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Troublechuter

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  1. I'm also getting a crash on attempting to start a new game, but my error log is slightly more helpful:

     

    2020-02-06 20:44:20,654 [WARN] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:88) 
    Handle Event Skipped: The World of: MainMenu is null or not initialized, the event: LifecycleEvent (Type: Dispose) was skipped.

    2020-02-06 20:44:20,655 [WARN] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:88) 
    Handle Event Skipped: The World of: GroundCombat is null or not initialized, the event: LifecycleEvent (Type: Dispose) was skipped.

    2020-02-06 20:44:20,656 [WARN] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:88) 
    Handle Event Skipped: The World of: Strategy is null or not initialized, the event: LifecycleEvent (Type: Dispose) was skipped.

    2020-02-06 20:44:20,657 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\ScreenManager.cs:221) 
    Disposing: 0 animation(s), 4 screen(s)

    2020-02-06 20:44:20,660 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Screens\XenonautsMain.cs:524) 
    [INITIAL CRASH]
    Common.Content.Managers.ContentRuntimeException: A fatal error occurred during Update[] -  - The load screen failed to load some assets. See previous error logs for which assets failed.
      at Common.Screens.DataStructures.LoadScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].CheckLoading () [0x0019a] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\LoadScreen.cs:258 
      at Common.Screens.DataStructures.LoadScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00002] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\LoadScreen.cs:96 
      at Xenonauts.XenonautsLoadingScreen.Update (Single deltaTime) [0x00003] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Screens\Loading\XenonautsLoadingScreen.cs:30 
      at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\ScreenManager.cs:154 
      at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Screens\XenonautsMain.cs:444 

     

     

    This error is happening at about 94% loading, and happens consistently regardless of whether I'm running windowed or not.

  2. Hi guys.

    So I'm interested in getting the Soviet weapons into my game somehow, and neither method I've tried so far has worked properly. The official Soviet weapons mod switches the NATO weapons out, but I want both sets of weapons available. I did manage to find an old mod that does exactly this, but because it hasn't been updated for v1.51, the "Aircraft has refueled/rearmed" messages come out as "####".

    So basically I'd like to know if there's an up-to-date mod that will do what I want, or if this is something I'm going to have to mod in myself, and if so, how much effort would this be, and where in the game's files should I start looking?

  3. Yeah, we've done a bit of digging and you guys are right about the miss shots behaving strangely. We're working on a fix for it in the next build.

    Yay! Is there any chance you could take a look at how glass windows are behaving as well? Currently they block the first thing to hit them whatever that thing is, but realistically even the smallest caliber round would just go straight through. Didn't it used to work that way?

  4. Shots that miss are behaving very strangely. Shots usually scattered when they missed, but now my machine-gunner will fire 10 shots on target but only a few typically cause damage. The rest of the shots are labelled as "miss" despite the shots landing on the tile an alien is standing on. I believe there was a change for 1.53 that reverted to how shots used to miss before the experimental builds, but this effect seems to be out of proportion.

    Yeah, I said that heavy weapons felt a bit "off" in the 1.53 thread, but I think you've hit the nail on the head as to why. It feels like most of my "missed" shots are still hitting the square the target is standing in, when they would previously scatter off target. I'm not actually hitting any less often than before, it just looks weird for a hail of bullets to land right on target, but only two or three of them actually do damage. Bring back the scatter!

    I feel this issue is made worse if aliens don't actively break windows to make shots as this gives the players a slight battle advantage. Aliens usually shoot anyway so it isn't necessarily safe to stay behind windows forever. Just something else to think about.

    Yeah, aliens don't seem to shoot through windows anymore, because they know that windows block shots now, whereas they wouldn't before and so you'd get shot through windows all the time. That's what I don't like about the new "uber-glass"; either its regular glass in which case even a handgun bullet should go through unimpeded, or its bulletproof and you wouldn't have much luck smashing it open with the butt of your rifle either. What we have now is some weird alien material that's bulletproof once and then falls apart, but shatters instantly when struck in melee.

  5. It's been like this for me for a while now, I think ever since I started playing on the experimental build. You'll have to manually break the window with melee first before you can shoot through it, which makes perfect sense to me, so it's not a real issue personally.

    Edit: not to sound like nagging, but my issue in this thread still persists in this build.

    It doesn't bother me too much since it affects the bad guys as much as me, but I don't think it makes any sense either, to be honest. A single pane of glass wouldn't significantly slow down a bullet, let alone stop it. To say nothing of a high-energy laser or plasma bolt!

  6. Manual targeting won't work if shooting at an object with a 100% blocking chance.

    Spotted an alien hiding behind a prop. Tried to target him with my machine gunner to either kill him or blow away his cover, but could not take the shot at either tile. However, if targeting anything else within view with less than 100% blocking chance, no issues.

    Actually, thanks for reminding me about that one, I had the same issue with the doors on a UFO. I wanted to blow up one of the internal doors with a rocket, but wasn't able to actually target the door itself because it was "blocked". I think the door might have been "blocking" itself!

  7. Had another bug occur but sadly I can't reproduce it; after a ground mission I had "Alien Interrogation" show up as available even though I hadn't captured any live aliens. Or at least I don't have any <species> analysis research projects available, sadly I don't have a save at the end of the mission that would tell me whether or not the game thinks I captured a live alien or not.

    Also, something feels screwy with the aiming system but I can't put my finger on it; heavy weapons in particular feel extremely inaccurate all of a sudden. Out of a burst of 10 shots I rarely have more than one or two connect, and I tend to get lots of "misses" that land in the target square without saying "miss". I have switched the difficulty up to "Insane" though, so I'm not sure if what's due to the new difficulty setting and what's due to the new version of the game!

  8. If u do that, then we will have a terror mission every week.. I don't like terror missions.. even at ufo and tftd I remeber most 4 5 terror mission in whole game..

    So if u give terror mission to the bigger ship which u can't shoot it at the time of the game so they will land.. after u get enough fire power u can get rid of them..

    Like I said, there's definitely a balance to be struck. I'd be happy if this were something only introduced on the harder difficulty settings so as not to bombard new players with terror missions, I only play on Insane at this point anyway!

  9. This has been a problem since day one. I tried to approach it with the (defunct) FTD mod, others have suggested having the UFOs "beeline" for their objective, Kabill partially addressed it with Dynamic UFOs, but there has never been a real solution put together to counter a player's mid-to-late-game air superiority, with the resultant lack of any GC variation beyond crash sites

    I think you hit the nail on the head (and I was disappointed to see that the FTD mod was never completed, by the way!), I'm one of those in favor of the "Bee-lining".

    Obviously there's a balance to be struck, but I feel like we need to make it possible to intercept a terror / base attack UFO before they attack without having them spend a whole day just farting around before they actually attack. Currently I can have my interceptors intercept a completely different UFO, go back to base, re-arm and refuel and still shoot down the terror UFO in time before it attacks. That doesn't seem right.

    Basically, if there's a variable somewhere in the code that affects how long terror and base ships wait before they attack, it needs to be turned down. Otherwise, this might be a trickier problem; I appreciate that the code changes being made at this stage are going to be fairly minor for the most part.

  10. Had a play with this, here's what I've found so far:

    First of all I have a Greek soldier whose combat experience is listed as "####" rather than a unit name or "none", so I'm assuming that's a bug.

    Quicksave is now working correctly.

    The mouse wheel now appears to raise and lower my elevation rather than allowing me to quickly scroll between different types of shot, even if my cursor is over an enemy so that's irritating but I don't know if its a bug or an undocumented feature. I can still switch between shot types by right-clicking, but to auto-fire I have to manually pick auto-fire from the bottom menu. Basically its not strictly broken, but I'd rather have it back as it was.

    Finally, I don't see the memorial screen anywhere. Was this supposed to be included as part of the community edition changes?

  11. They're not changing it.

    That's a shame, really all I wanted was a final Xenopedia entry from our favorite egomaniac scientist explaining what actually happened afterwards.

    *SPOILERS*

    What happened to the alien fleet that was already in orbit? Why was the Ethereal Praetor so important anyway? If the whole point was to kill him, why couldn't they just blow up the whole ship with a singularity torpedo? And most importantly... what was the head scientist's name? In my headcanon I've named him "Dr Richards"... because he's a dick.

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