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asdfcyber

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Everything posted by asdfcyber

  1. Related: when the list is sorted by one column and you then sort it by another it will invert sorting direction (e.g. if I first sort by accuracy it is high to low, and if I then sort by time units it is low to high)
  2. The region highlight line has poor resolution and accuracy. It is most noticeable when zoomed in, but it's also visible at the maximum zoom level. I'm guessing you probably know about this already and are leaving it for later, but I didn't find a mention of it on the forum so I might as well post it here.
  3. The game does not let me fire a stun gun at a reaper. Is that on purpose? I couldn't find anything about it on this forum and it seems strange to not allow this, so I think it's a bug but I'm not sure. If they are immune to stun damage I'd assume the game would just show 0 stun damage. Reapers also cannot be suppressed with flashbangs, but that might be a bit more intentional (it would be nice if it said something like 'resist' instead of leaving the player to wonder what happened). Edit: this might be a stun gun bug instead of a reaper bug, because I can't fire it at the mentarch either (and other test subjects were not available) quick-84.json
  4. This ladder is visible from the lowest camera level but the container it is attached to is not: Since the ladder is on 'the first floor' I expect it to be hidden just like the container. quick-77.json
  5. Clicking 'continue' instead of using the load game screen in the main menu does not produce this issue with this save: user_day_88_alien_abduction_site_manual_save-13.json
  6. I just had it happen again when manually saving. I had been playing for a few hours this time. In case it is related: there are over 300+ saves in my current campaign, but the last manual save worked fine at over 270-ish saves which is already more than the ~250 I had when this first occurred. I have observed the memory leak as described here: But I have not yet tested if (manually) saving increases memory usage or if the issue only happens at high memory usage.
  7. The save at the start of the next turn has the same problem. The save before that is a quicksave, which doesn't want to load because of this issue: The save at the end of turn three was able to load. It is probably worth reiterating that all my recent bug reports are not on the converted v25.2 campaign but on a new v25.3 one. auto_groundcombat_turn_4_start-206.json quick-67.json
  8. The game froze because of what appears to be trying to parse invalid JSON (see logs) when loading information about the included save in the 'load game' window. The game did not CTD, but did become fully unresponsive (except for the music). This always happens with this save. output_loadmenufreeze.log auto_groundcombat_turn_3_end-205.json
  9. So I drove the MARS through the door and noticed this: This can be reliably reproduced by loading the included save and driving the MARS one tile forward. The reticle appears to shift further when moving the camera or alt-tabbing, but always in the same direction. It is possible for it to move entirely off-screen. When holding control it appears as normal, except when hovering over the sentry. auto_groundcombat_turn_6_start-184.json
  10. Some (but not all) of the sliding doors in the cleaner base are visible through the wall when they are open, which looks a bit strange. This particular door is between the operating room and living quarters: A savefile can be found here: Also, I've mentioned this before but the doors are really loud when the camera is centered on them.
  11. One of the walls in the cleaner base got hit by reaction fire (and possibly grenades) and now it looks like this: This stays when reloading a save so it should be reproducible from this one: user_day_67_cleaner_base_manual_save-10.json
  12. When a unit is killed, they often (but not always) show 'suppressed'. I'm not entirely sure if this is a bug, but I don't think it should happen because them being suppressed or not no longer matters when they are dead.
  13. When having the list of recruitable soldiers sorted by one of the properties and then hiring some, the list reverts to alphabetical sorting even though the previously sorted column is still highlighted (accuracy in this case):
  14. MARS will not pathfind around the bombs on terror missions, and blows them up when driving over them. Perhaps they can be made uncrushable like the cleaner intel desks?
  15. For some reason I have two objectives, and they slightly overlap. Very minor issue, but it is probably also easy to fix. It would be nice if they were a bit more visible by the way , since they are supposed to guide the player. I didn't notice them for a long time. auto_strategy_after_intercept-20.json
  16. Still no clue how to reproduce it, but this save can't be loaded even if I click it or click another one first. The load save button is not disabled this time though. This is in a new v25.3 campaign. There are a couple of NRE's in the log regarding Xenonauts.Common.UI.Elements.AbstractSaveLoadMenuElement.SetSelectedSaveGameRow (how do I do inline code here? <code>like this?</code> `or this`?) output_nosaveload.log
  17. In this particular case it is hard to select the unit with the medpack without turning the camera: It would be nice if medpack targeting would also snap to units, like weapons normally do.
  18. I just had it hang at 79% as well for over ten minutes after which I force quit the still responsive game (the dots below the loading bar were still changing). I have an SSD but I don't think it's relevant considering the logs show a couple of exceptions about loading a wraith corpse. Which is interesting, because this is the second mission in the campaign and wraiths won't be showing up for a while. After restarting the game the save loaded fine again. output_loadhanging.log quick-12.json
  19. Normally it is not possible to select a dead soldier, but if the soldier that is going to die is selected when the turn ends it is also selected at the start of the next turn: user_day_13_crash_site_manual_save-2.json This is in a new v25.3 campaign by the way.
  20. These tiles are drawn on top of blood, which looks a bit strange (but will probably not be noticed by many). There may be more tiles that behave this way.
  21. It might be that when the load screen is opened the top item appears to be selected while it actually isn't, and you have to click it to actually select.
  22. The text goes beyond the black background: Screen resolution is 1080p. Steps to reproduce: switch between research and engineering repeatedly until this pops up. Edit: it happens with multiple lines, but not always
  23. Yes, but I think I've seen this happen before. I'll see if I can make it reproducible
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