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Comassion

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Everything posted by Comassion

  1. I just had my first hit from this bug, it happened when I had a 0% displayed chance to hit from a machinegun, but three bullets looked dead on. The alien became suppressed and hit at the same time and I got a CTD right before the first round impacted.
  2. Yep, you guys nailed it down. Steps to repeat: 1. Shoot down a UFO and let it leave a crash site. 2. Save the game. 3. Load the saved game. Boom!
  3. I was able to repeat the barricade clipping - it just happens if you put a soldier next to that particular barricade, as shown in your screenshot. Also, it seems there are corpse clipping issues as well - I had one Xenonaut corpse not appear at all, and at the moment (on that same map with the barricades) I have one xenonaut corpse in front of the living xenonaut standing on it, and the same thing with a Ceserean corpse.
  4. Yeah, it may just be the simple AI, but we'll still list it because it's something that shouldn't be in the game at release.. Against single UFO's, the UFO always engages the 'top' aircraft in your list, which is the one you selected first, thus enabling you to know exactly which aircraft to use as bait when a combat starts. I was able to successfully replicate, so I'm marking it as such.
  5. It's easier to post a screenshot for this one than to describe it - here, I put a red circle around the escaped bar: Replication steps: Just bring 12 soldiers on a mission and it'll happen.
  6. Also you can try messing with suppression values - turn the MG suppression way down to 0 as well as the damage and test with that, then turn it way up and see if it triggers a crash in one shot.
  7. Thanks for the fix - good find. I'll try it out tonight. Note - everyone who wants try this fix should make a backup copy before they change the file, and test the game under each one - that way we may be able to determine which specific bugs are linked to this particular file error.
  8. Excellent work on the steps. I'll try your steps tonight and if it works for me as well I'll mark this one as repeatable.
  9. It's a good idea to do that kind of stuff while playing - do random nonsensical stuff just to try to break the game, especially during the alpha and beta. For each build I usually do a 'playing the game' game and follow it with a 'do random crazy stuff' game (intercept flying UFOs with a chinook, pick up and drop alien corpses, load troopers with way too much stuff, transfer everything between bases, etc).
  10. Thanks for the reproduction steps - I'll try it this evening. If they work I'll mark the bug as repeatable.
  11. Yep, confirmed, I had this happen as well during a Corvette mission. Interestingly, in every mission with smaller craft, I've never seen it happen, so it may be linked to Corvette and Terror maps.
  12. The 'Full Demo' option is the current Alpha game.
  13. We're back in business! Thread updated at 10PM EST, July 9. The thread hadn't been updated in awhile because I'm on the East Coast and we got hit by a bad storm the weekend before last - lost power in the blistering heat for several days, so this thread has sadly gotten out of date by an entire build for a week. I'm back up to speed now though, most new bugs were just added tonight - I haven't done any confirming or replicating (I'm still downloading the update!) Do not post bug reports in this thread. Post bug reports in their own thread, as detailed here. *** A note on AI bugs *** I see occasional reports of poor AI behavior. Dumb AI behaviors are well known as the AI is currently a placeholder, so no need to report on AI behavior bugs (unless they're causing additional issues like crashes to desktop or turns that don't end). Bugs are color coded as follows: Red means reported but unconfirmed. Someone has posted about the bug, but other people haven't seen it and also reported on it. Yellow is confirmed, either by screenshot, or me, the dev team, or by at least two other people in the same thread. Blue is REPEATABLE, and ideally where we want all bugs to get - that is, someone has written a series of steps you can reliably take to cause the bug to happen, and that's where you can really help the dev team, as being able to cause the bug to happen makes it much easier for them to fix. Green will be for any bugs that the dev team claims to have fixed for the next build. (Bugs that are confirmed fixed when the next build comes out will be removed). General / Configuration Game does not work in Windowed mode Memory dump error happens in various places. Geoscape - Crash to Desktop Loading saves that have UFO crash sites causes a CTD. Saving while an alien base is on the map causes CTD. 2 Workaround! Loading a save from in-game causes CTD, but loading same save from intro screen is fine. Alien assault on Xenonaut base causes CTD. 2nd air combat before reloading / refueling causes CTD - UFOs / Aircraft Simultaneous intercepts can cause multiple simultaneous combats to occur. 2 3 4 Finishing a ground mission reports UFO has escaped. 2nd air combat reports UFO has escaped. After loading save, UFO position changes Sending fighters to intercept a point on the map doesn't set patrol Can't use hyphen when renaming planes. Unable to redirect chinook to a terror site. - Save Games Cannot overwrite save games. CTD Corrupts save games Corporal training cancelled on loading game. - Geography Tasmania and other islands are not present on geoscape. - Gameplay Expenses are deducted before funds are added each month. 2 Unable to engage in terror missions. Going into another window and returning temporarily disables hotkeys. Having a UFO and a squadron over each other makes one very difficult to select. Unable to cancel out of building base. - Cosmetic Issues Radar circles appear on mouse cursor. Base - Controls Menu scrollbars do not work - Personnel Unable to hire new soldiers 2 Workaround! Unable to rearrange troopers inside chinook. Wounded soldiers lose their equipment. Strange training / savegame interactions 2 Dead soldiers still get paid. Troops still in chinook unassigned by game, but still in chinook and duplicated when reassigned. Soldiers heal between missions if chinook does more than one mission on a single flight. Ghost troopers take up slots in chinook (Workaround - sell the chinook) Troops duplicated over multiple bases (Dismissing them causes CTD) - Research Unable to research first project Project doesn't behave properly when starting it at a new base. - Items and Production Flares appear in stores for free after a night mission and may be sold. Alien grenade weighs too much. Troops don't always refill weapon ammo after mission. Weapons may be duped Air Combat - Crash to Desktop Firing a missile after pressing retreat causes CTD - Gameplay Aliens attack whichever aircraft was first selected from the intercept screen F-17 autocannon not firing in combat. Ground Combat - Crash to Desktop CTD when shooting aliens - especially with 0% hit chance. 2 3 4 CTD when suppressing aliens. CTD after losing quick battle. CTD when dropping alien corpse. CTD Every second ground combat Machinegunner suicide CTD 2 3 4 Grenading scout generator causes CTD Completing scout ground mission causes CTD - Gameplay issues Combat freezes during alien turn, likely due to alien death from fire. 2 Sometimes you can target tiles with no alien in them. Alien / soldier walks / shoots through wall / door 2 3 4 5 Odd targeting behavior, stuck in targeting mode Hit percentage missing or wrong 2 Own troops are suppressed even when it doesn't make sense. Soldiers unable to walk through destroyed door Unconscious units generate an additional corpse. Alien located in unreachable tile. Alien located in Generator Odd behavior of windows in quick terror mission. Clicking on the Burst Fire icon often does not work (press 'b' instead) Route finding in stairs took too many APs. Aliens escape from base assault. Concrete cover on industrial scout map not correctly showing cover. Grenades during night mission invisible, difficult to select. AP Rocket can be fired through scout hull Machinegun reaction fires single-shots for no AP. Unable to save game during ground mission. In alien base, rocket shoots only AP missiles. Knocking alien unconscious causes UFO to not be captured on victory screen. - Map Issues Some terror maps have no buildings (Workaround included) - Cosmetic Issues Barricade Clipping Issues 2 Androns use Ceserean death sprites Female soldiers use male voices Morale bar for soldier 12 too far right. All missions show default 'UFO has crashed' screen, even landed UFOs and terror missions. Suppression marker visible even if alien is not. Alien weapon on ground uses M-16 graphic. Crouching while moving causes a constant walking sound. 2 Alien corpses visible in the fog of war. 0% hit chance sometimes displayed but inaccurate. Invisible Aliens Heavily damaged scout shows intact power source, but game treats power source as destroyed. We got stickied! Thanks Matthew! I'll be trying to update this thread at least once a day, but I do have a job and other obligations, so don't fret if your bug doesn't get added mere hours after you post it.
  14. I just saw it, and I came here to make the post Infinitum made, so thanks for making it for me (I literally hit my head when everyone decided that taking off their helmets was a great idea). I have some stuff to add though - like the whole sequence with the infected scientist not being allowed to return to the ship. The movie missed a huge opportunity to have sympathetic characters by letting him on board in quarantine and having him turn zombie-evil later as a result. Instead we get the unlikable captain burning him to death and nobody much caring about it except his wife, after which they just leave the body outside instead of analyzing it (missing an opportunity for some exposition about this being a bio-weapon development site), and then when it COMES BACK TO LIFE and they kill it again, they STILL don't think it's worth checking out. They just re-kill him and move on. It's one thing when you don't create characters that the audience cares about - it's another when the characters don't give a crap about each other. After the zombie-biologist wipes out a third of the crew, there's no serious reassessment of priorities or arguments about whether to abort the mission or not - they just carry on without much notice of the event. There's only 17 crew here, and at the end of that sequence they've lost about 6 or 7 people. The other truly mad thing was Weyland including himself in the ship's crew. We've got cryogenic freezing here, and rather than just stay frozen on Earth for however long a cryogenic system can go for, this guy thinks that his best shot is to fly out to an alien planet referenced by cave paintings in the hopes that they're rockin' the secret of immortality out there? It'd only take another couple years for this 'last best hope' ship to come back to Earth with whatever it found, and he could spend the whole time safe on Earth waiting for the much more likely cure to whatever ails him. I'm just floored that people can spend over a hundred million dollars on a movie like this but not hire a scriptwriter who actually thinks about what's happening. The actual plot - explorers travel to alien planet to discover it's a bioweapon facility intended to destroy earth - is not a bad premise at all. But the execution and characters were mindbogglingly stupid. If you're sending a ship on an interstellar journey with the objective of finding alien life, you pick the best people you can find for it - because you don't want a geologist or a biologist who freaks out at a dead alien, let alone a live one. Final complaint - the woman archaeologist can't have kids? Really? Look at the fertility treatments and cloning methods we have now. You think in another 70 years there aren't going to be some rather exceptional methods for having a kid? The original Alien and Aliens were much better movies, and are still the only two in the series worth watching. At least this movie was better than Alien Resurrection.
  15. It's not a good idea. Especially because some of the bugs in the previous build were related to save games - I would always just go ahead and wipe all your saves and start a new game with a new build, otherwise you could experience issues that aren't truly issues with the game, but are due to some strange interaction between saves from an earlier build and the new code. I know people are having fun with the game and that's great, but it's still in Alpha and needs to be treated as such. You should start from scratch in every new build all the way up to release.
  16. I got that with a different game on Desura, so I think it's a Desura bug rather than a Xenonauts bug. Try uninstalling, then quit Desura and start it again and reinstall.
  17. In the screenshot below, I took reaction fire from the alien on the tile where the Xenonaut is dying, but when trying to shoot the alien from that tile in return I received a 0% chance to hit. Also, those black squares on the left side of the UFO never rendered, even when I got close to them - could be missing tiles.
  18. Ok, cool. Couldn't find the other thread. Also of note, I'm seeing my morale as higher than it's max (also in the screenshot). A bit later I had a soldier shot at (he was not hit) and he panicked, but it still listed his morale above his max.
  19. It's easier to post a screenshot for this one than to describe it - here, I put a red circle around the escaped bar:
  20. Ideally it would fall to Matthew, but if he doesn't have time (and nobody objects) I'm willing to take a crack at maintaining one myself. The one downside to me doing it would be that as I'm not in direct communication with the team, I wouldn't be able to update bugs to state that they've been fixed, but that's not an essential piece of information - the main purpose of a master bug thread is to inform forum goers of the already-reported bugs and direct them to the appropriate thread, thus reducing re-reports on the forum.
  21. To be fair, the original thread name (After Loading, The Emergence of Scholars) isn't very clear as to what's going on. If something involves a scientist, call it a scientist so the thread is easy for others to find and understand.
  22. I always liked the line from Independence Day. "Welcome to Earth!"
  23. That's exactly the point at which you should bring medkits. If the plasma rifle does 55 damage (and it could do less, as that's an average), then your average corporal (60 HP) will have five HP remaining. At 55 damage you'll have on average 1 critical wound that's causing damage over time. So the perfectly average shot leaves your corporal with 5 HP and losing 2 per turn, which gives him two turns to live. That's a fair bit of time to get him medical attention if you have someone already close enough. Sometimes, sure, the wounds will be too great to get someone there in time. Other times you'll have multiple turns (if damage is low or HP was high), or take hits that don't need medical attention at all. But with those figures, I guarantee you that bringing medkits will save lives.
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