Jump to content

Master Bug Thread.


Recommended Posts

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 by Sathra
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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 by Sathra
Link to comment
Share on other sites

  • 3 weeks later...

- 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 by Billyy
Link to comment
Share on other sites

- 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.

Link to comment
Share on other sites

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)

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...