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npc85354

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Posts 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! :)

    • Like 2
  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. 2 hours ago, Chris said:

    Yeah, seems like the multi-select doesn't filter UFOs based on whether they're detected or not. Thanks. We'll get that fixed up, although it's not a massively high priority bug.

    Also, yeah, the event text in the log isn't fully completed yet. We've got a task to finish it off but it's something we'll get done in the medium term.

    thanks for the update. Yeah, nothing important : )

  6. 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.

    1. Ground Combat mission start (autosave groundcombat-162.json file created)
    2. Shooting (with three different xenonauts) on the first enemy sighted (Andron). First time that Andron accured.
    3. Killed it, it blew everything around up - BUT the body remeined there (screenshot).
    4. Wanted to reload the game to do it better
    5. 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.

    robot.png

    output.log

    content_manager.state

    groundcombat-162.json

    strategy-62.json

  7. 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 

     

  8. Description: The target projectile path rendering is a bit off/distorted when viewing from a different viewing angel.

    What happened: Nothing

    Further Information

    1. Change Viewpoint rotation from 90° to 30°.
    2. Rotate and target some area.
    3. 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.
     

    geometry.png

  9. 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

  10. 21 hours ago, DaReaperZ said:

    ...It seems that the multi-select menu doesn't respect the privacy of undetected UFOs! :)

    That's what's happening if you ignore the cookie disclaimer or forgot to properly Opt-Out :D

    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.

    some-glitches.png

  11. 20 hours ago, Ruggerman said:

    I have also noticed that when a grenade is thrown, that the object that hits the ground, does look like a c4 package with flashing light, but it explodes just like a normal grenade!

    Thanks for the info. That means that there could be two different Bugs captured in the savefile.:

    1. Crash to desktop during alien turn controlling a xenonaut throwing a grenade and
    2. C4 being displayed when a grenade is thrown.

    I am wondering if the crash is caused by the missplaced C4 object.

  12.  

    1. An alien is controlling one Xenonaut.
    2. 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).
    3. 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

  13. 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! : )

    20190419154719_1.jpg

  14. 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:

    1. Had my third ground combat mission which was generated (no ufo crashsite).
    2. killed four aliens
    3. 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)
    4. one or two turns later ...
    5. pressed with xenonaut B near an enemy to see how many action points would be left
    6. did not confirm move order but ...
    7. clicked on Combat knife holstered (secondary) - wanted to know how much TU it would cost.
    8. 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

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