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Sleet01

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Posts posted by Sleet01

  1. I didn't know to look for this until it happened to me. Situation was:

    1 x Fighter on the screen

    2x F-17 and 1x MiG-32 despatched to intercept above.

    3x fighters appeared mid-intercept and tracked my interceptors.

    Game speed 2x or 3x

    All three groups overlapped simultaneously after another second or so.

    Symptoms:

    Two intercept music tracks played simultaneously, slightly off-synch.

    Intercept display flickered occasionally.

    Geoscape was visible during flickers when panning intercept screen.

    Geoscape's "show radar ranges" checkbox visible and responsive to clicks. Changing state caused radar range areas to briefly get drawn over intercept graphics.

    Interceptors were not visible.

    Enemy fighters were briefly visible during some flickers.

    3x enemy fighter group did not appear able to track my interceptors, but took damage from interceptor fire.

    Shooting down two visible fighters

  2. Repro:

    Attempt to have a soldier within the Scout main room (the larger, forward section *without* reactor) walk out while doorway is blocked.

    Expected:

    "?"-character ending block for projected path, or path stops before blocking soldier's square. Soldier cannot exit this room due to all valid paths blocked.

    Actual:

    Projected path routes through one of the aft bulkhead walls near the 90-degree corner at north or south extreme. Clicking again causes the soldier to actually walk out through that wall section. Hovering the mouse over that block reveals that the mouse cursor (for move, target modes) is superior to wall graphics in that block only.

    To do (by me):

    1) Check if wall is passable from the outside as well. This may account for my "sniper round passes through Scout wall" bug.

    2) Check if weapon fire can pass through wall section.

    3) Check if section blocks LOS to enemies inside or not.

    4) Take screen shot.

  3. In this specific case I didn't see the visible level transition to the next highest, nor did the bullet appear to impact the ceiling. I got a ricochet-type sound and the bullet appeared to hit the far wall. I think I've found the cause of this one, though: it looks like there are two non-wall wall sections on the Scout main-section aft bulkhead. I'll file another bug on that.

  4. Repro:

    Have 1 alien inside the main room of a crashed Scout. Fire sniper bullets and HEAT rockets at the window next to the alien using <ctrl>+<click>.

    Expected Result:

    Walls prevent the passage of blast damage from weapons that cannot damage the wall itself. Sniper bullets cannot pass through tiles that they cannot damage.

    Actual Result:

    Some bullets miss the target square and pass through neighboring window squares. HEAT rockets do not damage the window square but kill the alien behind them and set the room interior on fire.

    If possible, it'd be nice for wall tiles to stop blast damage from passing through to the "inside" tiles, unless the walls themselves are also damaged.

    I'm not sure what happened with the sniper bullet; it may have hit a tile that was "unseen" and not gotten checked for impact until it hit an interior wall on the other side of the room, or it may have passed between the 1st-level wall time and the 2nd-level roof tile just as it crossed the exterior window tile.

  5. Alien grenades effectively cannot be used because:

    1) They weigh 20KG!

    2) APs remaining after picking up the 20KG grenade are usually <= 15.

    3) There don't appear to be enough APs to equip the alien grenades to hand from any storage point - ground, belt, or backpack - so I can't test throwing them.

    It seems odd that the alien grenades, hauled around by aliens with 80% of human strength, weigh more than a heavy machine gun or rocket launcher. Is this intended behavior?

  6. Commenting for frequency: I have a game I created post-XML-fix with several manual Combat saves and two auto saves. The two most recent saves - Combat and auto save - were created while two downed UFOs were on the Geoscape map. The next-most-recent save - an auto-save - was created while no downed UFOs were on the map. That file loads fine; the two more previous save files cause a CTD with 100% repro.

  7. First off, not sure if I'm really running v10.2; this just seems to be the latest build and most of the recent bug reports are against v10.2. I downloaded it last night through Desura; if this is not the correct build number, I'll edit/delete-and-repost for correctness.

    When setting the initial base location it is not possible to choose Crete as it is not "active" like other landmasses. Crete does light up when the mouse hovers over other parts of Europe, however. It's too bad, too, because Crete offers excellent radar coverage of western Europe and northern Africa.

    Repro:

    1) Start new game

    2) Try to place initial base on Crete (large, thin island with East/West orientation, South of the coast of Greece in the Mediterranean Sea).

    3) Build initial base elsewhere; try to place subsequent base on Crete.

    Expected result:

    Base is placeable on this large, visible land mass that appears to be part of the Europe area within the Geoscape.

    Actual result:

    Crete does not become active with mouse-over, so is not selectable as initial or subsequent base site.

    Edit: Version is 10.21

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