GizmoGomez Posted June 14, 2013 Share Posted June 14, 2013 I have a recommendation: Should we have two different bug report sections? Like, one for the Stable, one for the Experimental? I mean, there's a lot of bug reports coming in from Steam, and they'll keep coming in like mad until a new Stable (v19) comes out. If we have a Stable bug report section, and an Experimental bug report section, then the "useless" (as in, not pertinent to the current build being worked on) reports coming in from the Stable players won't clog up the more useful Experimental bug reports. Ideas? Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 14, 2013 Share Posted June 14, 2013 Agree with the new section, but probably up to Matthew eh. Also getting the reported crash upon completing first Seb light scout. "Xenonauts has stopped working..." Reloaded an in-combat save, and upon completing the second time, it worked just fine. Odd. Quote Link to comment Share on other sites More sharing options...
Veneke Posted June 14, 2013 Share Posted June 14, 2013 Medipack bug confirmed and FIXED! Cheers mate! Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted June 14, 2013 Share Posted June 14, 2013 I'm still seeing lizards occasionally use burst fire after being suppressed just on my first mission. It's 40 TUs to use burst with an alien plasma pistol, so it shouldn't be happening. Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 14, 2013 Share Posted June 14, 2013 Caesan's also burst fire with the pistol while suppressed. Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 14, 2013 Share Posted June 14, 2013 (edited) Woah massive Foxtrot nerf? Anyone know if the Corsair now has 4 slots to make it worth building? Edited June 14, 2013 by svidangel Quote Link to comment Share on other sites More sharing options...
Aaron Posted June 14, 2013 Author Share Posted June 14, 2013 (edited) Ok, for those of you experiencing the crash - it happens whenever you end a ground combat mission while there is smoke (such as from a rocket or grenade) on the map. Probably caused by some of the recent FOW/smoke changes, as soon as we get a fix I'll upload it on Steam. If you want to keep playing the experimental until then avoid grenades, rockets or anything that causes smoke/fire - remember you can always switch back to the old branch via steam in the meantime if it's too annoying. Setting up a separate forum for experimental bug reports is a good idea - I don't seem to have permissions to do it, but we'll set one up a bit later and move reports from the existing bug forum into there. Also, please ignore the "AdvancedStart" mod - it was something I was using for testing and included it by accident. I'll remove it from Steam next update. Edited June 14, 2013 by Aaron Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 14, 2013 Share Posted June 14, 2013 I'm still seeing lizards occasionally use burst fire after being suppressed just on my first mission. It's 40 TUs to use burst with an alien plasma pistol' date=' so it shouldn't be happening.[/quote']Burst firing with plasma rifles now too while suppressed. Quote Link to comment Share on other sites More sharing options...
Chris Posted June 14, 2013 Share Posted June 14, 2013 I've created a special sub-forum for bug reports from the Experimental builds. Please don't report bugs from it in the main bug forums as it'll just confuse people! Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 14, 2013 Share Posted June 14, 2013 So if I removed smokechance from stuff, I can use explosives freely? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 14, 2013 Share Posted June 14, 2013 And live reapers will still show up wrong. Spelling error (Item.Reaper instead of Items.Reaper in strings.xml) Quote Link to comment Share on other sites More sharing options...
Aaron Posted June 14, 2013 Author Share Posted June 14, 2013 Yes, probably firechance too Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 14, 2013 Share Posted June 14, 2013 So is this build stable and all...I mean is it worth upgrading? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 14, 2013 Share Posted June 14, 2013 I'll test fire. Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 14, 2013 Share Posted June 14, 2013 Well...since I don't really want to mess with code...Can't I just wait a couple of turn after I fire the rocket so the smoke goes out? Quote Link to comment Share on other sites More sharing options...
blubberdiblub Posted June 14, 2013 Share Posted June 14, 2013 Well...since I don't really want to mess with code...Can't I just wait a couple of turn after I fire the rocket so the smoke goes out? That should work. Had my Ground Battle crashing due to using grenades, so I just took the Autosave (I had used a lot of grenades in that battle before), did without throwing a final grenade, waited a couple of turns (so any remaining smoke would vanish), finished the battle and this time it worked. Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 14, 2013 Share Posted June 14, 2013 (edited) Edit: Never mind, didn't update files properly for some reason. Edited June 14, 2013 by Sathra Quote Link to comment Share on other sites More sharing options...
h4r4 Posted June 14, 2013 Share Posted June 14, 2013 i can confirm that it still crashes just had an terror mission in stockholm, no explosives used it was against an ALL andron cruiser no smoke nades and stuff ...walls shot/destroyed 3 civilians were killed, lots of interior ( house/store ) chairs tables household items destroyed none of em caused smoke also outside benches/park fences destroyed = crashed upon exiting the mission somefing else must be causing the crashes. > no mods used. Quote Link to comment Share on other sites More sharing options...
Orangehat44 Posted June 14, 2013 Share Posted June 14, 2013 aliens can cause fires too , less you had LOS on the whole map the turn you killed the last alien you cant be certain there is no smoke Quote Link to comment Share on other sites More sharing options...
Orangehat44 Posted June 14, 2013 Share Posted June 14, 2013 So is this build stable and all...I mean is it worth upgrading? Its called experimental for a reason lol. Quote Link to comment Share on other sites More sharing options...
CellNav Posted June 14, 2013 Share Posted June 14, 2013 (edited) Just ran my first mission, no crash. Since I was aware not to bring explosive type weapons it allowed me to test other reasons why it would crash for some folks ... Here's the scenario (which I have the save game of first tactical turn if anyone wants to try it) : Scout UFO grounded, farm, daytime. Squaddies ... 6R, 1S, 1H ... Note, I didn't take pistols or grenades, only brought extra ammo and a medpack. Only change to any files was the weapons.xml change to fix the medpack , great find (btw, the original medpacks were using 100 values for both medpacks in steam stable and the 50 pack never worked right, since changing the value to 50 it behaves properly). Anyway, I killed all the aliens (grey types in maroon suits) and only destroyed the two consoles in the UFO they were hiding behind. I hope that helps ... My next test is using explosives, I know it should cause a crash but I'm curious if the new effects cause crashes for players with different graphic cards. I think we might help Aaron/Chris if we include the scenario items I posted above, perhaps there might be some common trait in our crashes ... Maybe someday they'll add a crash log, that would help! ... Other tests would be to slowly include other weapon type in the inventory and night battles. Thanks for a great game! Looking forward to the next build. EDIT : ... One last suggestion is something I'm going to do ... We should save the game during the tactical battle around the end of the battle ... So, just before you toast that last alien (If you think it's the last alien) save the game. That could provide the last minute snapshot of the game just before it crashes. I'm also starting to believe it's a autosave problem where like some players mentioned that perhaps something is missing when it tries to save. Edited June 14, 2013 by CellNav Quote Link to comment Share on other sites More sharing options...
CellNav Posted June 14, 2013 Share Posted June 14, 2013 Also, please ignore the "AdvancedStart" mod - it was something I was using for testing and included it by accident. I'll remove it from Steam next update. It appears it wasn't working anyway. I made a test mod in a new folder and changed the starting cash to 2 million but no change. In the future, can you get the mods folder working so players can make their own "hot fixes" without over writing the original assets? Thanks! Quote Link to comment Share on other sites More sharing options...
Moonie Posted June 14, 2013 Share Posted June 14, 2013 Who is this Aaron? What has he done with Chris? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 14, 2013 Share Posted June 14, 2013 Et him. Quote Link to comment Share on other sites More sharing options...
Solver Posted June 14, 2013 Share Posted June 14, 2013 (edited) Temporary fix for the smoke crash: http://www.xenonauts.com/weapons_gc.xml Updated weapons file (drop into assets folder) that removes fire and smoke from grenades, rockets and alien weapons. Note: I left it for smoke and stun grenades because they're often extremely important to have, but if you use them, make sure not to end the mission before smoke dissipates. Which means that you can not use stun grenades to capture the last alien on the map or you will get a crash. EDIT: Stinky did the same thing at almost exactly the same time, so credit goes to him, too. Edited June 14, 2013 by Solver Quote Link to comment Share on other sites More sharing options...
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