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BeornBlackclaw

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Everything posted by BeornBlackclaw

  1. A simple search would have told you it's a common problem. Check this thread and try the tool I made to fix that problem. If you don't trust the executable, follow the instructions to upload your savegame and I'll try to fix it.
  2. 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.
  3. Fixed but I had to kill a reaper. I started a dedicated thread for that instead of hijacking this one...
  4. I fixed Zellruhn's savegame. So I'll take it as an example: Link: Savegame Version: Stable 18 Mods: n/a
  5. 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):
  6. 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.
  7. I don't really cure the savegame I just break the infinite loop in the code. Otherwise I'd make a tool for people to do it themselves. I'm sorry but that link is invalid. @Zellruhn: your savegame is on the geoscape. Either you uploaded the wrong savegame or it's a different bug altogether...
  8. 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
  9. Actually, it might have been visible all along. I just assume it was when the Hunter spotted it.
  10. While this is true, you can also imagine that your soldier would be able to tell them to back off. It happened to me on my first time playing with the stun toys and I wasn't too pleased.
  11. Same here. Volume was muted so I don't know if this was anything sound related. Iron man save during a terror mission. http://www.mediafire.com/?oq6iqylzm6xcgdm
  12. 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.
  13. I had 2 UFOs down on the geoscape. While cleaning the first, my Hunter was destroyed. I went on to do the second crash without returning to base and lo and behold my vehicule was back from the dead.
  14. One of my soldiers couldn't be targetted directly with the mouse cursor and it lead to another one being able to stand on top of him.
  15. 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.
  16. 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.
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