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Posts posted by Chris
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Fixed up, thanks for trying nonetheless
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Yeah, you guys are pretty sharp. It's the same bug as the empty battlefield one. The levelsetup.xml file is incorrect and contains aliens from later in the game (we were testing the footsteps sounds for them). I'm uploading a fix for it now, but it'll take a while for Desura to authorise it I'd imagine.
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Hmmm. I think it's possible for aliens to spawn inside the UFO walls, which might be what happened here. I'll check with the coders if that can happen.
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Hmm, I'll fix this up too. This is a testing feature that shouldn't be enabled.
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I don't think he was implying that Minecraft players were stupid, just that Minecraft and Xenonauts were different. I'd be happy to get any publicity I could from any of them though!
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FFS - someone has edited the levelsetup file. Let me upload a fix. If you can't wait for Desura to authorise it, just go into /assets/levelsetup.xml and replace the "testmap_layered" or whatever the map name currently is, and replace it with "industrialtest" and it should load the normal map.
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Because the 'hotfix' V8.3 didn't work very well and caused more bugs than it fixed, we've now released V8.4 which should fix all the new crashes. Really it should be caused V8.36 or something as there are no new features, but it's simpler for bugtracking if we just move to V8.4.
So, here's the list of bugs that were meant to be fixed in V8.3 and are now fixed in V8.4:
Improvements:
- Added final difficulty level uniform images to the Main Menu screen.
- Added a few items to the Scout UFO interior (rear saucer). There are still more to come but this should give a preview of the style.
Bugfixes:
- Basic Armour with pistol, rocket launcher, precision rifle etc no longer appear as Wolf-armoured troops.
- Terror sites now have icons on the map, so troops can be sent to them after the initial warning.
- Successful terror sites can now only be generated once a week. After this limit is reached UFOs will spawn with different missions instead.
- Stun rockets have been removed from the rocket launcher-armed soldier's starting loadout.
- It should no longer be possible to launch two simultaneous instances of air combat with a UFO by sending two interceptors in different squadrons at the same target simultaneously.
- The Radar Array now displays its name correctly.
- Menu tabs should now work properly on loading a saved game.
- Resaerch projects should no longer disappear on loading a saved game.
- UFO / Aircraft / Vehicle naming should work correctly on loading a save game and quitting then starting a new game from the title screen.
- Ghost UFOs should no longer appear over crash sites on loading a saved game.
- The Iron Man checkbox on the title screen should be clickable / mouseoverable on the text as well as the checkbox now.
- Keybindings now include the crouch / uncrouch key shortcut (bound to 'C' by default), as well as Select Soldier 10 and Select Vehicle 2.
- Keybinding options should now recognise keypresses on the Ground Combat.
- Keybrinding options should no longer be displayed as black text on a black background on the in-game menu (text is now white).
- Quitting from the Ground Combat should no longer cause a crash.
- Quitting a game to the Main Menu should correctly cancel the existing music and start the Main Menu music.
- Soldiers spin instantly on the spot now, instead of slowly rotating. They will stop-mid turn if they see an alien while rotating.
- If a unit blocks the path of a bullet (fully or partially) it will have its selection circle highlighted. This should make it clearer what is blocking shots - particularly where vehicles are concerned.
- Cursor on mouseover of aliens correctly displays red now.
- Cursor on mouseover of civilians correctly displays black now.
- The APs penalty (or lack of) is now correctly updated at the end of each turn.
- If AP Reserve prevents a unit from performing an action, there is now a pop-up window explaining this.
- AP Reserve cannot be activated for a weapon if the unit does not have enough AP to perform the desired fire mode
- AP reserve settings prevent units from firing during their turn now.
Unimplemented Features / Unfixed Bugs:
- Ground combat save / load is still not functional. I think we're nearly there but we're suffering issues with the engine's windowing system. Hopefully it'll be sorted by next week.
-If a UFO escapes to space after being engaged, there should be a 50% chance it reappears in the next UFO wave to try its mission again.
- We need to implement "Target Tracking Lost" and "Target Escaped into Space" messages for when UFOs that are being intercepted by aircraft disappear from the Geoscape for either reason.
- The soldier inventory disappearing secondary weapon (usually grenades) when a two-handed primary weapon is equipped bug is not yet fixed.
- Post-mission two-handed weapon weight penalty doubled bug is still active.
- If two research projects are finished at the same time, only one is shown in the Xenopedia.
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It gets a check to see if both parts of the game load up correctly, that's about it. A bugfix shouldn't be causing this many issues.
And, in fact, it wouldn't be if I'd actually updated the files correctly before I made the build. With the dev build properly updated, we're not getting many of these bugs at all. I'm currently resanitising a build so I can release V8.36 today, which will fix most of the crash bugs in V8.35. I must have lost track of the updates when I moved the SVN onto the laptop I'm currently using. Stupid of me, but these things happen.
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Works in the dev build. I'm going to have to resanitise V8.4 (or possible V8.36) from scratch I think.
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It's always crashing on mission end, annoyingly. That's our number 1 bug we're trying to kill at the moment. If there's any other reproducable ones then please post it up.
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Reproduced, we'll get that fixed up. Quite fun to 'machinegun' aliens with the rocket launcher though.
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Bleh, this is my fault - it works in the dev build. I didn't update the game properly. It'll be sorted in the next build.
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Reproduced, thanks.
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Weird - I'm not getting this at all. Is there any particular instances where it crashes, or is it every time?
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Freeze on what screen? Hidden Movement?
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This is now fixed.
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Xitax - post up a bug report in the Bug Reporting forums
If it's a replicable error we'll get it fixed for the next build.
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Matt - it's a Desura error. The build on Desura can't be authorised until it's finished uploading so it's a problem at their end I'm afraid. Sorry about that, hope you get it fixed.
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Not that I'm aware of. Bug's fixed at our end now - it was an error in the code that stopped interceptors being launched at crash sites that meant it was also affecting dropships.
We've uploaded the fix now - it's just a question of when Desura authorise it. Hopefully it'll be in the next few hours (shouldn't be a repeat of the v8.2 fiasco as it's Monday tomorrow).
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@Stx - the issue is more people who buy the game today, eager to play it, and then find it doesn't work. Not a great first impression
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Yes, we'll release a special update just for this. Bit of a biggie. You can still play the ground combat by going to the game install location and running the Xenonauts.exe - groundcombat.bat file, if you really need to scratch the itch in the next 24 hours.
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Yup - very keen to do this. This is something to do in the beta though, the game's not yet ready for big-time Let's Play.
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Dammit. It's happening in the develoment build too. I'll release a hotfix for it tomorrow, or tonight if my coder is reading his emails.
EDIT - We've now fixed this. Update to V8.35 and it shouldnt be an issue.
Build V8.4 Released!
in Xenonauts-2 Releases & Patch Notes
Posted
I've just uploaded V8.41 to Desura (don't know when they'll authorise it) which fixes the problem with the empty levels and super-tough aliens in the missions.