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Long war freeze at alien panic.


Killerlulzzzz

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I installed the latest version of the Long War mod and it runs fine untill I get an alien group to panic and the game freezes and doesn't respond anymore, tried this 3x and happens every time, tried re-installing but that didn't help.

 

I'm running steam offline so that won't be the issue...

 

Any help?

 

specs:

Intell i7-4770k

GTX 770 sli 2 GB RAM

16GB of RAM

Windows 7

...

Edited by Killerlulzzzz
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First of all, all the LW team's efforts are directed to getting it to work with EU patch level 5 and EW. They stated earlier they will not even be looking at bugs or feature requests until those are out.

 

What patch level are you on? If you have EU patch 5, you are out of luck until the team gets to it. If you are still on patch level 4, then look into the LW Bugs thread for similar reports. If there is any immediate hope, it's there. If there is nothing similar, add your issue (with details such as your LW version and how to reproduce or a link to a save game) there.

 

-Dubious-

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If I re-install the game with auto updating off will that work?

Nope. If you re-install, it will insist on a Steam account and patching which means you will have to go online. If you don't have a backup of the full game before patch 5, you are out of luck as far as mods go. The LW team just recently confirmed it is working on getting it to work with patch 5 for EU first, so just hang in there.

 

-Dubious-

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A potential, temporary fix... is there an option to turn off 'alien panic'? I've been searching around, but all I can find is information on the actual panic mechanic in the game.

 

The first Aliens I encountered in the game didn't go into the whole 'check us out we're badass' sequence, because one got killed by Overwatch. If it's possible to turn off the little cutscene, would that perhaps fix the problem?

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I've examined the code over the last couple of days and I haven't been able to isolate the command in which discovery of a new alien pod causes lockups. Our best guess is that a native function in the patch 5 exe is being incorrectly called by Long War's patch 4-era XComGame.upk.

 

Here's what I've seen when a soldier moves in range of a new pod:

* Camera moves to new pod

* Soldier announces sighting new enemy (I think that's m_kUNit.UnitSpeak(32))

* Sometimes, a couple of aliens start to move, but usually not. Sometimes, a cover shield appears improperly drawn (half-size)

* I haven't heard the new alien "music" (like the rapid series of piano keys)

 

The debugger log shows that XComAlienPod >> State Active is reached.

 

I've also had a lockup during alien activity before any new pods came on screen; it may be a reveal was imminent.

 

I've also had reveals in which a lockup didn't occur.

 

Definitely open to input from anyone who can trace the error.

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