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wulf 21

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Everything posted by wulf 21

  1. The issue linked below was indeed fixed by the UI rework (grenade types merged properly now in quick slot and not longer necessary to cycle through them as individial items), but it somehow opened way for another issue. Screenshots 1-3 show a complete grenade cycle, Screenshot 4 the complete inventory of the soldier. As can be seen the quick slot shows the total number of grenades (belt+ backpack) and the cycle goes correctly by grenade type. However the frag grenades in backpack are not part of the cycle. Additionally, after throwing the stun gas grenade, it immediately gets removed from cycle and are now not longer selectable in grenade quick slot. While it could completely be intentional that you are not allowed to throw grenades from backpack, then it makes no sense to count them in the quick slot in the first place. So either: make the numbers in the quick slot only display only the grenades on belt or allow throwing from backpack again, but add the TU cost for taking the grenade out of the backpack to the throw (I think it was in X1 like that?) Screenshot 1: Screenshot 2: Screenshot 3: Screenshot 4: Screenshot 5:
  2. Build V3.1 Hi, just got the issue again. I did alt+Tab out of the game while it was in locked up state and zipped the output log before closing the game, so it should pretty much tell the story how the game got into locked up state. What happened in view was that the alien was moving from a tile that had no stun gas into stun gas and dropped unconscious there (movement indicated on screenshot). The logfile reads like the shooting animation of the alien was queued up before it dropping unconscious, so the game hangs in a state where the shooting animation never gets played back. So my best guess is that it will always happen if the alien by chance drops unconscious on the very same tile from where the AI wanted it to shoot. Attached: output.zip
  3. First there is the option to turn off the fog of war in X2 (but aliens out of line of sight still not visible), so in this case there would be a lot of tiles that should be displayed as visible (seen at least once) but not lit up. And it could be a mechanical difference if there would be allowed to see some not lit-up tiles. For example allow the soldiers short-range natural night vision. (so you have your standard view angle very short ranged + a narrow view of the gun light with is not as far as the day view range). Or an interesting mechanic because it would be realistic would be if you would be allowed to see alien as dark silouette if it is standing between your soldier and a light source. Since it is a 3D engine now, I would like it if the game would indicate the fog of war as actual volumetric (but 70-90% transparant) fog clouds. This would free up one darkening/contrast change of tiles to indicate something else.
  4. Yet another "Data Point": output.zip Crash happened after aimed (not scoped) firing of sniper rifle. Steps done were basically same as above ie first moved around an obstacle with shift+click then clicked the alien again.
  5. It happened in V3.1 again. I can see that the output logfile really contains a lot more information, so here it is: output.zip It happened again during a machine gun burst, right after the second shot was fired (so probably it tried to fire the third). I know you said it is not multithreaded, but these duplicate log entries before the crash just look like 2 threads trying to do the same thing at the same time so maybe if this API calls back game logic code, it somehow can do this in a multithreaded way that you were completely unaware of? No idea if this is reproducible (probably not, does not always happen when I do that), but keeping this sentence in mind, this is as exactly as I remember what I have done before the crash: there was an obstacle in the way to the alien, so I prepared a movement command a little to the side checked that I had enough TU + free firing line by holding shift + pointing on the alien (not force-fire mode) shift+clicked alien - soldier did the move and was facing 45 degrees away from the alien at the end clicked the alien --> 2 shots fired, then crash
  6. Hi, 1. wrong thread. If crash is really still happening in V3.1, there is this thread (make sure your game really is updated to V3.1 though): 2. Ground combat saving is not in the game, yet. That was reported and answered multiple times by the devs.
  7. Don't know where else to put it - seems not worth opening an own thread now. One of the things I was able to try out before the inevitable crash was all the doors next to the xenonauts and it appears that at one place there were accidently placed 2 doors at the same map positon (the one at the top in the screenshots). It is possible to open one of the doors but not the other. (notice slight graphical differece between screenshots where some elements of one of the doors clip out of the other when its closed). One of the doors open: Both closed:
  8. Sarah James was occupied in strategic Op but it did not remove her from the skyranger slot. It was possible to start a ground mission in this state. During the mission she was killed. However after the mission she was displayed as alive + full some HP (probably max HP value at time of death) on debrief screen. I noticed that she was removed from the strategic op as result and all her equipment was removed (like it happens after death now). I thought the game would now glitch out completely or crash, but no, she could just be added back to the strategic op and reequipped in armory, like nothing happened. Edit: Actually, it does not seem to be the Strategic Op that did prevent the soldier from death. On next ground mission with soldiers assigned to strategic op, they died properly. So I can only assume that maybe the same reason that sometimes fails to trigger promotions (shuffling soldiers around) can cause fail to trigger death. However after that, I noticed another glitch. The time until mission end still was ticking down after all 3 soldiers assigned to one of the strategic ops died. So still, it seams not to be intended that both can be done at the same time. Before Ground combat: After Ground combat: After resending/reequipping
  9. The low train car is somehow set up incorrectly. Looks like it was supposed to be half high ground that can be climbed up, just like loading ramp next to it.
  10. Yes, can confirm this is happening. Sometimes the walls seem to block properly, depending on the angle however. Seems this was accidently introduced when doing the changes that should allow to shoot through open UFO doors at not so narrow angle or something like that...
  11. I have put my response in general discussion as I disagree that it is a bug:
  12. I am responding here since it actually does not seem to be a bug, just in case there is more discussion about it. I agree its confusing, but the button actually has a function that is working properly. The button decides if a soldier should overwatch fire at all. Overwatch off disables overwatch fire even if the soldier does have enough TU left, that is to prevent for example a soldier wielding a grenade thrower from accidently hurting him/herself or other soldiers with splash damage. So I disagree that its a bug. It is a confusing gameplay mechanic. Maybe make the button to work in 3 modes instead (normal mode = TU saving off but overwatch fire if there is opportunity; overwatch mode = TU saving on + overwatch fire if opportunity; overwatch off (both off). The fourth possibility which is currently possible, TU saving on but no overwatch fire IMHO makes no sense) But I can easily see how this could be confusing and lead to more Bug reports, too. People might expect "overwatch mode" to return fire every time as soon as an alien steps into view and not be aware that there is a reaction fire mechanic, i.e. the probability if overwatch fire is actually done and when its done (before the alien gets the chance to complete its action or after) depends on the reaction stat of the soldier and the TU left of the alien. In X1 it was more clear what is happening because the panel was called TU saving and had a "none" button. But maybe this confused people, too, back then into thinking that they selected no fire mode when in fact fire mode selection was independend. Now panel displays current selected fire mode, so there is logically no "none"-Button anymore. That said, I rarely ever used this function in X1 and rather looked at the number of TUs left manually before issuing a movement command if I wanted to have reaction fire. Hence my suggestion of 3 modes and I would probably play in the "normal mode" most of the time.
  13. After getting it again playing second gound mission (I replayed it because I tried to do better on loosing soldiers, turned out I didn't ), I start seeing some kind of pattern and I got some idea what might cause it. If you look at the screenshots, you see 4 soldiers getting promoted after mission and 4 soldiers getting the promotion triggered (message + promotion translated to armoury). But it were not the 4 correct soldiers. Samantha Ross got her promotion triggered again despite her aleady being at rank of corporal before the mission. Therefore the promotion for Zhao Mengjie is missing. Regarding my idea on what might cause it: I should note I started shuffling around soldier slot assignments right after new game start (by clicking soldier portrait unassign then clicking another soldier portrait assigning the soldier I just unassigned and so on). For example I put the soldier with best accuracy on sniper slot, max strength on heavy slot, best reflexes on assault slot. Maybe you did not do such thing in your dev cheat playthroughs? The idea is that this somehow messes up the promotion triggers for the soldiers, ie. it tries to promote the soldier that originally was assigned to the slot of the soldier that actually got the promotion. If the originally assigned soldier still is private then it would just not work (no "promotion to private"). If they already are at higher rank, they would then get a second promotion message triggered. Another note: The "surviving cilivilians" definitely is reversed. This time all the civilians were killed but it displays "surviving civilians 3/3". Screenshots from the replay of the second ground combat: Debrief: Promotion messages: Soldiers Tab: Armoury:
  14. No, because to reproduce I would need to play an entire ground mission and hope that several soldiers should be promoted after that atm. Maybe this would be possible once ground combat saving is implemented, then I possibly could have a savefile from right before the end where only the last alien needs to be killed.
  15. I have seen it in V3.0 again. It was directly after the alien turn. First 2 screenshots show the result and who can "see" the alien from 2 differnt perspectives. It is worth noting that there was an alien within the area I can see at the beginning of the alien turn that then ran away into the darkness. However I can't know if it was the same alien as I later discovered there were multiple aliens in the building. But from the way the alien is standing in the siluette displayed through the wall, it could be the one (it is turned away from the spot where the alien I could see was before). Third screenshot is after next alien turn where I again see an alien in darkness. Again I dont know if it was the same, but that would certainly make sense. In this case it could be that the game does sometimes not properly recalculate if I can still see a specific alien after the alien turn. Moving another xenonaut in, so he can see the alien and then away again after this seemed to "fix" the issue (alien was not longer displayed while in the "fog" next turn).
  16. Thx. Indeed strange if I only I seem to get it, but, the nature of this crash is that it seems totally unpredictable and random. I can play through several ground combats without getting it and then I would suddenly get it again. And I do not remember doing anything special when it happens, just regular shooting aimed on aliens (and it turned out that it is totally independent from fire mode and weapon.) Maybe others who get it just don't deem it worth reporting because it is so random and rare or don't realize they just got the same crash... Or maybe there actually is something special about my computer (is it possible to determine from the automatic crash reports if they all were from the same computer?). Random unpredictable things usually happen with multithreading - maybe my computer for some reason sometimes executes some code in different order than it usually happens. As I already mentioned somewhere my CPU is Intel Core Quad Q9400 with 4 real cores (hyperthreading was not invented back then) and as the game uses 50% total CPU time even in background it must be using at least 2 of them in parallel.
  17. Right after the first ground combat mission, I can see some mission results being either incorrect or not correctly taken over or displayed in a confusing way. Mission debrief shows 3 Xenonaut corpse, but only 2 have died. Maybe one of the civilians on the map was for some reason counted as Xenonaut (are there armed civilians in the game already?) Edit: after second ground mission I think it is actually the new female civilian that is counted as Xenonaut corpse. Furthermore I somehow get the impression that the civilian stats are reversed (civilians killed and not civilians survived) - there were 2 male civilians in the second ground mission alive and one female dead at the end of the mission. Screenshot of second mission result added. There are displayed 6 magnetic rifle + 6 alien magnetic weapon. In supply screen only the alien magnetic weapon is displayed. I suppose "alien magnetic weapon" became the category storable item (so it does not matter which type of magnetic weapon you recover) but then it should be somehow displayed in one line there were 3 soldiers promoted on debrief, but only one got the promotion message and was displayed as corporal in armory and soldiers tab then. I tried, if this would be another instance of the "promotion delay" but no event (second ground mission, go into and abort second construction) seems to trigger the promotion. Seems they just do not get promoted at all now. Replacing the lost soldiers with new recruits does now not longer automatically equip the loadout of the slot they are automatically assigned to - you have to manually go into armory and press the "equip" button again and at last, there is still the visual bug in there that after mission, soldiers tab displays the TU at end of mission instead of max TU that is correctly displayed on all the other screens (this was somehow forgotten since V1) - I think I've seen in V2.1 that this somehow affects the max HP value, too, will take a look if I can get this again Debrief Screen: Supply screen: Promotion Message: Soldiers Tab: Armory Screen before replacing lost soldiers: Armory Screen after replacing lost soldiers: Armory Detail for replaced soldier: Second ground mission result:
  18. Just posting my answer again - seems like people are asking this all over the place and not finding the place where it was posted: The answer: Found in this post: As I understand the Early access date was never set in stone, however the kickstarter backers who got the promise to have early access by new, should get closed beta access now.
  19. The answer: Found in this post: As I understand the Early access date was never set in stone, however the kickstarter backers who got the promise to have early access by new, should get closed beta access now.
  20. This answer may be a little late but anyway, I randomly saw this. (In X1) you cannot destroy the UFO walls. it is a graphical effect that they become translucent when you first can look inside the UFO (wether you blow it open or open it regularly) There are certain recoverable things (stacks of alien materials, data core, some machines) insde a UFO. You will not get these things if you destroy them. Any yes, for the smallest UFO tye, I think the explosion radius of a rocket may be large enough to destroy everything inside (on larger UFOs there is not so much to destroy right behind the door, the important stuff is deeper inside)
  21. Well, I was using both manual equip + loadout profiles. I can't remember the exact steps now. But what I do remeber is, that I aways changed the equipment from one soldier first then updated the loadout profiles (so it got changed for the others with same loadout profile). And that I was clicking through the soldiers with left and right arrows in the process rather than returning to the overview again in between. But it kind of would not make sense that all the soldiers with same profile show the issue, because I inevitably updated one of them by manually editing him/her loadout and then took it over to the others with the profile (I would expect that the one I edited manually would not have the issue and the ones taken over would have it then). But what I clearly do remember is that the 2 riflemen got the combar armor last, the others had it before. And I had some ground missions in between equipping everyone. So it just may be that it is not longer displayed after ground missions. Edit: But the explenation that resistance values somehow get persisted after mission and get stacked up absolutely makes sense. It may be the same mechanism behind that that somehow persisted the shotgun TU bonus that was removed in V1 (but I assume the cause of the stacking over multiple missions was not fixed back then)
  22. No, I am pretty sure that the UFO actually was still there and I found it again later after flying around a bit (needed to get out of and into interceptor radar first). I see now what you mean looking again at the screenshot, but actually I think I remeber getting the UFO out of range message first (while UFO still was in fighter radar range) and then the UFO event did appear while inside my fighter radar. I managed to simulate the "flying out of range" part now simply by turning the base radar off and on again Here is the savefile: quick_save.json It contains an interceptor that just got the task to tail a UFO. The UFO was first discovered by the base radar and then got into interceptor radar before I made the savefile. turn off the base radar fast forward a bit. I then got the message that contact was lost. (Screenshot 1) choose "go to last known position" turn the radar back on fast forward time a bit. You see the UFO being discovered again and it is still in the fighter radar (Screenshot 2) Will try if I can get this using 2 base radars (instead of base + fighter radar), too. Edit: Just tried that wiht multiple bases close by and did not get it. Seems to be either just to affect the combination base+fighter radar. Or maybe the fighter radar is just not working at all and it had no relation to the overlapping part. Screenshot 1: Screenshot 2:
  23. Thanks for te update. I almost feel sorry for just having tested the new fix release this week and reporting a lot of things after you maybe thought that there were no big issues in it anymore for 2 weeks. Alone the crash if there is a psyon commander on map would probably have been reason enough for another hotfix (given that we can't playtest one of the content additions in V2 at all) - but given how close you are to V3 already, I guess it would be best to fix as much as possible in there...
  24. (deleted what I wrote here before) Oh, wait, just realized that V2.1 was out on 7th Feb and you wrote your answer on 8th so "next patch" would be V2.2 (if there will be a fix release) or V3.0 and it can't be fixed in V2.1 - sorry for the bump... But now that I did bump it up anyway, I can use the opportunity to say that it is nice to know that my report was helpful - going to continue to test the heck out of the releases and report everything I find .
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