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npc85354

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Everything posted by npc85354

  1. There seems to be an issue with the xenonauts targeting system within the screener base. If they are next to a screener base door (the large one) and their target is across the door, they bug out and shoot the ceiling instead. Happend also to a grenade launcher (heavy xenonaut) shooting up - the projectile simple vanished. Hope that helps.
  2. There is something off about the story telling. Reading the screener interrigation (or biopsi; can't remember which one) I've noticed the wording beeing something like: ~'to our surprise it was just a human'. To me this feels off. I imagined the narrative first us beeing unaware of aliens, but the story telling initiates with us beeing surprised the humanuid enemy just beeing a human. I hope you catch my drift. I'm not saying it's bad and possibly I've just missed some information early on but if I haven't, the story should start with us not expecting anything else than just humans behind every enemy attack (cleaners). Of course, I as a player who bought a game about aliens do expect to figth them but the introduction shouldn't expact that. This is not a rant. I just want to piont that out. Looking forward to the first reply telling me that this is already planned and I've simply missed that info or skipped it. Gameplay is intense and I like it : ) Update regarding performance. I've switched visuals from best two steps down, and have transferred the local files to my ssd. Loading times got better but seem still too long. I've a Ryzen 5 3600 and Radeon 570 and they still are notable in noise. Maby there is a debugger/logger running in background which cuts away additional resources I imagin. Have a nice day, Michael
  3. Hello there! Since my last game was back in 2020 I was curious about the ingame progress. So I've installed it yesterday and gave it a go. And man, you guys and gals worked hard. A lot has improved and as far as I've catched up from the monthly dev updates, there is still things beeing changed. I would like to give some feedback. The game seems to be a bit resource demanding and loading times from my HDD for both Missions & Geomap are surprisingly long. While loading one of the first missions, windows asked if I'd like to close the unresponsive game window. I'm sure these kind of performance improvements will be focused on later. Fighting the first few encounters was fun and the atmosphere is already pretty intense. The intro sequence looks good as well. The writing felt a bit generic. Somehow I expected a bit more mistery. Well, but don't listen to me, I couldn't do it better anyway. Thank you for your contribution and regular updates!
  4. Description: Inferior human computer has bad performance. Further information: Loading a new game or a new ground combat mission feels like taking (approx 30-50%) more time since V11.3. Fast forwarding at max speed on Geoscape decreases FPS < 1. Tested with a new and relative empty game (just two ufo encouters - both already cleared up). Ryzen 3600 & loading from SSD. I guess that the developers are aware and the performance hit is due to newly added code/stuff but I felt to at least mention it. Have a nice day!
  5. Description: Loading save file leads to crash. What happened: Loading the first autosave of the missions start crashes to desktop. Save attached. Further Information: This was my first mission with these "robot" enemies. Ground Combat mission start (autosave groundcombat-162.json file created) Shooting (with three different xenonauts) on the first enemy sighted (Andron). First time that Andron accured. Killed it, it blew everything around up - BUT the body remeined there (screenshot). Wanted to reload the game to do it better Loading goes up to 98% then the music stops and the crash happens Loading groundcombat-162.json crashes every time, reproducable Everything above was just in the first turn of the mission. Both, the ground combat file that leads to crash is attached as well as the latest strategic save before entering the GC. output.log content_manager.state groundcombat-162.json strategy-62.json
  6. Tested your save and no matter how you kill/stund it, just before it should make the death animation, instead it crashes. Tried with other weapons, shock batons & frag grenades. 2020-03-10 01:19:55,336 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.57.3\Assets\Code\Screens\XenonautsMain.cs:560) [INITIAL CRASH] System.NullReferenceException: A fatal error occurred during Update[] - - Object reference not set to an instance of an object at Xenonauts.GroundCombat.Animation.Acts.DeathAct.CauseDeath (Single deltaTime) [...] in D:\...\Animation\Acts\LifeStatusAct\DeathAct.cs:88 at Xenonauts.GroundCombat.Animation.Acts.DeathAct.UpdateActive (Single deltaTime) [...] in D:\...\Animation\Acts\LifeStatusAct\DeathAct.cs:51 at Common.Boards.System.Act.Update (Single deltaTime) [0x00143] in D:\...\GroundCombat\Systems\Animation\Acts\Act.cs:304
  7. Description: The target projectile path rendering is a bit off/distorted when viewing from a different viewing angel. What happened: Nothing Further Information Change Viewpoint rotation from 90° to 30°. Rotate and target some area. The visible projectile path is beeing distorted depending on the camera viewpoint. Possibly also happens to waypoint rendering and explotion radius rendering but not tested.
  8. Thx, i thought so. Hm, some kind of bugtracker would be a nice to have.
  9. It does also hide visible (LOS) actions (movement, shooting) and is quite annoying
  10. Description: There is some texture missing inside the scout ufo. Sceenshot and save attached user-18.json
  11. Description: Was not able to heal downed & injured (bleeding) civilian. What Happened: A (armed) civilian was shot by an alien in "alien turn". The civilian ran during his turn behind cover and fell into downed state as he lost more blood. I was not able to heal the civilian with my medkit (standing next to in from three locations, and on top). Further information: Please load the attached save file. The civilian is on the ground next to the second, healthy civ. user-8.json
  12. That's what's happening if you ignore the cookie disclaimer or forgot to properly Opt-Out Had a similar bug just now where a crisis popped up in the ocean. Was also by accident selecting it and got the option to track the ufo down. There is also a missing location name variable missing in the message console. I guess here are a couple of bugs visible.
  13. Nice catch! That was lucky I'd say. : D It's nice to know that those Radar Anomalies are generated if a "real" Ufo Object is nearby and not just randomly somewhere on the map.
  14. Thanks for the info. That means that there could be two different Bugs captured in the savefile.: Crash to desktop during alien turn controlling a xenonaut throwing a grenade and C4 being displayed when a grenade is thrown. I am wondering if the crash is caused by the missplaced C4 object.
  15. An alien is controlling one Xenonaut. Xenonaut under the control of the alien throws during "Alien turn" something (that looks like an C4) on the ground (although he doesn't have one). Crash to desktop I have the logs and the save file attached. Loading my save file and pressing "End Turn" should trigger it. Was my second Ground Combat mission. I am a bit sad that I wasn't able to get further (Iron mode) but the overall progress (e.g. performance, Air-combat) since 1.4 is exiting (although I'm not a fan of the alien aircraft art style - looking to much like a flat flying room to fit ground combat mechanics). keep up the good work : ) Xenonauts 2.zip
  16. Swapping xenonauts in Armory view leads sometimes to visually stack the green circles. I reproduced it a couple of times, did also inventory reassignment (just as info). If two are visually stacked, rearranging the slots further leads to weird behavoir swapping other xenonauts not intendet. Looks like a an index missconfiguration in some for loop or something. Was also happening in V4.0 offtopic: are you developing with unity and c# or java? Keep up the good work! : )
  17. Hello, just had a crash. Are crashlogs send automatically (i have opted-in to send telemetric data)? Or should i send you my output_log.txt file? If yes, how (its 30 MB big)? EDIT: logfile attached, answer welcome thou : ) Crash info: Had my third ground combat mission which was generated (no ufo crashsite). killed four aliens picked up magnetic rifle and ammo from one alien with Xenonaut A (dont know if it has something todo with it, but it doesn't hurt to mention) one or two turns later ... pressed with xenonaut B near an enemy to see how many action points would be left did not confirm move order but ... clicked on Combat knife holstered (secondary) - wanted to know how much TU it would cost. Crash (red error messages in command line for a second) Hope it helps. offtopic: who is Jenkins, a developer i guess? : ) map info: Active Map: AssetBundle.generated_map_groundcombatraid_dockyard_small_1_authored_scenes::assets/assets/xenonauts/map/groundcombat/authored/release/raid_dockyard_small_1_authored.unity Round: 3 Active Player: xenonauts Round Owner Player: xenonauts No overwatching player Team:human Player:xenonauts Actor: ID:835 HP:55|55 Address:[X:12, Y:0, Z:37] Name:Name:Marie Griffin Body:human_xenonaut Rank:sergeantmajor LifeStatus:Conscious - Actor: ID:4472 HP:60|60 Address:[X:16, Y:0, Z:29] Name:Name:Eevi Jarvinen Body:human_xenonaut Rank:sergeantmajor LifeStatus:Conscious - Actor: ID:4502 HP:61|61 Address:[X:12, Y:0, Z:35] Name:Name:Pavel Korsak Body:human_xenonaut Rank:sergeantmajor LifeStatus:Conscious - Actor: ID:4532 HP:45|45 Address:[X:6, Y:0, Z:23] Name:Name:Julia Hendriks Body:human_xenonaut Rank:private LifeStatus:Conscious - Actor: ID:4564 HP:61|61 Address:[X:13, Y:0, Z:19] Name:Name:Franca Colucci Body:human_xenonaut Rank:sergeantmajor LifeStatus:Conscious - Actor: ID:4602 HP:66|66 Address:[X:4, Y:0, Z:42] Name:Name:Nika Fedorova Body:human_xenonaut Rank:sergeantmajor LifeStatus:Conscious - Actor: ID:4618 HP:62|62 Address:[X:7, Y:0, Z:23] Name:Name:Frederik Klerk Body:human_xenonaut Rank:sergeantmajor LifeStatus:Conscious - Actor: ID:4636 HP:39|53 Address:[X:9, Y:0, Z:47] Name:Name:Julie Eklund Body:human_xenonaut Rank:sergeantmajor LifeStatus:Conscious - Player:local Actor: ID:4768 HP:20|20 Address:[X:39, Y:0, Z:32] Name:Name:Shingo Matsuda Body:human_civilian Rank:civilian LifeStatus:Conscious - Actor: ID:4778 HP:20|20 Address:[X:19, Y:0, Z:18] Name:Name:Viktor Pavlov Body:human_civilian Rank:civilian LifeStatus:Conscious - Actor: ID:4788 HP:20|20 Address:[X:2, Y:0, Z:33] Name:Name:Shingo Tachibana Body:human_civilian Rank:civilian LifeStatus:Conscious - Team:alien Player:alien Actor: ID:4655 HP:50|50 Address:[X:32, Y:0, Z:41] Name:Name:Psyon Soldier Body:psyon_default Rank:soldier LifeStatus:Conscious - Actor: ID:4669 HP:0|34 Address:[X:8, Y:0, Z:49] Name:Name:Psyon Soldier Body:psyon_default Rank:soldier LifeStatus:Dead - Actor: ID:4683 HP:50|50 Address:[X:33, Y:0, Z:40] Name:Name:Psyon Soldier Body:psyon_default Rank:soldier LifeStatus:Conscious - Actor: ID:4697 HP:0|34 Address:[X:4, Y:0, Z:42] Name:Name:Psyon Soldier Body:psyon_default Rank:soldier LifeStatus:Dead - Actor: ID:4711 HP:0|34 Address:[X:1, Y:0, Z:20] Name:Name:Psyon Soldier Body:psyon_default Rank:soldier LifeStatus:Dead - Actor: ID:4725 HP:50|50 Address:[X:26, Y:0, Z:5] Name:Name:Psyon Soldier Body:psyon_default Rank:soldier LifeStatus:Conscious - Actor: ID:4739 HP:0|34 Address:[X:24, Y:0, Z:29] Name:Name:Psyon Soldier Body:psyon_default Rank:soldier LifeStatus:Dead - Actor: ID:4753 HP:12|38 Address:[X:9, Y:0, Z:17] Name:Name:Psyon Soldier Body:psyon_default Rank:soldier LifeStatus:Conscious - }, last couple of lines from the output_log.txt file Disposing: 0 animation(s), 4 screen(s) UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Common.Logging.UnityLogAppender:Append(LoggingEvent) (at D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Common\Code\Debug\Logging\UnityLogAppender.cs:58) log4net.Appender.AppenderSkeleton:DoAppend(LoggingEvent) (at c:\log4net\tags\1.2.15RC1\src\Appender\AppenderSkeleton.cs:317) log4net.Util.AppenderAttachedImpl:AppendLoopOnAppenders(LoggingEvent) (at c:\log4net\tags\1.2.15RC1\src\Util\AppenderAttachedImpl.cs:92) log4net.Repository.Hierarchy.Logger:CallAppenders(LoggingEvent) (at c:\log4net\tags\1.2.15RC1\src\Repository\Hierarchy\Logger.cs:576) log4net.Repository.Hierarchy.Logger:ForcedLog(Type, Level, Object, Exception) (at c:\log4net\tags\1.2.15RC1\src\Repository\Hierarchy\Logger.cs:688) log4net.Repository.Hierarchy.Logger:Log(Type, Level, Object, Exception) (at c:\log4net\tags\1.2.15RC1\src\Repository\Hierarchy\Logger.cs:428) log4net.Core.LogImpl:InfoFormat(String, Object, Object) (at c:\log4net\tags\1.2.15RC1\src\Core\LogImpl.cs:479) Common.Screens.ScreenManager`1:Dispose() (at D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\ScreenManager.cs:217) Xenonauts.XenonautsMain:OnApplicationQuit() (at D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Screens\XenonautsMain.cs:509) (Filename: D:/Jenkins/workspace/X2 (Build)/release-0.43.0/Assets/Code/Libraries/Common/Code/Debug/Logging/UnityLogAppender.cs Line: 58) NullReferenceException: [INITIAL CRASH] - A fatal error occurred during Update[] - - Object reference not set to an instance of an object at Artitas.Plugins.EnumerableExtensions.GetValueOrDefault[AnimationClip,AnimationClip] (IDictionary`2 dictionary, UnityEngine.AnimationClip key, UnityEngine.AnimationClip defaultValue) [0x00005] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Plugins\Xenonauts\Artitas\EnumerableExtensions.cs:53 at Xenonauts.GroundCombat.Systems.Animation.CombatantAnimations.FindOverrideClip (UnityEngine.AnimationClip key) [0x00009] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Screens\GroundCombat\Systems\Animation\CombatantAnimations.cs:234 at Xenonauts.GroundCombat.Systems.Animation.CombatantAnimations.ReplaceControllerClips (UnityEngine.AnimatorOverrideController cont, UnityEngine.Animator animator) [0x000dd] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Screens\GroundCombat\Systems\Animation\CombatantAnimations.cs:258 at Xenonauts.GroundCombat.AnimatorSystem.SwapAnimationForItem (Xenonauts.GroundCombat.Events.SwitchedItemReport event) [0x0006a] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Screens\GroundCombat\Systems\Rendering\AnimatorSystem.cs:104 at (wrapper delegate-invoke) System.Action`2<Xenonauts.GroundCombat.AnimatorSystem, Xenonauts.GroundCombat.Events.SwitchedItemReport>:invoke_void__this___AnimatorSystem_SwitchedItemReport (Xenonauts.GroundCombat.AnimatorSystem,Xenonauts.GroundCombat.Events.SwitchedItemReport) at Artitas.Core.Utils.ExpressionUtil+<ActionFromMethodInfoFactory>c__AnonStorey1`4[Artitas.Systems.EventSystem,Xenonauts.GroundCombat.Events.SwitchedItemReport,Xenonauts.GroundCombat.AnimatorSystem,Artitas.IEvent].<>m__0 (Artitas.Systems.EventSystem target, IEvent param) [0x0001c] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Utils\ExpressionUtil.cs:151 at Artitas.Systems.EventSystem.HandleSubscribers (IEvent event) [0x00050] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:49 at Artitas.Systems.EventSystem.Handle (IEvent event) [0x00003] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:26 at Artitas.DefaultProcessStrategy.Process (IEvent event) [0x00202] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:889 at Artitas.DefaultProcessStrategy.Process () [0x00024] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:825 at Artitas.World.Process () [0x00007] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:695 at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00032] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:49 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\ScreenManager.cs:150 at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Screens\XenonautsMain.cs:443 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Common.Logging.UnityLogAppender:Append(LoggingEvent) (at D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Libraries\Common\Code\Debug\Logging\UnityLogAppender.cs:49) log4net.Appender.AppenderSkeleton:DoAppend(LoggingEvent) (at c:\log4net\tags\1.2.15RC1\src\Appender\AppenderSkeleton.cs:317) log4net.Util.AppenderAttachedImpl:AppendLoopOnAppenders(LoggingEvent) (at c:\log4net\tags\1.2.15RC1\src\Util\AppenderAttachedImpl.cs:92) log4net.Repository.Hierarchy.Logger:CallAppenders(LoggingEvent) (at c:\log4net\tags\1.2.15RC1\src\Repository\Hierarchy\Logger.cs:576) log4net.Repository.Hierarchy.Logger:ForcedLog(Type, Level, Object, Exception) (at c:\log4net\tags\1.2.15RC1\src\Repository\Hierarchy\Logger.cs:688) log4net.Repository.Hierarchy.Logger:Log(Type, Level, Object, Exception) (at c:\log4net\tags\1.2.15RC1\src\Repository\Hierarchy\Logger.cs:428) log4net.Core.LogImpl:Fatal(Object, Exception) (at c:\log4net\tags\1.2.15RC1\src\Core\LogImpl.cs:983) Xenonauts.XenonautsMain:OnApplicationQuit() (at D:\Jenkins\workspace\X2 (Build)\release-0.43.0\Assets\Code\Screens\XenonautsMain.cs:523) (Filename: D:/Jenkins/workspace/X2 (Build)/release-0.43.0/Assets/Plugins/Xenonauts/Artitas/EnumerableExtensions.cs Line: 53) output_log.txt
  18. In Geoscape > Soldiers Tab the TimeUnits (TU) are showing wrong stats after any Ground Combat. I assume it shows the "remaining TUs" from the last battle instead of "maximum TUs". I've reported this bug in the Steam forums as well. After no reply i reposted it here. Keep up the good work! : ) Win10, 1920x1080 Build: Closed Beta V4 from 16th April 2019
  19. After a soldier died in the last Ground Combat, it was still selectable in the Soldiers selection screen (Helicopter) thou it showed no equipment. Upon clicking on the soldier this was visible: Win10, 1920x1080 Build: Closed Beta V4 from 16th April 2019
  20. It is possible to shoot from high ground into a closed alien ship. Maby Buildings in general. Screenshot attached. Win10, 1920x1080 Build: Closed Beta V4 from 16th April 2019 EDIT: maby a bit similar to this one
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