Pave Posted December 12, 2016 Share Posted December 12, 2016 --- I caught an "old-old" bug that has been keeping up low-profile for quite a long time now. I have included both the save files of the whole battle (up to the bug encounter) and a screenshot showing how the screen looks once the game hangs. Reproduction-guidelines (when using the newest save-file from the zip-files): 1. Take a Xenonaut onto the the "north" / up-right-corner teleporter 2. Once teleported, an Andron should be still "overwatching" the teleporter / transporter without shooting you (from south-east / down-right, near the door of the room) 3. Move one tile away from the teleporter-pad (preferable to north-east / up-right / 1-2'o'clock 4. Move Xenonaut-token back onto the teleporter-pad / elevator. With "luck", the Andron should have now reaction shot / fired onto the teleporting Xenonaut. And now the game if left hang indefinitely. The Xenonauts.exe process still is running without any indications of a crash or freeze or any other other abrupt changes in resource usages (at least on my end according to "Resource Monitor"). --- For the mod-list, please refer to my previous buf report; nothing had changed since then: --- --- --- Xenonauts Reaction Fire Shot Teleport bug 20161212.zip Quote Link to comment Share on other sites More sharing options...
Solver Posted December 12, 2016 Share Posted December 12, 2016 What, this again? I've lost track of how many times teleport reaction fire has been broken and fixed. Quote Link to comment Share on other sites More sharing options...
Charon Posted December 12, 2016 Share Posted December 12, 2016 9 minutes ago, Solver said: What, this again? I've lost track of how many times teleport reaction fire has been broken and fixed. Tried it and couldnt trigger any bug, although i only tried 3 times. Quote Link to comment Share on other sites More sharing options...
Pave Posted December 13, 2016 Author Share Posted December 13, 2016 (edited) 9 hours ago, Charon said: Tried it and couldnt trigger any bug, although i only tried 3 times. Is there a way to force the Andron (Guard?) to have reaction-shot-chance be 100% via some temporary modding or something similar (I.E. basically make him reaction-shot regardless the Reflex-stat + time-units left reaction-chance calculation)? Edited December 13, 2016 by Pave Quote Link to comment Share on other sites More sharing options...
Charon Posted December 13, 2016 Share Posted December 13, 2016 3 minutes ago, Pave said: Is there a way to force the Andron (Guard?) to have reaction-shot-chance be 100% via some temporary modding or something similar (I.E. basically make him reaction-shot regardless the Reflex-stat + time-units left reaction-chance calculation)? Only if you would have a save before the GC, as changes dont get applied to an existing GC save. Quote Link to comment Share on other sites More sharing options...
Pave Posted December 13, 2016 Author Share Posted December 13, 2016 (edited) 24 minutes ago, Charon said: Only if you would have a save before the GC, as changes dont get applied to an existing GC save. Hmm, well I still have this autosave-file that was generated before the ground-combat-mission starts. (I've made a renamed-copy of it alongside other original autosave-files just in case). But when I loaded that autosave-file and tried to initiate the combat again, the map(-seed?) was different now (it should still have Androns and Harridans on a "Landing Ship"-UFO, the crashsite-54 in the savefile that is). Although this could also be due me semi-hastily updating some of the mods via the Steam-workshop+launcher-handler updating (mainly by updating to up-to-data "Fix pack") This is all the files I can provide for now for the "trial-error"-testing. I wonder if there is a mission-editor / builder tool to generate specific types of battles and other ground-combat-scenarios (well, there certainly are; it is just me being semi-rhetoric). --- --- --- Xenonauts Reaction Fire shot bug autosavefiles 20161212.zip Edited December 13, 2016 by Pave Quote Link to comment Share on other sites More sharing options...
Charon Posted December 13, 2016 Share Posted December 13, 2016 (edited) 12 minutes ago, Pave said: But when I loaded that autosave-file and tried to initiate the combat again, the map(-seed?) was different now (it should still have Androns and Harridans on a "Landing Ship"-UFO, the crash-site-54 in the savefile that is). Although this could also be due me semi-hastily updating some of the mods via the Steam-workshop+launcher-handler updating (mainly by updating to up-to-data "Fix pack") The map gets pulled upon entering the GC. Just for the record, over the course of 3 trials, i received multiple reactionshoots upon entering the teleporting (back to the lower level ), missed and hit ones, but no bug was triggered. But im using the X-Division setup, so this may distort the result. Thats all from my side. Edited December 13, 2016 by Charon Quote Link to comment Share on other sites More sharing options...
Pave Posted December 13, 2016 Author Share Posted December 13, 2016 (edited) 5 minutes ago, Charon said: But im using the X-Division setup, so this may distor the result. Hmm, seems like this (obviously) calls for code-comparison then: You might have fixed this bug (or for whatever reason the bug apparently only appears on the current (semi-out-of-date out-of-package-Steam-version of) Community Edition). Edited December 13, 2016 by Pave Quote Link to comment Share on other sites More sharing options...
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