Skip to content

Lance is stuck at set deploy position even after deploying (Linux, Steam, Proton) #10233

@Spectranomica

Description

@Spectranomica

For the second time I've found a mission, and it might be the map come to think of it this has consistently been on the Liao starting capitol, where the game gets stuck after deploying the lance. It proceeds through the setup rounds after the leopard lands and once your first turn begins your only action on the bar is still selecting the deploy position and individual units cannot be selected. Trying to move gives an error that it's calculating the movement and can't. Hitting escape doesn't bring up the menu in this context so manually clicking the hamburger menu in the top right to load or quit must be used. The log is attached and does have some interesting things going on, such as a negative BoxCollider on water of all things and an error regarding missing transforms for Battle Armor but I've played missions that have battle armor on this setup so the battle armor at least aren't game breaking. The "smoking gun" is included below for expediency. I'm running on Linux on a known working setup, this one issue notwithstanding. My method for running Roguetech via Proton is to use SteamTinkerLaunch as the compatibility tool and in the Game Menu set it to use the custom command "RogueLauncher.exe" and check that it only runs that command rather than also try starting the game. Proton version is set manually to experimental (the launcher wasn't running otherwise, why that isn't the default in STL is beyond me if it's necessary) and it's helpful to at least once toggle winecfg under wine options near the bottom so you can specify winhttp.dll should be prioritizing native for the entire prefix. You can presumably also use a launch argument. Excerpt follows:

15:46:12.2900654 MessageCenter [ERROR] CRITICAL ERROR, PLEASE REPORT: Delegate OnActorSelectedMessage - Standard for message type ActorSelectedMessage failed with exception Object reference not set to an instance of an object at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<System.Int32 (BattleTech.Mech)>(BattleTech.Mech) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Int32 BattleTech.Mech:get_AdjustedHeatsinkCapacity()>(BattleTech.Mech) at BattleTech.UI.CombatHUDHeatMeter.GetProjectedHeat (BattleTech.Mech mech) [0x00029] in <4184af8dbeb44635831353f4d349631c>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.DMD<DMD<>?728519680::BattleTech.UI.CombatHUDHeatMeter::RefreshHeatInfo>(BattleTech.UI.CombatHUDHeatMeter) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void BattleTech.UI.CombatHUDHeatMeter:RefreshHeatInfo()>(BattleTech.UI.CombatHUDHeatMeter) at BattleTech.UI.CombatHUDHeatMeter.set_DisplayedActor (BattleTech.Mech value) [0x00007] in <4184af8dbeb44635831353f4d349631c>:0 at CustomUnits.CombatHUDMechTray_refreshMechInfo.Prefix (System.Boolean& __runOriginal, BattleTech.UI.CombatHUDMechTray __instance) [0x00081] in <d3cad995e048456a87befecbea028ecb>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.DMD<DMD<>?-174745344::BattleTech.UI.CombatHUDMechTray::refreshMechInfo>(BattleTech.UI.CombatHUDMechTray) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void BattleTech.UI.CombatHUDMechTray:refreshMechInfo()>(BattleTech.UI.CombatHUDMechTray) at BattleTech.UI.CombatHUDMechTray.set_DisplayedActor (BattleTech.AbstractActor value) [0x00052] in <4184af8dbeb44635831353f4d349631c>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.DMD<DMD<>?704010112::BattleTech.UI.CombatHUD::updateHUDElements>(BattleTech.UI.CombatHUD,BattleTech.AbstractActor) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void BattleTech.UI.CombatHUD:updateHUDElements(BattleTech.AbstractActor)>(BattleTech.UI.CombatHUD,BattleTech.AbstractActor) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.DMD<DMD<>?-1821478656::BattleTech.UI.CombatHUD::OnActorSelected>(BattleTech.UI.CombatHUD,BattleTech.AbstractActor) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void BattleTech.UI.CombatHUD:OnActorSelected(BattleTech.AbstractActor)>(BattleTech.UI.CombatHUD,BattleTech.AbstractActor) at BattleTech.UI.CombatHUD.OnActorSelectedMessage (MessageCenterMessage message) [0x00019] in <4184af8dbeb44635831353f4d349631c>:0 at MessageCenter.SendMessagesForType (MessageCenterMessageType messageType, MessageCenterMessage message) [0x00037] in <4184af8dbeb44635831353f4d349631c>:0

The mod does go out of its way to provide its own monobleedingedge and a couple of DLLs for it. I'm not entirely sure if or how I might tell Proton to use that instead, setting those DLLs to prioritize native in winecfg didn't do it. I'm going to at least try to see if perhaps Glorious Eggroll can iron this out but if it doesn't I have a strong suspicion native won't have this issue and honestly at this point the only benefit I'm getting out of running it Proton instead is not having violet particle effects on custom explosions for certain attacks. I have only included the battletech_log.txt having verified that the modtek specific logs are all good, at least to my admittedly far less informed eyes. If you'd like any of the others I've backed them up as they are so they won't be replaced or contaminated by further testing.

battletech_log.txt

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions