aliens

Author Topic: 40k Bug/crashes/problem´s report  (Read 204597 times)

Offline bulletdesigner

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Re: 40k Bug/crashes/problem´s report
« Reply #165 on: August 21, 2019, 12:08:52 pm »
just killed all the chaos in the third part of the final mission there is no one left but its not letting the game finish


Destroy the big warp stone to end the warp, that´s the main objective

Offline gusta1324

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Re: 40k Bug/crashes/problem´s report
« Reply #166 on: September 08, 2019, 05:21:32 pm »
Hi, i got a crash in this save in v21, upgrading to v22 didnt fix it. the crash in question happens if you fast forward a few hours.
This mod is funking amazing thanks for it. sorry my english :P google translate

Offline ohartenstein23

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Re: 40k Bug/crashes/problem´s report
« Reply #167 on: September 09, 2019, 11:16:25 pm »
You have an instance of this bug, the mission was already generated in the bad configuration before you updated. I'm attaching the fixed save.

Offline gusta1324

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Re: 40k Bug/crashes/problem´s report
« Reply #168 on: September 11, 2019, 07:27:19 am »
Many thanks ohartenstein23 for your time and help, I will looked harder next time.

Offline new_civilian

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Re: 40k Bug/crashes/problem´s report
« Reply #169 on: September 13, 2019, 11:41:35 am »
Some things I noticed when testing.
- Bike cannon ammo appears at the beginning even when unresearched
- Winged Demon Trade manufacture has a wrong name, all others start with "Trade xxxxxx"
- Scouts sometimes get hurt when deploying in drop pods, not sure if this is intended, I would understand IG troops (due to the blast and shock, this works fine and is correct) and everything weak, but scouts?

The mod plays and feels really like a 40k table-top game. Which is what you wanted to acchieve I guess.  :)
Anyway: Great mod and very good work. Hats off.
« Last Edit: September 14, 2019, 12:52:46 pm by new_civilian »

Offline Siven

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Re: 40k Bug/crashes/problem´s report
« Reply #170 on: October 12, 2019, 03:34:28 pm »
Similar to the above user I noticed that even scout bikes receive massive amounts of damage when using droppods, or even outright die. Is this WAD?

Offline ohartenstein23

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Re: 40k Bug/crashes/problem´s report
« Reply #171 on: October 12, 2019, 04:33:07 pm »
Similar to the above user I noticed that even scout bikes receive massive amounts of damage when using droppods, or even outright die. Is this WAD?

No, something is wrong with the damage resistances. I thought we had fixed this, but I'll check.

Offline Seushimare

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Re: 40k Bug/crashes/problem´s report
« Reply #172 on: October 15, 2019, 02:48:58 am »
I've found strange bug causing segmentation fault, it basically causes a crash as soon as my craft lands on landed enemy small craft, before battlescape launches. it happens every time but only on this particular instance. i probably can continue by ignoring the mission but i hope it helps to iron-out future problems with the mod. log and save attached. oxce version 6.0. really nice mod, unforgiving though  ;D

Offline bulletdesigner

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Re: 40k Bug/crashes/problem´s report
« Reply #173 on: October 15, 2019, 01:52:21 pm »
Hey man sorry for the error, ohartenstein23 detected whats wrong ,so we are now working on it, meanwhile try putting this replacement (attach) on the ruleset folder. it should fix it

Offline Seushimare

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Re: 40k Bug/crashes/problem´s report
« Reply #174 on: October 15, 2019, 02:51:00 pm »
yes that fixed the problem. thank you very much. fastest mod support ever. keep up the good work.

Offline mrbiasha

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Re: 40k Bug/crashes/problem´s report
« Reply #175 on: October 26, 2019, 11:56:38 am »
Hello! Currently I am playing Imperial Guard techtree and faced a problem: when I promote or requisition a regimental officer their Vox inbuilt weapon function only as an imperial guard inbuilt melee attack. Is this bug, unfinished feature or am I lacking something in-game?

Offline ohartenstein23

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Re: 40k Bug/crashes/problem´s report
« Reply #176 on: October 26, 2019, 04:15:05 pm »
Only melee for now, it's waiting for new code for that feature to be implemented.

Offline Aleide

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Re: 40k Bug/crashes/problem´s report
« Reply #177 on: November 14, 2019, 07:48:58 pm »
Hello, i don't know if this is really a bug or not, but enemy traitor guardmans (carapace armor + plasma) is able to trhow grenade at more than 20 squares. He did it when i stayed in the Valkyrie on the 1st turn.
The grenades always land inside the craft and kill nearly everyone, is this intended?

TL;DR : traitor GM lob grenade at more than 20 square.

Offline bulletdesigner

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Re: 40k Bug/crashes/problem´s report
« Reply #178 on: November 14, 2019, 08:31:14 pm »
well the distance depends on strength, and mind that AI Units got to have good strength so down the line they can also use heavy weapons. So was just a well played move by the AI  :P. Also AI goes for what will do more damage so keeping unit´s together is inviting for some nades. Mind that some Craft provide more cover and Valk is the 1st craft

Offline new_civilian

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Re: 40k Bug/crashes/problem´s report
« Reply #179 on: November 26, 2019, 11:29:45 am »
A quick one with two mini-txt-bugs:
- The Winged Demon Trade still shows up as "Winged Demon" and not "Trade Winged Demon"
- The thing that is left behind when a Target Hologram is destroyed is called "Disable Weapons Module", it is missing the D after disable_d

 :)