XCOM 2
[WotC+Classic] TacticalUI KillCounter
Magixian 29 Mar, 2017 @ 7:39am
Bug Report
Gamebreaking bug in it's currect version + LW2. Had a few crashes at the end of enemy turns, and got a save that reproduces it. https://mega.nz/#F!UQA3SKoI!wcYNfY_rSKz0aK2LGnJsMQ Saved where all you need to do is to overwatch the last unit. A pod will patrol in, make some reactions, then the game crashes right as the red "Enemy Turn" bar is about to disappear. It's unique to having this mod installed. All mods except this works just fine. It's a rare bug though, but happend 3 times during my LW2 run now. All my crashes had the things in common, that i was overwatching with a pod running in on my squad. If I pressed 'End Turn' and with no one in overwatch, would progress normally. Did this when i had no idea what crashed my game. Ask if you got questions that could solve the issue, but since the crash doesn't produce any crash reports, I havn't been able to figure out what exactly is wrong. Tested on two different systems/setups. Same with: LW2 only = Fine. LW2+TacticalUI KillCounter = Crash. LW2+many combinations of mods = Fine.

*edit. To be more clear. Different order for overwatching the squad resulted in different RNG and could progress a few times. (noticed after probally 30 restarts with different mod-setups.)
Last edited by Magixian; 2 Apr, 2017 @ 10:49pm
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Showing 1-5 of 5 comments
Luminger  [developer] 4 Apr, 2017 @ 11:15am 
Hey Harddk, thank you very much for your report and save file! I appreciate your work; this is very impressive and I didn't expect somebody would be able to send me a detailed report AND a savegame which replicates the issue (yes, it does crash for me as well).

The log doesn't look too bad (nothing obvious, I was able to start XCOM2 with a logging window) sadly, guess I have to dig deeper. I'll see what I can do.

Thanks again!
Luminger  [developer] 4 Apr, 2017 @ 11:23am 
Interesting, this wasn't actually a hard crash. The UnrealScript interpreter just blocked the main thread, grinding everything else to a halt. After 6 1/2 minutes (on my machine), the game magically became responsive again and just proceeded like nothing happened.

It looks like something very rare and unexpected happened on the GameState side of things. I'm pretty sure that this is easily fixable, I'll report back once I can give you a detailed analysis why this happened, and hopefully a fix as well ;)
Luminger  [developer] 4 Apr, 2017 @ 12:23pm 
I just uploaded a fixed version, the lockup is now history.

The bug was a rare special case I failed to identify. There was a runaway loop which finally came to an end when the counter wrapped (which took several minutes). After that the game just continued as if nothing happened but the internal state of the mod was broken regardless.

The fix was very simple, here's the GitHub PR if anybody is interested: https://github.com/Luminger/xcom2-killcounter/pull/4/files

Thanks again Harddk, I wouldn't have been able to find this for a long time without your savegame!
Magixian 4 Apr, 2017 @ 12:50pm 
Hey Luminger. Glad it was of help to you. While I got no clue what kind of magic you performed on your mod nor what caused the bug to trigger, it's good to hear you were able to isolate and fix it. But guess that's why you're the one doing the programming and not me :-)
Zyxpsilon 20 Jan, 2018 @ 7:35pm 
I just (accidentally) discovered a strange flaw with the calculated WotC LOST values. The first kill never gets into the final "real" tally. :)
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