Puciek
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Posts posted by Puciek
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As per title really, attaching savegame
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I have lost a few in 8.0 build without a crash, but that was my first plane loss in 8.1.
And thanks for the explanation! Makes sense.
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Yup. Reproduced it both ways multiple times, CTD every time on this save.
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In this save after you shoot down the UFO (either by manually guiding your planes or auto-resolve), the game will CTD when you press "ok" on the post-interception screen.
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Right from the start of the game, I got 2 raid missions, and even though I sent skyhawk out instantly, it did not reach the site in time before the mission expired. That doesn't seem right.
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I sent 2 interceptors against an observer, each armed with 2 skylances. While some hit, and sstrategy-22.jsonome missed, the hits triggered the correct graphic but caused no damage to the UFO whatsoever. Attching save from just before the interceptors catch up with the ufo.
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I have blown side of the ship with a breaching charge, but the wall is still blocking shots (on the same round as blowing it up), even though it's not there. It seems to only affect the edge wall.
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I restarted the game and the sound is back. Weird. I will try to grab a log and save if it ever comes back.
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Sorry, just for the starting soldier weapons so far. I can hear the aliens shooting just fine.
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As per title, there are no gun sounds in combat, all other sounds seem to be in place.
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Sadly that's not it. I even restarted the game and it was still showing the basic cannons.
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So I have built few weapons for the aircraft, but I cannot replace them. When I select the plane and click on one of the weapons, the box with available weapons expands, but clicking on any of them simply makes the box disappear, and loadout remains unchanged.
After clicking weapon:
And after clicking either the skylance, or energy lance, it won't change, just close the selection box.
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When I hit "commence mission" on alien terror, the game seems to progress just fine, loading screen goes all the way to 100% and then the game CTDs. Attaching save, simply load it, hit "commence mission" and observe. I tried to attach the logfile but that refused to upload, just stuck at "queued".
Edit: Managed to upload the output.log
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Ah got it, thanks.
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Those are new saves as you can see on when they were saved. Guess something went wrong when savegame was made and wrong version was put in, but they were made in v.8.
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When in the main menu after pressing the "Load game" section the "load game" button never enables, also the "continue" button is also disabled, despite having quite a few saves present.
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That's what I never understood about the IM cheating - you are only cheating yourself. Want to save, do, don't want to - don't. I am kinda against having an iron man as a mode in games in general because it puts unnecessary pressure to play with it on, even if someone may not like it. And if you want that challenge, you can do it just fine with self-discipline.
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I like the way new total war handled it - You have one main "directory" per playthrough, and then all saves dumped in there - with a checkbox which can be enable to show autosaves, hidden by default. This way you normally do not get clutter but also doesn't complicate it any more than it must be. To expand, I am just not big fan of folders, always found that I end up doing a lot more clicks overall than I would with just even a messy structure. And that option to hide/unhide autosaves seems to do the trick.
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Simple idea to allow us to configure autosaving, or just autosave more in general. Couple hooks that should trigger an auto_save, and name the save accordingly:
before_interception - Before entering air combat
after_interception - After air combat
before_mission_start - Before combat starts, when you load it, you are exactly as you were just before, including any squad changes
after_mission - When combat finishes.
mission_turn_X - At the start of every turn of mission
This would help greatly with testing, as not only you always have a save to submit from before/after, but also if the game crashes, you didn't really lose progress.
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In the attached save if you will detonate the planted C4, the game will CTD. Happens every time.
The relevant part of Log, I think:
2019-07-22 15:18:05,275 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\XenonautsMain.cs:523) [INITIAL CRASH] System.NullReferenceException: A fatal error occurred during Update[] - - Object reference not set to an instance of an object at Xenonauts.Common.ImpactPrefabKey.Key (IComposable composable) [0x00002] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\Common\Content\Keys.cs:285 at (wrapper delegate-invoke) System.Func`2<Artitas.IComposable, Artitas.Utils.Optional`1<string>>:invoke_Optional`1<string>__this___IComposable (Artitas.IComposable) at Common.Util.KeyFactory.Apply (IComposable composable) [0x00008] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Assets\LookupKeys\ILookupKeyFactory.cs:287 at Common.Util.KeyFactory.Construct (Common.Util.KeyStatus& valid, Artitas.IComposable[] composables) [0x00018] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Assets\LookupKeys\ILookupKeyFactory.cs:224 at Common.Util.LookupKeyFactory`1+ConstructedKey[UnityEngine.GameObject]..ctor (Common.Util.LookupKeyFactory`1 parent, Artitas.IComposable[] targets) [0x0000b] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Assets\LookupKeys\ILookupKeyFactory.cs:412 at Xenonauts.Common.ImpactPrefabKey.Construct (IComposable weapon, IComposable surface) [0x00010] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\Common\Content\Keys.cs:304 at Xenonauts.GroundCombat.DamageSystem.ProduceImpactEffectDueToProjectileEvent (Xenonauts.GroundCombat.Events.ProjectileImpactReport report) [0x000bd] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\GroundCombat\Systems\DamageSystem.cs:398 at (wrapper delegate-invoke) System.Action`2<Xenonauts.GroundCombat.DamageSystem, Xenonauts.GroundCombat.Events.ProjectileImpactReport>:invoke_void__this___DamageSystem_ProjectileImpactReport (Xenonauts.GroundCombat.DamageSystem,Xenonauts.GroundCombat.Events.ProjectileImpactReport) at Artitas.Core.Utils.ExpressionUtil+<ActionFromMethodInfoFactory>c__AnonStorey1`4[Artitas.Systems.EventSystem,Xenonauts.GroundCombat.Events.ProjectileImpactReport,Xenonauts.GroundCombat.DamageSystem,Artitas.IEvent].<>m__0 (Artitas.Systems.EventSystem target, IEvent param) [0x0001c] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Utils\ExpressionUtil.cs:151 at Artitas.Systems.EventSystem.HandleSubscribers (IEvent event) [0x00050] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:49 at Artitas.Systems.EventSystem.Handle (IEvent event) [0x00003] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:26 at Artitas.DefaultProcessStrategy.Process (IEvent event) [0x00202] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:888 at Artitas.DefaultProcessStrategy.Process () [0x00023] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:826 at Artitas.World.Process () [0x00007] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:695 at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00032] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:49 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\ScreenManager.cs:150 at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\XenonautsMain.cs:443
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7 hours ago, Decius said:
The shield is tactically interesting, but does require some kind of plausible offensive option with it. A one-handed SMG is a plausible option, as is a heavy pistol: Either lots of lead with limited accuracy, or a small amount of moderate hit at short range. Melee attacks are also a possibility, but they would need to be credible in their own right.
Would it make sense for the shield to have a melee attack superior to the melee secondary weapons, integrated into it? One of the current uses of riot shields is to charge a target and press them to the ground or wall with the shield itself, disabling them. Scale that idea up to a shield capable of deflecting or absorbing a couple of alien weapon hits on the approach and then hitting the enemy with the shield for a live capture seems like it would be interesting. If the only real role for shields is to protect spotters for snipers or HMGs, I think a possibility is going to waste.
3The word you are looking for is grenades :P
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11 hours ago, TrionWolf said:
Id like to point out ive done a lot of shooting over the years, specifically when i was in the Military. And the simple fact is that you are more accurate at a crouch as you can have a more stable shooting platform, with prone being even better. Its fairly difficult to shoot from standing accurately at range, especially given physiological responses to exertion. Meaning when youve been in combat and you just try to stand there and shoot your not going to be very accurate as you cant steady the weapons. When crouching you can steady the weapon using your body, resting your arms on your knees to make the weapon even steadier, or crouching behind cover you can place your weapon and arm on the cover used to make it steadier, which improves accuracy greatly. Just my two cents, oh and never try to shoot a saw from the shoulder after having run 300M well being shot at. I didnt hit the target but i scared the crap out of the birds in the sky.
I'll yield to your expertise then, I am just a civvie shooter + airsoft player, and on the shooting range I just don't see much difference between crouching and standing for shooting single shot. Auto always leads to everyone at the range panicking and few pigeons falling down for dinner ;).
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I personally like that you don't crouch for aiming bonus anymore, I have no clue where that idea originated, but crouching makes handling weapon quite... odd, hardly a massive accuracy boost. It makes it a bit better to control recoil but makes wielding any gun quite weird compared to just outright standing. You crouch to decrease your profile and thus get a defense bonus - which I like a lot.
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35 minutes ago, Ninothree said:
Yeah, either that or the Tec9. Well, at least in GTA you can run and shoot with them. But that is as far as my knowledge goes. Mind you, in one of the GTA games you can dual wield desert eagles, I'm pretty sure that is nonsense...
As much as I love GTA - they are fantastic games, they have nothing to do with gun realism, never even stood on the shelf next to it ;). For example irl you only would fire on full auto when laying the supressive fire, and not even then all the time, because it's absolutely inaccurate. Not to mention dual-wielding auto-firing weapons. But alas let's not diverge this topic further, not what I intended, just wanted to help steer into where niche for SMGs may be at, and why you really want a pistol as secondary, and a small one.
SSL broken on https://www.xenonauts.com/
in Xenonauts-2 General Discussion
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What it says on the tin really, that's a very bad thing from SEO perspective to have it broken, it will notably hurt google ratings, and greets users with a big warning that the site may not be secure.