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[X:CE 0.34.3] Heavy MAG weaponry broken with Fix Pack

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This patch broke my savegame. I narrowed it down to the Xenonauts Fix Pack update (I'm running CE). Before this patch, Heavy MAG weaponry unlocked (plus since I had the SMG mod, those unlocked too). Now, after MAG weaponry research is finished, Heavy MAG weaponry is not available for research, plus MAG weaponry does not include the weapons from the SMG pack (which worked before this new patch).

I've attached a savegame just before this happens and my mod list.

Game 1.sav

mods1.png

mods2.png

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I'm looking at a previous version of the Fix Pack, but cannot spot any differences in research.xml. I know for sure that it worked before the newest patch, as I fast-forwarded a month to check some unlocks, and I remember getting the MAG airplane weapons. But now it's unresearchable.

By the way, I have researched AdvancedPlasmas (I believe) since I have every Plasma weapon, including the Plasma AA Battery.

 

Anything else you need from me, please ask (I was about to assault an Alien Base XD)

Edited by Raw

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Just on the off chance of this being an order conflict, what if you place the Fix pack below the SMG mod in your mod priority list?

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I just tried that, and well, yeah, I fixes the SMGs unlocking and what not, but Heavy MAG weaponry still doesn't.

I just compared research.xml from the "newest" Fix Pack (the one on my Steam install) with the one available online (1.41, from March). They are identical.

BTW, if the Fix Pack was updated, you guys should increase the version number XD it's still 1.41

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I just realized all my tech tree is messed up, not just MAG. I rushed a Carrier for a fusion reactor, and I got the reactor and researched it. However, once it was researched, I didn't get Fusion Explosives for research.

Once again, by disabling the fix pack, fusion explosives unlock. I'm starting to believe the problem isn't the Fix Pack itself (which AFAIK, only adds a "(AND)Researches.PlasmaExplosives" and so on to derivative researches, such as Researches.FusionExplosives, to the research reqs. Maybe the new patch messed up research flags, which now makes this conditions unatainable (and that only the fix pack enforces).

Here's another save, just before alien fusion finishes research.

 

test.sav

Edited by Raw

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I've now disabled all other mods, except the weapon packs (SMGs, Soviet, German), since the game crashes while loading a save without those packs enabled. So only the very basic XCE mods are enabled, plus the weapon packs, plus the Fix Pack. This doesn't fix the unlocking issue, and once again, deactivating the Fix Pack solves it.

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Just gotta say I love the game, modifying, hacking and debugging it ;) Thanks for the CE patch, Solver.

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So by modifying the reqs. for Fusion Explosives by removing the extra req. added by the Fix pack, it now works.

From this:

<Row ss:AutoFitHeight="0" ss:Height="63.75">
    <Cell><Data ss:Type="String">Researches.FusionExplosives</Data></Cell>
    <Cell ss:StyleID="s72"><Data ss:Type="Number">240</Data></Cell>
    <Cell ss:StyleID="s73"><Data ss:Type="String">Weaponary</Data></Cell>
    <Cell><Data ss:Type="String">Researches.AlienFusionReactor(AND)Researches.PlasmaExplosives</Data></Cell>
    <Cell ss:StyleID="s74"/>
    <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( &quot;Researches.FusionExplosives&quot; );&#10;UnlockKnowledge( &quot;Researches.FusionWarheads&quot; );&#10;UnlockKnowledge( &quot;AV.XFPHYPERMISSILE&quot; );&#10;UnlockKnowledge( &quot;AV.XFPFUSIONTORP&quot; );&#10;ReplaceItem(&quot;AV.PLASMAMISSILE&quot;,&quot;AV.HYPERMISSILE&quot;);&#10;ReplaceItem(&quot;AV.PLASMATORP&quot;,&quot;AV.FUSIONTORP&quot;);&#10;ReplaceItem(&quot;weapon.grenade.plasma&quot;,&quot;weapon.grenade.fusion&quot;);&#10;ReplaceItem(&quot;weapon.rocket.plasma&quot;,&quot;weapon.rocket.fusion&quot;);</Data></Cell>
    <Cell ss:StyleID="s65"><Data ss:Type="String">Researches.FusionExplosives;Researches.FusionWarheads;AV.XFPHYPERMISSILE;AV.XFPFUSIONTORP</Data></Cell>
</Row>

To this:

<Row ss:AutoFitHeight="0" ss:Height="63.75">
    <Cell><Data ss:Type="String">Researches.FusionExplosives</Data></Cell>
    <Cell ss:StyleID="s72"><Data ss:Type="Number">240</Data></Cell>
    <Cell ss:StyleID="s73"><Data ss:Type="String">Weaponary</Data></Cell>
    <Cell><Data ss:Type="String">Researches.AlienFusionReactor</Data></Cell>
    <Cell ss:StyleID="s74"/>
    <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( &quot;Researches.FusionExplosives&quot; );&#10;UnlockKnowledge( &quot;Researches.FusionWarheads&quot; );&#10;UnlockKnowledge( &quot;AV.XFPHYPERMISSILE&quot; );&#10;UnlockKnowledge( &quot;AV.XFPFUSIONTORP&quot; );&#10;ReplaceItem(&quot;AV.PLASMAMISSILE&quot;,&quot;AV.HYPERMISSILE&quot;);&#10;ReplaceItem(&quot;AV.PLASMATORP&quot;,&quot;AV.FUSIONTORP&quot;);&#10;ReplaceItem(&quot;weapon.grenade.plasma&quot;,&quot;weapon.grenade.fusion&quot;);&#10;ReplaceItem(&quot;weapon.rocket.plasma&quot;,&quot;weapon.rocket.fusion&quot;);</Data></Cell>
    <Cell ss:StyleID="s65"><Data ss:Type="String">Researches.FusionExplosives;Researches.FusionWarheads;AV.XFPHYPERMISSILE;AV.XFPFUSIONTORP</Data></Cell>
   </Row>

 

I think these extra req. flags (such as Researches.PlasmaExplosives) got messed up in the new version, since they are there for, lets say Plasma Explosives themselves, but I didn't encounter this issue back then when researching Plasma stuff (a week ago, running 0.34.2HF), and I have added no relevant mods since then.

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Our most amazing modder Charon is also looking at this. He's actually far more knowledgable about the modding aspects.

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2 minutes ago, Solver said:

Our most amazing modder Charon is also looking at this. He's actually far more knowledgable about the modding aspects.

Tell him not to forget to update version numbers ;)

Hope all this surface reporting I'm doing helps him figure it out easily. As a fellow dev, I wouldn't want him to spend too much time fixing my (probably irreproducible) bugs.

Any way to see the diff between 0.34.2HF and 0.34.3? Maybe I can figure it out myself that way XD

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Yep, this fixes the issues! In both the minimal mod setup I mentioned, and the one I was using before. Thanks! :cool:

New Fix Pack is on top of the prio list again, and SMGs and unlocks work again.

If you don't mind, I'm super curious about what caused the issue. Could you PM me about it? :eek:

Edited by Raw

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3 minutes ago, Raw said:

Yep, this fixes the issues! In both the minimal mod setup I mentioned, and the one I was using before. Thanks! :cool:

New Fix Pack is on top of the prio list again, and SMGs and unlocks work again.

If you don't mind, I'm super curious about what caused the issue. Could you PM me about it? :eek:

23:56 - Charon: Look, the game keeps a list of researched subjects.
23:57 - Charon: thats not mod specific, the save contains its own research one
23:57 - Charon: so lets say the game has research subject X and Y
23:57 - Charon: you unlock X, now the game ticks every research with the requirement X.
23:58 - Charon: But then you update that particular research to also require Z
23:58 - Charon: the requirements reset to X,Y and Z again, but since X has already been researched it can never get researched again

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Fantastic, thanks. Hitting the upload button on Steam.

There's nothing whatsoever interesting about the issue, I just messed up with extracting various archives and ended up with some hybrid version of the Fix Pack in the X:CE package, and it included research files that shouldn't even be there.

  • Like 1

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Everybody messes up releases anyway. If I had 1 cent for every time I almost pushed a broken build at work (we had no buildserver or unit/integration/acceptance testing)... 

It's great that you fixed this issue (thankfully it wasn't caused by my savefile hacking :D )

Thanks for the great work! This late night (past midnight here) debugging was very enjoyable and it's great that you are onto things pretty quick.

At least now I can brag I caused a patch update for a game on Steam. :cool: Maybe you can call it 0.34.3RAW:p

Edited by Raw
  • Like 1

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It's equally past midnight here, and I must admit I don't code X:CE with nearly the same attitude as at work. There, I often work with code where things can literally explode if my code is poor, so X:CE is more like a relaxed project where I can afford to mess up.

Thanks @Raw and thanks @Charon :)

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Please don't blow us up Solver. No alenium here in Germany, I swear.

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