11-10-2021_15-11-01]   [FATAL]   ??
[11-10-2021_15-11-01]   [FATAL]   ??
[11-10-2021_15-11-01]   [FATAL]   0x76ce59c0 BaseThreadInitThunk
[11-10-2021_15-11-01]   [FATAL]   0x76e1a540 RtlUserThreadStart
[11-10-2021_15-12-38]   [FATAL]   OpenXcom has crashed: Segmentation fault.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1766 on: October 12, 2021, 08:33:48 am »
Sorry, can not reproduce. Make sure you using latest mod version though.

Offline xcommie

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1767 on: October 12, 2021, 12:37:04 pm »
Sorry, can not reproduce. Make sure you using latest mod version though.
Hmmm.

I just downloaded the save (on the off-chance I uploaded the wrong one); removed all my other saves, loaded this one, immediately aborted the mission and... it crashes. Not sure why it's not reproducible.

I'm using the latest (twots_2_50_2.1.zip) from: https://openxcom.mod.io/the-world-of-terrifying-silence - in fact the entire game has been played with that version.

Windows 7.

Also enabled are the stock "Starting Defensive Base" and "Unlimited Waypoints" mods.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1768 on: October 12, 2021, 12:44:34 pm »
Upgrade to OXCE 7.1 or downgrade to OXCE 7.0

Offline xcommie

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1769 on: October 12, 2021, 03:38:02 pm »
Upgrade to OXCE 7.1 or downgrade to OXCE 7.0

I may be dense here, but doesn't Twots come with its own OXCE? I know it took me a couple mins to figure out it was entirely stand-alone.