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Kouki

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Posts posted by Kouki

  1. On 12/20/2023 at 8:09 PM, Espada-i-Daga said:

    Inability to revive an unconscious fighter to battle using a first aid kit

    user__1_atlas_base_manual_save-1.json 1.39 MB · 0 downloads

    Thanks for the bug report! We're aware of this issue and we've fixed this on a patch that will be released in the future, however it might take some time as the patch to fix this is most likely going to come out with the initial release of milestone 3.0

  2. 6 hours ago, zardoz2206 said:

    hello, i had a few crashes which i didn t have at all with milestone 1, mainly on entering some missions but this one is blocking me.

    with my current savegame i always crash at the same time after day advancing (think it is 1 day later at 19h01

    here is the savegame https://1fichier.com/?qz2ikna6uf2e8een69za

     

    Hey there, welcome to Goldhawk's Forums! And thanks for posting a bug report :)

    Just to make sure, is this a new campaign after milestone 2 was released on Stable? Or is this one that you've played from milestone 1?

  3. 14 hours ago, Avaren said:

    As title says, the Cleaners are treated as Aliens by the game, the only thing(s) to the contrary is what the lore tells you.

    Things that happen in game that say they're aliens:

    1. Just started a new play-through and had armed civies spawn in vs Cleaners... and I guess they really don't like suits, because they shot at the Cleaners, and the Cleaners shot back.
    2. Upon killing a Cleaner, you get the achievement for killing an Alien.
    3. The post-mission debriefs counts Cleaners as Aliens.
    4. Killing Cleaners counts towards that soldiers kill count and can help unlock the different kill metals.


     

    I'll have to verify this with Chris as he knows the most when it comes to these issues. Although I think some of these aren't necessarily bugs.

    1. This is intended behaviour afaik, as cleaners are still classified as enemies and aren't exactly subtle in their actions during cleaner missions. (There are improvements being done to civ AI that will be live on milestone 3.0, so if you think this should be different I highly suggest providing feedback on the general discussion forums!)

    2. I'll have to double check this with Chris as I recall there were some issues with achievements that were fixed on a patch sometime ago.

    3. I think Chris is aware of this, it's just a rather low priority one to fix, but we'll get around to this eventually.

    4. I believe this is intended behaviour as well, but I'll have to bring this with him just to be sure.

  4. 15 hours ago, Goatpile said:

    Description: Sudden Crash to Desktop in Loading screen (at 0%) after finishing Mission with Knockout on Last alien.

    What Happened: Played the mission as Normal, its Day 99, My squad cleared the map and only one Sebillian Engineer is left on the Bridge of the UFO. I surround him with 3 people and whack him Unconscious. Mission ends. enters loading screen. Crash to Desktop.

    Reproduction: Could reliably reproduce the Crash 3 times by knocking the Alien out. Provided Safefile so you can try too, I have NOT yet tried killing him, delaying a turn or anything else to avoid this bug.

    Save File:  https://drive.google.com/file/d/1aK9dWkHhmdNBqbuEejjdwYXBBiCiRDTm/view?usp=drive_link

    Log: https://drive.google.com/file/d/1ku6aOWdEIoMDv2Cp8wVelUm2NEPTqlFf/view?usp=sharing

    System Specs:  

    • AMD Ryzen 5 2600X Six-Core Processor              3.60 GHz, 
    • AMD Radeon 6600 XT
    • 16.0 GB RAM
    • Windows 10 Pro Version 22H2

    Suggestion: Maybe add a stickypost in the steam forums on where they're supposed to report bugs and how? I can understand however if you don't want the Steam-crowd to flood this forum.

    Hey there, thanks for making the effort to create an account and posting a bug report here! Unfortunately I couldn't download the save and logs from the link you've posted as it requires access permission, would you mind uploading the saves and logs directly here? You can simply drag and drop the files when replying to this post to automatically attach it, thanks!

  5. On 12/9/2023 at 4:33 AM, Avaren said:

    Please note that before doing a clean install I was constantly getting a crash on this part (Iron-Man so couldn't progress).
    I thought it was prob something to do with my files when the clean install fixed it.

    Luckily, I found the log. (The save I had copied with the intention of sharing before I managed to get past it)

    output.log 3.16 MB · 1 download iron_man-416.json 2.87 MB · 1 download

    Thanks, when does the crash exactly happen? I tried loading the save and ending the turn and it doesn't seem to crash on my end

  6. On 12/10/2023 at 6:26 AM, leha said:
    How load old save now?
    The game after last update shows the error: "Version mismatch". Game version at the time of file creation: "Milestone 1.33b". The game also writes, that the file can be loaded by switching to the "Past Versions" mode.
    Where can I switch to this mode?

    As Avaren kindly provided, you'll have to switch to the Legacy Branch of Xenonauts 2 to continue playing on your 1.33b save file.
     

     

  7. 19 hours ago, 453074 said:

    regarding the equipping  my "not assigned soldiers" I have completed xenonauts 1, and is at present on day 127 in xenonauts 2. Weapens and equipment is like a faded gray, on my 

    unassigned soldiers... and equipment is stuck.

    If that is intentionally, then please tell me.

    kindly Frank

    image.thumb.png.ffd13c1d80d8e23c8898281459a167a8.png

    Greyed out like this right? Can you try right clicking on the weapons and other items to see if that unequips it?

  8. 28 minutes ago, Avaren said:

    Huh, I believe I may have encountered this one before, but it went away after I did a clean install.

    In my instance, it was crashing after taking a turn right before going back to my control. I had had a look at the log the game generated, and it was also saying that within the update function there was a null object it was trying to update.

    If you got a crash on groundcombat, we'd like to take a look at your save and output.log file too, thanks!

  9. 2 hours ago, JamesWa said:

    Hi All,

    Posting a bug I've encountered, managed to get a stacktrace by enabling logging on log4net and outputting VStudio

    It seems that if TUs reaches 100+ (I have one character at 102 TUs and another at 100 TUs). I've managed to replicate this by having them both using laser weapons after researching laser ammo renewal. If I use anything other than Laser in mission the crash doesn't occur.

    I managed to get this down to Xenonauts.GroundCombat.Abilities.RegenerateAmmoAbility - but only going by the header I can't tell if this is related to Laser as TU seems to be called just before RegenerateAmmoAbility is called and I can't step into (no breakpoints). Although if I hold TU and force it lower, it seems to work OK. Or if I go for NULL value on TU it seems to go over 99 (100) as it seems to count 0. My best guess the number is rolling over in some way on the new round with 100+ being bigger than 99 causing the lockup.

    Output:

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Disposing: 0 animation(s), 4 screen(s)

    NullReferenceException: [INITIAL CRASH] - A fatal error occurred during Update[] - Object reference not set to an instance of an object
         Context:  
     - Object reference not set to an instance of an object
      at Artitas.Entity.DeltaShots (Single valueDelta) [0x00000] in <filename unknown>:0 
      at Xenonauts.GroundCombat.Abilities.RegenerateAmmoAbility.<Create>m__3 (Common.RPG.AbilityState state, IEventEffect`1 effect, Common.FSM.Systems.PhaseStepReport`2 report) [0x00000] in <filename unknown>:0 
      at Common.RPG.DelegateEventEffect`2[Common.RPG.AbilityState,Common.FSM.Systems.PhaseStepReport`2[Xenonauts.GroundCombat.GCPhases+RoundEnd,Common.FSM.Systems.Steps+Begin]].Apply (Common.RPG.AbilityState state, IEvent event) [0x00000] in <filename unknown>:0 
      at Common.RPG.AbilityState.ExecuteEventEffects (IEvent event) [0x00000] in <filename unknown>:0 
      at Common.RPG.AbilityState.Execute (IEvent event) [0x00000] in <filename unknown>:0 
      at Common.RPG.AbilitySystem.DelegateToAbilities (IEvent trigger) [0x00000] in <filename unknown>:0 
      at Common.RPG.AbilitySystem.Handle (IEvent trigger) [0x00000] in <filename unknown>:0 
      at Artitas.DebugProcessStrategy.ProcessEvent (IEvent queuedEvent) [0x00000] in <filename unknown>:0 
      at Artitas.World.HandleEvent[IPhaseStepReport] (IPhaseStepReport event) [0x00000] in <filename unknown>:0 
      at Common.FSM.Systems.PhasedFSMSystem`2[TPhase,TComponent].ProcessStep (Transition transition, System.Object[] parameters) [0x00000] in <filename unknown>:0 
      at Stateless.StateMachine`2+StateRepresentation+<AddEntryAction>c__AnonStorey1[Common.FSM.Systems.IStep,Common.FSM.Systems.PhaseStepTrigger].<>m__0 (IStep state, Transition t, System.Object[] args) [0x00000] in <filename unknown>:0 
      at Stateless.StateMachine`2+StateRepresentation[Common.FSM.Systems.IStep,Common.FSM.Systems.PhaseStepTrigger].ExecuteEntryActions (Transition transition, System.Object[] entryArgs) [0x00000] in <filename unknown>:0 
      at Stateless.StateMachine`2+StateRepresentation[Common.FSM.Systems.IStep,Common.FSM.Systems.PhaseStepTrigger].Enter (Transition transition, System.Object[] entryArgs) [0x00000] in <filename unknown>:0 
      at Stateless.StateMachine`2[Common.FSM.Systems.IStep,Common.FSM.Systems.PhaseStepTrigger].InternalFire (PhaseStepTrigger trigger, System.Object[] args) [0x00000] in <filename unknown>:0 
      at Common.FSM.Systems.PhasedFSMSystem`2[TPhase,TComponent].HandleNextStep () [0x00000] in <filename unknown>:0 
      at Common.FSM.Systems.PhasedFSMSystem`2[TPhase,TComponent].HandleDeltaTimeUpdate (Artitas.Events.DeltaTimeEvent report) [0x00000] in <filename unknown>:0 
      at (wrapper delegate-invoke) System.Action`2<Xenonauts.GroundCombat.GroundCombatLogicSystem, Artitas.Events.DeltaTimeEvent>:invoke_void__this___GroundCombatLogicSystem_DeltaTimeEvent (Xenonauts.GroundCombat.GroundCombatLogicSystem,Artitas.Events.DeltaTimeEvent)
      at Artitas.Core.Utils.ExpressionUtil+<ActionFromMethodInfoFactory>c__AnonStorey1`4[Artitas.Systems.EventSystem,Artitas.Events.DeltaTimeEvent,Xenonauts.GroundCombat.GroundCombatLogicSystem,Artitas.IEvent].<>m__0 (Artitas.Systems.EventSystem target, IEvent param) [0x00000] in <filename unknown>:0 
      at Artitas.Systems.EventSystem.HandleSubscribers (IEvent event) [0x00000] in <filename unknown>:0 
      at Artitas.Systems.EventSystem.Handle (IEvent event) [0x00000] in <filename unknown>:0 
      at Artitas.DebugProcessStrategy.ProcessEvent (IEvent queuedEvent) [0x00000] in <filename unknown>:0 
      at Artitas.DefaultProcessStrategy.Process () [0x00000] in <filename unknown>:0 
      at Artitas.DebugProcessStrategy.Process () [0x00000] in <filename unknown>:0 
      at Artitas.World.Process () [0x00000] in <filename unknown>:0 
      at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00000] in <filename unknown>:0 
      at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x00000] in <filename unknown>:0 
      at Xenonauts.XenonautsMain.Update () [0x00000] in <filename unknown>:0 
    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)
    log4net.Appender.AppenderSkeleton:DoAppend(LoggingEvent)
    log4net.Util.AppenderAttachedImpl:AppendLoopOnAppenders(LoggingEvent)
    log4net.Repository.Hierarchy.Logger:CallAppenders(LoggingEvent)
    log4net.Repository.Hierarchy.Logger:ForcedLog(Type, Level, Object, Exception)
    log4net.Repository.Hierarchy.Logger:Log(Type, Level, Object, Exception)
    log4net.Core.LogImpl:Fatal(Object, Exception)
    Xenonauts.XenonautsMain:OnApplicationQuit()
     
    (Filename:  Line: -1)

    Setting up 8 worker threads for Enlighten.
      Thread -> id: 300c -> priority: 1 
      Thread -> id: 2394 -> priority: 1 
      Thread -> id: 3104 -> priority: 1 
      Thread -> id: 2584 -> priority: 1 
      Thread -> id: 1fc4 -> priority: 1 
      Thread -> id: 33d8 -> priority: 1 
      Thread -> id: 2a88 -> priority: 1 
      Thread -> id: 37a0 -> priority: 1 


    Thanks for the bug report, and going through the trouble of getting a stacktrace!

    The bug does seem related to laser (specifically advanced laser as only that category of weapons regenerate ammo), do you have the save file for this campaign? If you're playing on experimental the game will also write on the output.log file on runtime so that would also be of great help to us!

    The .json save file is located at Documents/My Games/Xenonauts 2/Saves, the output.log file is located in Xenonauts2/Logs (same directory as Saves), if you could upload your save file here we'd appreciate that a lot!

  10. 15 hours ago, mkttimer said:

    New game started in version 2.16. Game crashed during the construction of a new (third) base. As I placed the Access Lift, the game froze for a few seconds, then crashed.

    https://wormhole.app/8xoaP#syZojnOLH0fzAlPJYKzeNA

    Link to JSON file.

    Hey there, good to see you here!

    Thanks for providing the save, I'll take a look at the save and the other bug you've posted and we'll get this fixed, Thanks!

    EDIT: Both bugs doesn't seem to be reproducible from loading the save unfortunately, can you try switching to the experimental version of the game and reproduce the crash so that it'll generate a log file when it crashes? Thanks a lot!
     

     

  11. 10 minutes ago, Wyldefyre_CP said:

    BUG SOLVED !!!

    This is truly bizarre ... I had wracked my brain over what was new and had caused my elite squad to start CTD'ing ... new techs I had discovered, new equipment, what could be setting it off, while other squads seemed to have no problems, even with the advanced gear and the advanced dropship ....

     

    It came down to this one soldier I have, named VICK.  Poor guy didn't know he was wrecking my missions - how could he - things had been going just fine up to a point, and he was my best surviving unit, having wracked up over 50 kills, to the point where I had decided the medals themselves weren't enough, I was going to make an adjustment to his nametag...

     

    Mind you, I've done this in the past with no issues ... when my soldiers get 10 kills, they get one asterisk (*NAME*) on either side of their name.  20 kills gets them a second set of asterisks on either side (**NAME**)  You run out of room if you keep doing that after every 10 kills, so I decided after 50 kills I would change it up a bit, and here's where I ran into my issue.

    I decided at 50 kills, I was going to revert from asterisks (*) to carets (^) and I gave him plenty.  ^^^VICK^^^ was the culprit.

    Further testing reveals that ANY caret attached to my soldier's name causes this same problem.  ^^VICK^^  ^VICK^  ^VICK*  *VICK^ and even just VI^CK all caused me to CTD on the terror site.  Removing any carets from his name totally prevented the CTD from happening and let me start the mission.

     

    Very weird!  I guess we need to take carets off the menu for the time being, Boys & Girls! 

     

    Nice bug tracking skills! Anyway I was able to reproduce this easily, adding caret to the names for the soldiers indeed causes crashes. We're going to get this one fixed, though for now I guess no carets for Vick unfortunately!

    Thanks a lot for taking the time to report it to us! :D

  12. 20 hours ago, 453074 said:

    I have run into two different stumbling blocks:

    The first is maybe a deliberate choice from the gamedesigners... but it is absolutely annoying, that you can only equip soldiers, who are assigned to a dropship.

    Combined with my experience, that severely injured soldiers are automaticly removed from the combat team... and you then cannot remove the gear, as is needed for the replacements.

    It becomes a real problem, when you cannot assign those wounded for the time it takes to remove the weapons or armour nedeed for other soldiers.

    It is also a problem, when you build a new base, which is not ready to do outside operations. Even if the equipment has been transferred, you cannot equip it on the defensive team.

    The second bug is simple; I have a "wounded soldier" with the <1 day recovery in the assignment slot! She has been in that state for more than a week... and no change seems to occur.

    kindly Frank

    For the first bug, as Avaren kindly provided, you can edit your unassigned soldiers' loadout by clicking on the hangar like icon below the dropships, like so.


    image.png.d9291bd2adf5079c85809d37be7e4065.png

    For the second issue, regarding the soldiers stuck on recovery, this is indeed a bug. We're working on a fix for this bug and the patch should be out this week, thanks for the bug report!

  13. 3 hours ago, fcguy said:

    I am having the same issue. I don't see any obvious commonality between the soldiers or how they got like this. My shot in the dark is that viewing their status during the <1 day recovery period might be part of the timing problem.

     

    user_day_70_manual_save-4.json 399.53 kB · 0 downloads

    We've made a fix for this issue which should come in the next patch around this week, just hold on a little longer :)
    Thanks for reporting the bug btw!

  14. 11 hours ago, Avaren said:

    You might be aware of it already, but the sentry turrets, the ordinance  from the hangers and at least the Aliunum Generators all have their visuals remain after being destroyed.

    EDIT: I see in another post mentioning the sentry turrets that you're aware of it happening to them.

    Yeah, the bug with the turrets is related to the destruction states not updating iirc, which we're hoping to fix once we've migrated to Unity 2022 (Milestone 3)

  15. 7 minutes ago, NosGalC said:

    Ich werde nun immer Bilder teile, wo englisch im deutschen Spiel sind. Vielen dank für Ihre schnelle Antwort

     

    20231206082933_1.jpg

    Die nicht übersetzten Teile, die in Ihrem Spiel auftauchen, bedeuten höchstwahrscheinlich, dass der gleiche Fehler auch bei anderen nicht-englischen Benutzern auftritt. Danke, dass Sie sich die Zeit genommen haben, uns darauf aufmerksam zu machen. Wir werden uns das ansehen und beheben. Bitte zögern Sie nicht, weitere Fehlerberichte zu posten, wenn Sie welche finden, danke!

  16. 4 minutes ago, NosGalC said:

    Moin, ich wollte auf diesem Wege Übersetzungsfehler melden. MfG

    20231205095502_1.jpg

    20231205111704_1.jpg

    Vielen Dank für die Meldung des Fehlers. Ich benutze einen Übersetzer, um Ihnen zu antworten, daher entschuldige ich mich, wenn es in der Übersetzung Probleme gibt.

    Ich wollte nur sicherstellen, dass der Fehlerbericht, den Sie gemacht haben, sich auf die nicht übersetzten Teile (noch auf Englisch) des Fotos bezieht, das Sie zur Verfügung gestellt haben. Wenn das der Fall ist, dann werde ich das mit Chris besprechen und wir werden das Problem beheben. Nochmals vielen Dank, dass Sie sich die Zeit genommen haben, den Fehler zu melden.

    • Like 1
  17. 2 hours ago, SoftwareSimian said:

    One of my soldiers fled after the alien turn, he had been crouching (and bleeding). In the animation he stood up and ran away with his rifle, when he stopped running the rifle disappeared from his hands and teleported back to the ground where he had been crouching. I'm not sure if the attached savefile will replicate it or not.

    panic.jpg

    auto_groundcombat_turn_4_end-36.json 1.19 MB · 2 downloads

    Yep, was easily reproducible on my end, thanks a lot for providing the save! We'll look into it and get this fixed

  18. 10 hours ago, Dingroach said:

    After destroying a shipping container at the dock, the rungs to climb up the container are still there and you can still stand on it (although it looks like you're standing on air). You can walk through were the container was. Selected Col. Moore is actually on top of the other soldier.

    containerbug2.jpg

    containerbug.jpg

    Yeah, it's the ladders being a separate gameobject from the container causing it to remain after the container was destroyed, that's one of the bugs on our list that we're yet to fix, we'll get to it eventually. Thanks for taking the time to report the bug though!

  19. On 12/3/2023 at 3:44 PM, Skitso said:

    As the ATLAS base is an interior space, I'm not even sure if we need such wall shadows in the first place. Is the other issue where all the different cabinets, lockers etc. become visible before the wall behind (if you turn soldier one tile at a time to reveal a room, you can reproduce the issue shown in the image above) them also a shader issue? 

    Yeah was able to repro the second one rather easily, not sure if it's an issue in asset setup of the affected wall tile or with the way vision is handled in the game so I'll have to ask Chris and the team regarding this

  20. On 8/24/2023 at 9:55 PM, Ozone Ranger said:

    A Secton was hopping along when a 10 round burst of overwatch fire triggered a "SUPPRESSED" message and then the Secton continued to hop along and then shot and killed my soldier.

     

    1 hour ago, ovoron said:

    This is still not fixed as of 2.14, had this bug in my game today.

    Thanks for the bug report guys, we'd really like to get a save file before the overwatch fire happened (so a save file before the enemy turn when the overwatch gets triggered) so we can take a look at what's causing the issue as this bug is quite intermittent. Thanks!

  21. 23 hours ago, M Myula said:

    When the cleaner autoturret was defeated in the cleaner HQ battle, a new shell appeared, but only in appearance.
    I think this happened 3 times and all of them were when I killed it with the main gun of a MARS tank.
    I could be wrong, I have a hazy memory.
    When I loaded the save again, the shells were gone.
    I have two outputlogs made at the same time, should I list the one with nothing on it(output.log)?
    Translated from Japanese.

    I'm having a great time playing:)

    Thank you for taking the effort to post a bug report on our forums, we appreciate it! It's also good to know that you're enjoying the game too!

    As for the bug, this is a currently known issue regarding destruction states not updating correctly, we intend to address this issue on milestone 3 (we're working on it but it's a few months from now) when we move to a newer version of Unity. For the meantime, please bear with us!

  22. 22 hours ago, Skitso said:

    Not sure if a bug or just unfinished asset, but here it goes:

    Light version of Warden armor uses the same model as the heavy one in tactical combat. (ie. it has shoulder and knee pads, helmet etc. that should only be with the heavy variant.)

    EDIT: seems to be the case with the Guardian armor too

    Yeah I think we're currently still lacking the light variant for the 3d models, I'll double check with the team just to be sure.

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