Sathra Posted December 5, 2011 Share Posted December 5, 2011 (edited) Thread for all the bugs reported and their current state. Post if a bug is fixed and not labelled correctly, or new and not listed. Red - Reported, but unconfirmed. Orange - Reported and confirmed. Green - Fixed. Confirmed means officially confirmed by Chris. General - Missing binds for Soldier #10, Vehicle #2, Crouch. - Keybind menu has no OK button. - Resolutions not present/too small/unusual resolutions given (varied reports). Due to engine. - Pressing Q opens launch window in Main Menu. 13/12 - Changing Vehicle 2 keybind to Ctrl+2 saves as Shift+2when menu is reopened after changing. 13/12 - Changing keybind to blank causes runtime error and CTD. 13/12 - Keybind menu has some cells misaligned with their keybinds. 14/12 Geoscape - Keybind Menu has black words on black background. - Starting new campaign without leaving game session results in aircraft being numbered in sequence after previous campaigns (-3, -4 if new game directly after starting new game). - Base tabs non-functional after loading save from main menu. - Loading save with crash-site causes CTD on load. - In-progress and unstarted research progress not kept when loading game in new session. Completed research reset to be researchable again. - Loading save with crash-site creates 'ghost' UFO contacts of UFO that crashed. - CTD returning to base from mission with casualties. - Loading save with crash-site causes CTD upon engaging.16/12 - Double-clicking on crash-site causes CTD. - Multiple researches completing at the same time does not create multiple Xenopedia report pop-ups. Creates only a single entry at a time, each extra project happens consecutively after Xenopedia is closed for previous project in completion blurt. - Returning to base after mission results in equipped 2-handed weapons having weight doubled/counted twice. - UFO contact numbers restart from 1 when loading save in new session. - UFO shooting down in-flight Chinook causes CTD. - Starting new campaign without leaving game session results in vehicles being numbered in sequence after previous campaigns (-3, -4 if new game directly after starting new game). 13/12 - Save date listed in load screen is 1 month ahead or behind of actual save date. 13/12 - Alien Fighter creating crash site. Causes CTD upon engaging for ground combat. 14/12 - Scientists counted multiple times for research project assignment. 15/12 - Selling captured materials on the Stores screen will sell an extra unit every time. 15/12 - Shooting down UFO's over water is not credited by any region. 16/12 - 'Escaped to space' message refers to UFO's as F-17's (e.g. F17-11 has escaped to space), but only when escaping from combat. 22/12 - CTD when UFO Fighters pursuing player craft retreating to base land at the base. 22/12 - No items available for manufacture after researching the prerequisites. 04/01 - 'Grounded' UFOs still have a non-zero speed. 04/01 - Core topics (plasma tech, laser tech, etc) sometimes not showing up for research even with pre-requisites complete. 05/01 - CTD occuring after June 20th. CTD occurs on random date after June 20. 15/01 Baseview - Radar named #####. - Any block of text (training, research project description, etc) turns orange on click. 16/12 - Sorting soldiers by 'armour' sorts by 'status' instead. 7/12 - Laser weaponry able to be equipped and manufactured from game start. 13/12 - Plasma rifle ready for research from game start. 13/12 - Soldier Kills/missions stat/s doesn't update. 16/12 - Unable to remove and reassign Hunter (or vice versa) to Chinook via Vehicle screen without switching to another base tab or the other hunter. 16/12 - CTD quick-removing (r-click) weapons from soldiers. 26/12 - Entering 'Soldier' tab while dropship is away from base causes CTD. 12/01 - Purchasing dropship causes CTD. 12/01 Air Combat - Multiple consecutive victorious air combats versus single UFO contact. - Foolish/suicidal player interceptor retreating. 13/12 Ground Combat - No crouch or Vehicle #2 hotkey. - Armoured Car blocks Line of Fire when it visually shouldn't. GUI change to remove confusion. - Keybind Menu has black words on black background. - Soldier in Basic armour appear to be wearing Wolf armour while wielding pistols and Precision Rifles. - Quitting game causes CTD. - Throwing grenade causes CTD upon detonation. - Keybind configuration does not recognise key-presses when changing. Also causes CTD on OK. - Armoured Car makes no noise while moving. - Items in secondary slot disappear when putting 2-hander into primary slot. - Dropped medipack uses Assault Rifle ground item image. - Starting mission with AP penalty due to encumbrance, dropping items to reduce weight has no effect on total AP. - Equipping Alien Plasma rifle or Pistol from ground causes CTD. - Some wall tiles in Scout UFO do not block LOF. - Blank battlescape. 13/12 - Machinegun belt too small. 13/12 - Aliens spawning in impassible sections of UFO (wings, connective tunnel, etc). 13/12 - Some Caesans incredibly resistant to damage. Strange pain noises. 13/12 - CTD when grenade activated for throw. 13/12 - Armoured Car able to fire for free if having at least minimum AP to fire. 13/12 - Game freezes if reserve mode selected without AP required for related action. 13/12 - Grenade graphic corrupts when placed in hand. 13/12 - Right-hand-side, rear-door of alien Scout UFO won't open. 13/12 - Soldiers able to path through visible alien Scout UFO walls. 13/12 - CTD with previously injured, then healed-on-base Xenonaut in later Combat when moved or any inventory interaction. 16/12 - Hunter unable to path over broken fence tiles even though path is green. With path even though cannot pass over. 16/12 - Reserve button state not updating correctly when switching between soldiers. 16/12 - Saves in battlescape, when loaded, reset map. Makes menu inaccessible. 21/12 - Chinook engage notice still visible in shroud during mission.21/12 - Machinegun has only 5/50 rounds on mission start.21/12 - Bringing Flamethrower to ground combat causes CTD upon mission load. - AP reserve prevents moving or crouching if below AP required to fire. - Upper levels of buildings missing walls and ceilings. - Alien AI gets stuck in loop and freezes game. Due to AI being stupid. - Soldier frozen at door threshold trying to enter. - Soldier frozen while crouching and walking sound loops while stuck. - Hunter returns next mission with 0 HP after being destroyed in previous mission. - Hunter does not repair between combats (new max HP = remaining HP from last mission) 7/12 - Sprites change position while crouching/after standing slightly 7/12 - Ground combat freezes after pressing End Turn. 13/12 - LOF bugs inside Alien Scout UFO. 13/12 - Dropping or putting weapon into backpack refills magazine. 13/12 - Reloading weapons by drag-drop destroys clip/missile present in weapon. 13/12 - Quitting from within ground combat loads menu clipboard over geoscape. CTD if anything other than Exit is selected 14/12 - Stunned Xenonaut, when revived, still present as stunned body item in tile while conscious as well. 14/12 - Xenonaut becomes unselectable by mouse (possible with hotkey or mousewheel) and can be pathed over/on top of. 14/12 - Dead Xenonaut shot by alien reaction fire stands up again, while still dead. 14/12 - Aliens shoot Xenonaut corpse repeatedly on turns after Xenonaut is killed. 16/12 - ScatterLaser equipped Hunter causes CTD upon Battlescape load if part of dropship complement. 16/12 - CTD upon engaging crash-site. 16/12 - Healing reticule stays active when activated, then switched with weapon. 16/12 - Selection arrow not visible when unit is at northern or eastern map edges (eastern only for vehicle). 16/12 - Some doors become impassible after several soldiers pass though them. 18/12 - Hunter destroyed in mission, subsequent mission in same Chinook flight (no base return), Hunter is revived to full health. 18/12 - Invisible alien firing from impassible location. 18/12 - Captured aliens reported as both 'escaped' and 'destroyed' in post-mission screen. 21/12 - Quitting ground combat causes crash-site to 'escape to space'. 21/12 - Game freeze after killing last alien. 26/12 - Soldier able to move laterally without turning. 04/01 - Machinegun reaction fire is single-shot. 04/01 - Loading ground combat saves causes CTD OR multiple UI bugs. 12/1 - Soldiers preview path can go outside map edge if map edge is offscreen when selecting path. 12/1 - Machinegun-equipped soldier capable of shooting self firing through unbroken window with a burst. 12/1 - Inventory related crashes (dropping medikit/equipping grenade over weapon). 12/1 Edited January 14, 2012 by Sathra Quote Link to comment Share on other sites More sharing options...
Sathra Posted December 13, 2011 Author Share Posted December 13, 2011 Updated to pre-V8.41. Just realised, if people could report if listed bugs are fixed or re-occur, that would be helpful. Do so in this thread, for tracking purposes. Quote Link to comment Share on other sites More sharing options...
Chris Posted December 15, 2011 Share Posted December 15, 2011 I'm going to add a list of bugs here that we've decided are low priority and can wait until the beta to fix. Stability is important but it's more important to get the new features in that fix the relatively minor ones. Sathra, perhaps you can consolidate these into your existing list so we have a big old to-do list when beta arrives? BUG – If you try to sell a captured item (for instance, Alenium) on the Stores screen, the game will sell an extra unit of it every time you do it. It does not do this for manufactured items. - Keybind menu has no OK button. BUG - If a soldier goes into battle with a two handed weapon equipped and is over his weight limit, when the mission ends (if he still has the weapon equipped) on the Soldier Equip screen he has double the weight penalty to his APs that he should have (what he had before the battle). If you unequip and then re-equip the weapon in his hands, it reverts to what it should be. BUG - If two research projects finish at the same time then the game only loads up one in the Xenopedia. On leaving the Xenopedia the first time, it should load up again showing the next piece of completed research. BUG - Save game in-game dates are always a month too late – a save game made in June will display the time of August in the save game information. BUG - If you start a game, exit the campaign, then start a new campaign, vehicles are still getting consecutive numbering from where it ended in the previous campaign (the starting vehicle is Hunter-003). BUG - If you set one of ‘Select Vehicle’ hotkeys and change it to Control + <number> then when you exit the menu and reload it again afterwards, it is changed to Shift + <number> instead. BUG - Sorting by ‘Armour’ on the Personnel information screen doesn’t work. BUG - Clicking on any block of text (for instance a research item description or the Course Data block on the Personnel screen) makes it turn orange for some reason. Also these two should be fixed now - although its tough to check the latter as the inventory screen just crashes for me when I load it: - Dropped medipack uses Assault Rifle ground item image. - Starting mission with AP penalty due to encumbrance, dropping items to reduce weight has no effect on total AP. Quote Link to comment Share on other sites More sharing options...
Sathra Posted December 15, 2011 Author Share Posted December 15, 2011 Most of are on the list already, but you've worded them better. I'll update that. Just checked the Medipack one, it still uses the assault rifle groundimage. Encumbrance updating properly does work though, kept forgetting to check that one. Quote Link to comment Share on other sites More sharing options...
Sathra Posted December 15, 2011 Author Share Posted December 15, 2011 All done. Some were listed as fixed for some reason. Quote Link to comment Share on other sites More sharing options...
chollington Posted December 16, 2011 Share Posted December 16, 2011 i dont know if this has already been reported but i equiped a medi kit on a soldier and the game crashed when i tried to go to the battlescape view. and i also had a problem with a soldier going through a door and not wanting to go back out of it. hope this helps. Quote Link to comment Share on other sites More sharing options...
Sathra Posted December 17, 2011 Author Share Posted December 17, 2011 (edited) First one is new, no-one's reported a crash from medikits. The other one might be the other door bug (http://www.goldhawkinteractive.com/forums/showthread.php?478-8.41-Ground-Combat-Move-soldier-through-door-no-other-soldiers-can-enter). Edited December 17, 2011 by Sathra Quote Link to comment Share on other sites More sharing options...
Belmakor Posted December 17, 2011 Share Posted December 17, 2011 Hi there, hope this is the right place to report bugs that weren't on the list? 1. Medkits only heal the grey portion of a wounded soldiers HP (I assume as intended). However, your medic can still use up his AP continuously on the wounded soldier even if the HP can no longer rise. 2. My RPG soldier has 30+ AP in one mission and then while out on the same Chinook patrol he enters a 2nd mission with 15 AP. After dropping his RPG on the ground the game CTD. 3. Hunter was completely destroyed in one mission. On the same Chinook patrol (without first returning to base) I went on a 2nd mission and my Hunter was back in Full Health. 4. Having moved my unassigned troops onto my Chinook in the base, upon arrival in the next mission all they carried was med packs and no weapons. 5. The animation for a soldier running with a medpack is one in which he is holding an Assault rifle. Quote Link to comment Share on other sites More sharing options...
Sathra Posted December 17, 2011 Author Share Posted December 17, 2011 (edited) Kind of. If they aren't on the list it invariably means that there isn't a report for them (so you should make one). As for the bugs you've listed: 1. Make a report, that's something that hasn't been mentioned for a loong time. I'm not sure if its intended behaviour either. 2. That's the 'Two-handed weapon weight doubled upon base return' bug. It shouldn't have crashed though. Can you repeat it? If you can, make a report. 3. That's one that hasn't been quite reported yet. Instant vehicle repair has a while ago, but no-one reported anything about doing 2 missions in 1 flight. Was it the same vehicle (Hunter-001 or whatever)? If so, make a new report. 4. That should really not have happened. Try and see if you can repeat it. 5. Sprite bug. Add it to the "Missing sprite list" thread. Make sure you mention which armour he was wearing too. Edited December 17, 2011 by Sathra Quote Link to comment Share on other sites More sharing options...
kujahn Posted January 1, 2012 Share Posted January 1, 2012 Ground combat freezes after pressing End Turn. 13/12 Game is responsive according to window, but its stuck in AI's turn (got a glimpse the field once before it went back to hidden movement) Quote Link to comment Share on other sites More sharing options...
SuperNovaNexus Posted January 2, 2012 Share Posted January 2, 2012 I'm getting CTD's after shooting down an alien fighter and returning to base does not always happen but most of the time Quote Link to comment Share on other sites More sharing options...
Billyy Posted January 2, 2012 Share Posted January 2, 2012 (edited) - CTD when UFO Fighters pursuing player craft retreating to base land at the base. 22/12 I think I have experienced and have a save right before this happens. My MIG32 was being pursued by an alien fighter and I used 2 other F17s to shoot it down, but seemingly no matter what I try after that when my MIG32 lands at base it CTD but the F17's can land normally. Edit: Just experienced it again with the exact scenario in a new game except this time it was my Chinook that was pursued and CTD when it lands, and a MIG32 was among the F17s. - Hunter returns next mission with 0 HP after being destroyed in previous mission. - Hunter does not repair between combats (new max HP = remaining HP from last mission) 7/12 I also believe I experienced these bugs. In a ground mission I managed to shoot my already damaged Hunter with the sniper and destroy it, but upon returning to base it was still in my garage at 39 health (might have even been the remaining health it had before the sniper shot but not 100% sure of that) and it seemingly wouldn't repair until I reloaded at one point and it was back up to 60. I however swapped Hunters so I never saw if the bugged ones max health became 39. Edited January 2, 2012 by Billyy Quote Link to comment Share on other sites More sharing options...
Sathra Posted January 3, 2012 Author Share Posted January 3, 2012 Ah, good. If you can find the original report thread could you add your findings there as well? It'd be easier to track the bug's progress that way. Quote Link to comment Share on other sites More sharing options...
Run3 Posted January 9, 2012 Share Posted January 9, 2012 I'm having a lot of crashes when my planes return to base... i haven figured out why exactly, but i will play around with it and post a proper bug report Quote Link to comment Share on other sites More sharing options...
Gorlom Posted January 9, 2012 Share Posted January 9, 2012 Have you checked the other bugg reports about Crashing To Desktop when planes return to the base? You might get a better understanding of whats happening to you after reading them. Quote Link to comment Share on other sites More sharing options...
IceVamp Posted January 11, 2012 Share Posted January 11, 2012 - Chinook engage notice still visible in shroud during mission.21/12 04/01 Is fixed now in 8.6 isn't it? The AP Reserve not halting soldiers, or displaying orange tiles bug isn't on the list. I've had it without loading a game now as well. It happened after opening inventory and moving a medkit for use. I'm quite sure one of the first things I did in my reloads was to open the inventory to check things were alright, so might be something in that. Quote Link to comment Share on other sites More sharing options...
Infernal_Dalek Posted January 11, 2012 Share Posted January 11, 2012 BUG - Fighters engage alien fighter at a speed of 0 km/h. They managed to get up to speed and catch the alien fighter before it escaped. Quote Link to comment Share on other sites More sharing options...
Sathra Posted January 11, 2012 Author Share Posted January 11, 2012 Yeah, been a bit busy so haven't been able to update the list in a while. Thor, the bugs you mention I can't remember ever being reported... Quote Link to comment Share on other sites More sharing options...
IceVamp Posted January 11, 2012 Share Posted January 11, 2012 Really? I just figured it was you that changed the topic on this to match the previous syntax; [V8.6 - Ground Combat] Multiple GC load bugs However I could make a separate report of it if you'd like, for clarity and with my new inventory theory. I could try to research it a bit more to see if I can't find the trigger. Quote Link to comment Share on other sites More sharing options...
Sathra Posted January 11, 2012 Author Share Posted January 11, 2012 Ah, I just chalked that up to Ground Combat savegames going nuts on load. If its happening without loading a GC save that's different. Better to have them as separate reports so its easier to check them (though if its multiple bugs happening with the same trigger all the time it would be mostly okay to have them in the same report) Quote Link to comment Share on other sites More sharing options...
ultimodareaper Posted January 11, 2012 Share Posted January 11, 2012 I have a major bug that after shooting down certain ufos when the planes come back they crash the game. Quote Link to comment Share on other sites More sharing options...
Sathra Posted January 11, 2012 Author Share Posted January 11, 2012 Yeah, this thread isn't actually for reporting bugs. That is a known bug though. There's a few threads about it. Quote Link to comment Share on other sites More sharing options...
IceVamp Posted January 11, 2012 Share Posted January 11, 2012 Ah, I just chalked that up to Ground Combat savegames going nuts on load.If its happening without loading a GC save that's different. Better to have them as separate reports so its easier to check them (though if its multiple bugs happening with the same trigger all the time it would be mostly okay to have them in the same report) Ok I'll do some tests to see if I can reproduce it tomorrow probably. Quote Link to comment Share on other sites More sharing options...
stx Posted January 15, 2012 Share Posted January 15, 2012 Hi Sathra, I just wanted to suggest an improvement to the master bug list thread. I think it would be useful to have a link to the forum original bug thread for each bug in the list (when there is one). Before posting a new thread we could first search the master bug thread list. If we find a similar bug in the list, we could update the linked thread directly instead of searching for it in the forum. As an example, I'd like to post a screenshot of a resolution issue. I've seen it is already reported in the list as 'Resolutions not present/too small/unusual resolutions given', but the description is not specific enough to understand if a new thread is needed. If I could easily read the original thread, that could surely help me. I know that 'search is your friend', but I'm just trying to streamline the process. If there is only one thread for each bug, then it's also easier to track the problem history. It's one of the features I most appreciate of Team Foundation Server. It's just a suggestion. Quote Link to comment Share on other sites More sharing options...
Sathra Posted January 16, 2012 Author Share Posted January 16, 2012 Hmm, not a bad idea. Though a number of bugs have between 2 and 6 reports. Quote Link to comment Share on other sites More sharing options...
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