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Chris

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Posts posted by Chris

  1. 9 hours ago, gG-Unknown said:

    I tested it again and you  are right, it is about 20 tiles. I think that cut it to 15 will do the job. When range is too far it gives too strong guideline, 15 tiles thou gives nice clue - it is  just about corner in the shroud. Ability to hear thru the shroud is nice gameplay, keep it please.

     

    Thank you for revealing your sorting sfx vs ambient. Well here  is player perspective : I use games for relaxation so listen 20 minutes still the same wind noise or alien base humming is getting on my nerves, (not relaxing at all ) so I switch off Music AND Ambient in all games.

    Expectation is, keep play sounds only related to my actions. If you could change your category or add another slider for "environment sounds" = cars, tubes.  The "continuous sounds" which can be switched off-on by player interaction (by destroing a  car, or come in range of aoe)

    Then ambient slider would be reserved for sounds connected to map only, like wind in arctic, birds in jungle etc. It means -  Non player changeable continuous sound. That would really improve my experience. (or any sound  sensitive person)

     

    Fair enough, we'll consider splitting ambient out into environmental too. If it's simple we'll probably do it quickly, if not then it'll be something we'll do if we have time for it at the end of development.

    • Thanks 2
  2. 9 hours ago, gG-Unknown said:

    leaking tube, out of abductor

    it is possible that it was  reported before by someone else, I keep track only "my own bugs". I just noticed that :

    image.thumb.png.0d03df104f852a1bdaf63e367ea83bee.png

    and first level, perhaps it could  help you find a variant :

    image.thumb.png.f00d0992958d54bb2ae46f0f97b5c5ad.png

     

     

     

    Thanks. Yeah, this is a known issue with the shroud system. We're planning to take a look at it for Milestone 6, although we've not got round to it yet.

  3. 2 hours ago, Melee said:

    Ok, I can reproduce LoS bug.

    1. Load "user_day_316_harvester_reveal_test_2-609.json".

    2. Move Duval to position indicated in screenshot and click inside building to rotate to look into building.

    3. Rotate camera via 'e' to match screenshot.

    4. Move Evans to position indicated in screenshot and throw fusion grenade targeting tile Sebillian leader is on.

    5. Shoot Sebillian leader with Wright.

    6. Try to move Knudsen to building corner to shoot Sebillian leader with a right mouse click, who sees another Sebillian and opposite end of map and Harvester is revealed.

     

    [m5.32.0] Harvester LoS 1.png

    user_day_316_harvester_reveal_test_2-609.json 5.2 MB · 0 downloads

    Brilliant - that's incredibly helpful!

  4. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Bugfixes:

    • Fixed a crash that could occur starting the Endgame mission (only on Experimental branch).
    • Fixed an AI hang that could occur during the alien turn.
    • Fixed an issue where re-ordering engineering projects would sometimes not save correctly when you exited the engineering screen.
  5. 4 hours ago, gG-Unknown said:

    1.

    I had my Ambient volume low, well zero. For some reason, you have set the Tube SFX to Ambient slider. I dont think it is correct. Ambient is like independent set of sound for the map. As you say in tooltip : " birdsong in the jungle map".

    Tube humming should be SFX I belive. Sound  connected to object or action, like door opening. Doors opening SFX are correctly connected to SFX

    slider

    . image.png.77cad9ce9e4c12f567444c435e4e654a.png

    2. your statement that "unit you control has to be within a certain aoe of said tube for the sfx to play" is not correct. Tube is more than 15 tiles hidden in a shroud but I can hear it. Do we know  what exactly "certain aoe" means in number ?

    3. humming  after deactivation was fixed. Thanks

    I'm pretty sure Kouki is correct actually. I can't be bothered to switch over to Milestone 5 to test it, but it works exactly like he says in Milestone 6 and we haven't changed the way the sound system works in at least six months, probably more. The AOE range seems to be about 20 tiles.

    Ambient is the correct designation for a continuous sound like the humming sound for abduction tubes or the engines on parked vehicles. The sound effects are the non-continuous sounds.

    As Kouki already said, we'll have a think about whether to remove the proximity requirement for these particular sounds in M6. It exists to prevent people scanning the entire map and hearing where all the tubes are in the shroud, but there's probably a better way to handle that.

  6. 4 hours ago, gG-Unknown said:

    2 months ago, I have reported a bug which was partially fixed a month ago. Then I reported  it again.

    Since  then, You probably tried to fix it again, but current behaviour is still not correct.

    Now, The crouch bonus changes the position in the list of bonuses, when you crouch or stand.

    FIX : Aim chance AND list of bonuses have to be updated on each change AND remove those which are not valid.

    image.thumb.png.8bbbc0f8117287432ea30dc07780017b.png

    image.thumb.png.b77ac84407a57dd4ef1793525579d63d.png

     

    Please bear in mind that quite a lot of the fixes we make go into Milestone 6 rather than Milestone 5, because for various reasons we're now only putting important bugfixes in the M5 hotfixes.

    I think it would be best if you don't re-report any bugs you've already reported in Milestone 5 until Milestone 6 arrives (unless it's a bug that has been listed as fixed in the M5 changelogs and the fix hasn't worked, in which case please do tell us). 

    I've just checked and both of these issues are fixed in Milestone 6.

  7. 22 hours ago, Volverston said:

    Thanks!

    Then what else was missed in my case so I got only 24 days delay? does none of generators were counted since they are not listed in mission goals and only in briefing?

    19 computers, one generator destroyed by solders (one by alien) and win supposed to give 29 days

    Oh, yeah, I know the problem now. The generators were granting +1 day instead of +5 days, which I've fixed already, but actually I now realise the way I'm tracking them being destroyed doesn't carry through to strategy anyway (I'm using a hidden item to do it, but it's not being recovered because it's a mission where you have to retreat to the dropship).

    So you got 19 for the computers and +5 for the standard mission victory bonus, and +0 for the generators.

    I'll have a think about how to fix it properly.

    • Like 1
  8. We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

    Gameplay Changes:

    • Alien Base missions will no longer re-randomise the map and aliens present if you abort a mission and return to that same particular base.

    Bugfixes:

    • Fixed an AI turn crash that could occur if an evacuating civilian was mind controlled before they evacuated.
    • Fixed a crash that could occur during the AI turn in tactical missions.
    • Fixed pressing Space on the Geoscape not correctly centring the camera on the map like it used to.
    • Attempted a fix for areas of the map and UFOs sometimes not revealing from the shroud when you move soldiers.
    • Fixed a minor issue where partially visible multi-tile objects could sometimes be incorrectly hidden after loading a save.
    • Like 1
  9. On 5/19/2025 at 10:04 AM, Skitso said:

    Sorry, no save for this.

    Ufo is 1 leveled (scout) so it's not that. It seemed the hull reveals itself with day rules and I've seen this issue quite a lot in night missions so I can send you a save next time I see it.

    It's fine - we've now found the bug for night missions. Please report it again if you see it for day missions, but the night missions should be fixed in Milestone 6.

    • Thanks 1
  10. On 5/16/2025 at 10:58 PM, Volverston said:
    After finishing this mission, I had spotted 2 bugs.
    1. Mission briefing mention that I can get -35 days for next bombardment. 5 for each generator, 1 for each data disk. BUT there are 20 computers and only 2 generators, that gives 30 days only.
    2. During my mission one of the generators was destroyed by Alien. At the mission results I got only -24 days (one computer was destroyed). Looks like generator destroyed by Alien was not counted.
    save on the last mission turn

    Screenshot 2025-05-16 235439.png

    Screenshot 2025-05-16 235509.png

    user_day_280_uoo_1_sabotage_manual_save-19.json 3.97 MB · 1 download output.log 6.18 MB · 0 downloads

    Thanks. I've fixed the issue in #2 now, but there's no bug with issue #1 - there's also a 5 day bonus for winning the mission.

    • Like 1
  11. 22 hours ago, Melee said:

    Using the attached save I moved the pistols behind the geminis (by dragging with mouse) and then changed to a different screen and then back to engineering. This was done several times.

    bug_report_2025-05-19-08h48_st_5.32.0_user_f11_0.zip 17.08 MB · 1 download user_day_302_manual_save_3-575.json 1.29 MB · 1 download

    Thanks. I've had a look at it and it seems like if you drag it a bit too far and the item has to "snap back" into position at the bottom of the list, the change isn't saved. If you move it carefully and don't go beyond the list area then the change is saved correctly. We'll get it fixed.

  12. 13 hours ago, Melee said:

    There's also the opposite issue where a UFO will be fully revealed before anybody gets within visual range.

    [m5.32.0] Harvester LoS.png

    If you encounter repro steps for this, it'd be much appreciated. The bug has been in the game for a while but we've always struggled to pin it down.

    It usually seems to happen at night, but that doesn't seem to be the case here as your unit doesn't seem to have a flare. Looks like the night time issues might be caused by Wraiths inside the UFO acting as light sources which allow you to see the entire UFO from further away, as if there was a flare inside the UFO.

    If you encounter any further issues that don't match that explanation, please do let us know.

  13. 3 hours ago, Melee said:

    Loading "user_day_283_los_test_2-527.json" submitted above in m5.32.0, Balazova can run up to the cruiser as shown below - the black area in front of her is a cruiser.

    [m5.32.0] Cruiser LoS.png

     

    However, if Mason approaches from closer to the front of the UFO it becomes visible at distance as show below.

    [m5.32.0] Cruiser LoS 2.png

    Thanks. Yeah, I was looking into this one today. Looks like our initial diagnosis was wrong, this looks to me like an issue with the actual Cruiser sub-map where the "reveal" tiles aren't visible if you approach from the rear of the UFO. I think I'll be able to fix it for Milestone 6.

  14. 7 hours ago, Melee said:

    I reloaded the submitted saves (with m5.32.0) and the issues persist.

    Ugh, that's not good news. Thanks.

    If you continue to play over the weekend then please let us know if you see further instances of the bug occurring (I guess it's possible that the issue persists in a save game but is fixed more generally), but we'll take another look at the issue on Monday.

  15. 3 hours ago, Skitso said:

    Great improvement! 

    Now you could really push alien base enemy numbers higher as players are able to make multiple assaults there.

    To be clear, the alien crews don't re-randomise to have other races after a battle like was happening previously. However, casualties suffered by the aliens are still reset after a battle to prevent the missions being cheesed.

    • Like 1
    • Thanks 1
  16. 15 hours ago, Jack30Rack said:

    I just did a clean install. Its still doing it unfortunately. Pretty much every tactical mission I play will crash, terrors and night missions just seem to do it more often. But RTX 4080 Super, i9 14900k. Running on min graphics and limiting to 60 frames. Still dropping frames and crashing on enemy/friendly turns. drivers up to date. It'll play KCD2 on ultra with no problems. But it definitely feels like a stability issue. Crashes can happen on any enemy's turn, on the reload it might make it through that enemy's turn when it does the same exact action. 

    Thanks for the info. I also noticed the game dropping frames when I loaded your save game too, when the gas grenade exploded or when Xenonauts were killed, etc. That's something we'll be looking into in the next few weeks, I think it's because some of the new AI calculations aren't very well optimised. That's unlikely to be related to the crashes though.

    Anyway, we'll do our best to get this sorted out for you, although it might take a bit of back-and-forth to figure out the issue. It's actually good news that the game is crashing so consistently for you because it should make it easier to find and fix the problem.

    It'd be great if you could switch onto the Experimental branch and see if that crashes for you (instructions on how to switch below). If it does crash, please attach the new crash dump - the experimental builds have extra logs that may give us some more information on what's going wrong.

     

  17. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Gameplay Changes:

    • Alien Base missions will no longer re-randomise the map and aliens present if you abort a mission and return to that same particular base.
    • On the Experimental branch, the game has now been set to crash immediately when the game UI gets into a corrupted state. Previously the game would not crash immediately, but the corrupted UI would sometimes lead to further problems that eventually do cause a crash (at which point it is very hard to identify the original source of the corruption). Hopefully this will allow us to find and fix those issues.

    Bugfixes:

    • Fixed an AI turn crash that could occur if an evacuating civilian was mind controlled before they evacuated.
    • Fixed pressing Space on the Geoscape not correctly centring the camera on the map like it used to.
    • Attempted a fix for areas of the map and UFOs sometimes not revealing from the shroud when you move soldiers.
    • Fixed a minor issue where partially visible multi-tile objects could sometimes be incorrectly hidden after loading a save.
    • Like 1
  18. On 5/3/2025 at 4:36 PM, MarcelBru said:

    Update @Chris
    Using ghidra, I was able to disable the error message using jumper insertion. The game then proceeds to show a little Unity launching window that crashes without any stdout/stderr. I guess the drivers on Debian really are incompatible with Unity right now. Could you maybe tell me which beta to select to return to the patch before? Many thanks!

    Hi, sorry for the slow reply - what I needed to know is what patch you're talking about. We're constantly releasing new patches for the game on different branches so I don't know where it broke for you.

    I'm assuming you're playing on the standard Steam branch. I'm guessing you want to revert to the older Milestone 4 builds, rather than an older version of Milestone 5? In that case, you can switch to the Legacy beta branch and that will contain the final version of Milestone 4.

  19. 15 hours ago, Jack30Rack said:

    This is one of many, Was probably worse on 5.3 than 5.31. But the game is very unstable and crashes during most friendly/enemy turns. I just reload the end of turn save and try to luck my way through. It seems to happen more frequently during terror or night missions.

    bug_report_2025-05-14-14h55_gc_5.31.0_unhandled_exception_1.zip 12.03 MB · 1 download

    Thanks. This is a bit strange - I've loaded all five of the save games in the bug report (they're all different Turn 1 End saves for the terror mission) and I'm not getting the crash at all. I'm testing this in the standard Steam version, which is presumably the same version you're using?

    You're saying you get the crashes frequently? You'd definitely expect the game to crash if you loaded the save and pressed End Turn five times?

    We're looking into the logs to see if we can try and figure out what the issue is. However, I'd definitely try to do a clean reinstall of X2 and see if that helps (back up your save games first). Instructions on that are here: 

     

     

  20. On 5/12/2025 at 11:59 AM, Melee said:

    Description: Guardian: Protection project returns to active project after reordering behind other projects.

    What Happened: Didn't think the 12 extra base weight of upgraded guardian armor was worth it and moved the project behind two gemini aircraft to finish later, but the change doesn't stick.

     

    user_day_297_manual_save-559.json 1.24 MB · 2 downloads

    Thanks for the bug report. We can't reproduce this from the save, so I think this is one of many symptom of a bug where the UI gets into a broken state but doesn't crash the game - which means players can carry on playing and eventually more and more things break (usually the game crashes eventually).

    In the next Experimental build we're going to try to set the game to crash immediately when it gets into that state. Hopefully that might provide some additional information on what the original cause of these issues are.

    Also - the next hotfix will hopefully include a fix for that LOS issue you had with the Cruiser hull. It'd be great if you could test your saves again when it comes out and see if the issue remains (I'll probably remind you in the other thread too, so this is just in case I forget).

  21. On 5/12/2025 at 8:22 PM, kuraipies said:

    Resetting the game save doesn't work so I'm sending the game save. After resetting the game everything goes back to normal.

     

    iron_man-554.json 1.27 MB · 1 download

    Thanks. Sorry, I'm a bit confused by your last post - do you mean that reloading the save doesn't fix the issue, but if you completely restart the game and then load the save then it works fine? That's interesting if so.

    We've looked into your saves but again we can't reproduce the issues you're experiencing. We think what might be happening is something is happening to get the game into a broken state, but the game doesn't crash immediately. You then continue playing and start experiencing these strange issues you've been reporting.

    In the upcoming Experimental build (hopefully releasing this evening) we're going to set the game to crash immediately if it gets into a broken state. Maybe that'll help us catch the original issue.

  22. This is another hotfix for Milestone 5 that fixes a couple of gameplay issues. We're still tracking a small number of stability issues in Milestone 5 and will continue to release patches when we have fixes for them.

    Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

    Gameplay Changes:

    • Quantum Teleportation research now correctly requires you to complete a Destroyer UFO (or more advanced UFO type) mission to unlock. Previously it was unlocking too early.

    Bugfixes:

    • Fixed another crash that could occur in the AI turn during tactical combat.
    • Fixed being able to see through some of the interior walls in the entry room of one of the Cruiser UFO variants,
    • Like 1
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