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Everything posted by BeornBlackclaw
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Well I have a breakpoint set where I apply the "fix": Whenever I see the game looping over that part of the code, I set ZF to 1 instead of 0 and it breaks the loop. I can't say it is without side effects because I have no idea... I just did it to my savegame because you're kind of buggered with an Iron Man game... Sometimes I have to do it for more than one turn until the conditions provoking the bug stop occurring. See the first post for a tool to fix it yourself.
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I managed to "cure" my game of the infinite "Hidden Movement" bug by attaching a disassembler to the game and at some point inverting the zero flag register. If people with that specific bug are interested, I can try to fix their savegames. Please follow this procedure: Upload your savegame here Reply to this post with the following information: The link to your uploaded savegame (if it's not on my mediafire drop) Version of the game Mods if any Super experimental fix notice: I made a tool to break the infinite loop. It might crash the game or it might fix the problem. Use at your own risk. Backup your savegames. Download the fix. You might need the Microsoft Visual C++ 2010 SP1 Redistributable Package (x86). Look for repeating message as shown below and press Apply fix (you might have to do it several times):
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Fixed It's just a guess but it seems to me the bug might be related to Reapers being offscreen... I set a filedrop up on my mediafire account. Upload files there if you want me to try to fix them (infinite hidden movement only!). EDIT: Please put your forum username in the filename and the game version if known.
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I managed to "cure" my game by attaching a disassembler to the game and at some point inverting the zero flag register. I might be able to do it for other savegames if people want me to. EDIT: It will get stuck on the next turn if the conditions for the bug are still there... EDIT: The infinite loop occurring in my savegame is related to this (debug message repeated indefinitely): FOR Target: AI character 7, (34,9) Target: Friendly AI 14 :: 1.481979 Target: Friendly AI 14 :: 1.534532 Target: Friendly AI 14 :: 1.713291
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Hello, I can't seem to connect this forum account to my purchase due to an error in the form templating: I pre-ordered back in January 2012. Any help appreciated.
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Battlescape suggestions
BeornBlackclaw replied to BeornBlackclaw's topic in Xenonauts General Discussion
Exchanging place scenario would for example soldiers stacked up against a door. The first in line hasn't enought TU to fire anymore but enough to move a bit. He is however blocked by the one behind him. For a small TU cost (6 for instance) he could exchange places with the guy behind him who could then open fire. I am aware that he could crouch and let the other soldier behind shoot. However the second soldier would have a reduced field of view as opposed to standing at the door. I tried forced fire before and I don't know what I did wrong but it didn't work. Retried just know and it was fine. -
It's hard to keep track of everything already suggested so I apologize in advance if some of these have already been submitted. Here is what I would like to be able to do: 2 squad mates exchange places throwing weapons/ammo/medikit to other squad mate forced fire (no need for a valid target) to destroy a wall, etc. (maybe require to press CTRL for that) I haven't seen a squaddie faint so far they always die but if it's in the game, the ability to drag the wounded I hope it is all within the capabilities of the engine and you consider implementing them.