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| Feel free to report any problems or comments you have on the program. | | Feel free to report any problems or comments you have on the Extender. |
| | *'''If you have an error to report, please check the [[Known_Bugs | list of already reports problems]]. ''' |
| =Feedback= | | =Feedback= |
| | <tabber> |
| | 2015= |
| | = INstallation Problems = |
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| | HI fellow Sectoid Killers! |
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| == Using Extender in Steam (seamlessly) ==
| | I have used UFO extender before and loved it. |
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| Hello,
| | I recently checked the forum and saw the latest version and downloaded, But i'm having some installtion problems. |
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| Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I'd like to avoid. (Nor is "add the extended executable to Steam" acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)
| | Operating System: Windows XP |
| | Version: X-Com Collectors Edition CD |
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| ''I'm not familiar with the Steam setup. If my understanding is correct, the usual Steam setup is to run the game through DOSbox. UF0loader doesn't work for DOS (only with the CE version). Check and see if you have a UFO Defense.exe in the same folder. IF so, you could use the loader and make a new shortcut to the UFOloader program (which will then load UFO Defense.exe) [[User:Morgan525|Tycho]] 04:54, 5 April 2012 (EDT)''
| | Firstly, I could not delete the old UFO Extender.exe file as access was denied. |
| | I tried moving it - failed. |
| | I renamed it to UFO.exe and moved to recycle bin and copied over the new install (full latest version with modified Externde.ini file. Still could not delete it. |
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| : Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)
| | Game failed to load - complaining of me trying to run 2 mods together. |
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| == Adjusting animation speed ==
| | So I un-installed CE totally, vaped all the files and re-installed a virginal copy of CE. |
| | Moved the zip file to the location & unpacked. Edited the ini file to switch on the mods..... |
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| Great thanks to making this great software.
| | Nothing happens when I use the shortcut. |
| I have several questions and requests for enhancing this program. | |
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| I would like to change the animation speed of cursor, smoke and other objects in battlefield, since I think the animation speed of cursor and smoke are still too fast, and other animations such as internal objects in UFO are extremly fast!(Currently cannot be changed.) | | What did I do wrong? |
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| <s>1. Is it possible to adjust or change the animation speed of cursor and smoke?</s>
| | Also - I used old TFTD extender but the battlescape was in super-mast mega zoom mode with the mouse. Is there a variable battlescape mod as per UFO to tweak mouse settings for TFTD? |
| ==> OKAY, I have compiled the source code properly and I am able to change the animation speed of cursor and smoke.
| | (I've yet to try the latest release of TFTF extender) |
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| 2. Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen? | | :''If the loader fails to launch UFO.exe or the program crashes, often the UFOloader.exe will still be running. If that happens, explorer won't let you remove it. To check and fix this, open the Task manager and see if UFOloader.exe is present. Select it and 'end program' or 'end process'.'' |
| | :''The problem with the 2 mods running is an oversight, if you get the version 1.33beta that is available on the Strategycore forums, the problem is fixed. I'm working on version 1.34 and it is fixed. I'll release it once I can resolve a few other issues.'' |
| | :''Look at the '''Slow Battlescape Animation Speed''' option in TFTD Extender to slow down all battlescape animation, which will also slow the scroll speed.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:05, 25 May 2015 (EDT) |
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| --[[User:Xcomplayer|Xcomplayer]] 20:51, 24 January 2012 (EST)
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| :I have the same issue, I'm quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] 00:33, 01 February 2012 (GMT)
| | Thanks for the tips. The odd thing is that I WAS using the 1.33Beta. |
| | Also I think I'm being a bit of a frag-head in that the TFTD extender i downloaded just had patcher.dll. I think I must have downloaded the wrong TFTD extender. |
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| Have you guys tried adjusting the MaxFPS in the INI to something like 60~75? I found that this fixes a lot of the speed issues without the need for the other patches. [[User:Morgan525|Tycho]] 05:56, 22 May 2012 (EDT)
| | : I just uploaded a hacked version of 1.33beta, which is now called 1.33.1patch, to the forum on strategycore. I just used a hex editor to remove the bytes of code that were causing the dual address patched error. |
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| == Initial alien bases bug == | | = 1.33 Mod List Mismatch = |
| I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn't test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn't, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don't think this was intended?
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| | Just a small point - the mod list in the latest 1.33 Full Configuration Settings File does not exactly match the listings on the website for UFO Extender Mods. |
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| == Music patch problem ==
| | Could you please update the web page to match. |
| I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn't work. The only other thing I've changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).
| | For example, the Mod "Small Firestorm" is in the Configuration Settings, but there is no clue as to what it does. Also I think there is a mod listed on the website "More Chrysalid noises" that is not in the Configuration Settings. |
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| Here's my [Music] section's contents:
| | Y:''Yeah. There is a lot I need to update on the website. Not enough time lately. The small firestorm mod explanation should be in the INI-readme file. It makes the firestorm into a UAV: less production time and materials, and you can have two per hangar but the hull points are lower than the regular (modified) firestorm.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 04:43, 27 May 2015 (EDT) |
| [Music]
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| Apply=1
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| Source=MP3
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| ;Source=PSX CD
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| CD Drive=F
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| MP3 Folder=SOUND
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| Battlescape=Battlescape.mp3
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| Start Menu=Defeat.mp3
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| Bad Ending=Defeat.mp3 | |
| Good Ending=Dogfight.mp3 | |
| Geoscape=Geoscape1.mp3;Geoscape2.mp3;Geoscape3.mp3;Geoscape4.mp3 | |
| Dogfight=Dogfight.mp3
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| Mission Debriefing=Debriefing.mp3
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| UFO Assault=Briefing1.mp3
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| Base Defense=Briefing2.mp3
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| Base Attack=FinalBriefing.mp3
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| Mars=FinalBriefing.mp3
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| Terror Mission=Briefing2.mp3
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| | = Grenades = |
| | Having non-destructable grenades in the latest full version of UFO Extender is good. |
| | Does this apply to Alien Grenades as well? They should also be indestructible. |
| | Does this apply to TFTD extender grenades? - both terrestrial and sonic (They should also be indestructuble) |
| | :''You can set the amount of damage needed to destroy each type of grenade by following the guidelines for the OBDATA section of the INI.'' |
| | Also - what is the point of smoke/dye grenades? I thought aliens could see through smoke, so if you chuck a smoker at an Alien, you just affect your own line of sight detrimentally! |
| | :''This is not true for the original (I think that in the Firaxis version, smoke only gives a penalty on the hit percentage.) Smoke will impede line-of-sight for both sides depending on the intensity and number of squares that are between an alien and a soldier. The best strategy is to throw a smoke grenade so that it lands midway between a soldier and an alien to maximize the penalty. Of course, if the alien moves closer he can obtain LOS for himself and other aliens, just the same as for the player.'' |
| | Now a much better idea would be to change smokes to Wille Pete's (white phosphorous - i.e incendiaries) |
| | :''You can do this with the OBDATA section of the INI. '' |
| | Also - you probably know this but my (previous) version of UFO extender had a grenade bug so that when you primed it, but did not throw the grenade/HE pack, it disappeared and was not available in the next combat round. |
| | :''Which version are you playing? With the hot grenade mod enabled in version 1.33, the data-point that makes the grenade not appear in the inventory should not be set until the soldier throws it. <s>I'll double check to see if it's still a problem.</s> It seems to work as expected in version 1.33'' |
| | You should be able to prime a grenade and have it "hot" until you throw it. Woe betide a grenadier that gets shot holding a live grenade.... |
| | :''This is part of the original game. If you prime a grenade, even with the hot grenade mod enabled, and drop it, it will explode when the turn ends. A viable strategy when going against chryssalids, as a "precaution" against zombification.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:52, 30 May 2015 (EDT) |
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| All the files exist and all settings here unchanged from the time they worked. I have NO idea what's going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)
| | = Not fully exploiting alien Alloys = |
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| :Try these settings and see what happens:
| | I like the fact that more is being made of Alien Alloys, but I have another idea - better bullets for the sniper rifle. |
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| :Battlescape=*Battlescape*.mp3
| | Now the original Terrestial rifle that troops start with is actually quite good in terms of accuracy and flexibility, but is limited by terrestial bullets. |
| :Start Menu=*Final Briefing*.mp3
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| :Bad Ending=*Final Briefing*.mp3
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| :Good Ending=*Dogfight*.mp3
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| :Geoscape=*Geoscape*.mp3
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| :Dogfight=*Dogfight*.mp3
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| :Mission Debriefing=*Debriefing*.mp3
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| :UFO Assault=*Briefing1.mp3
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| :Base Defense=*Briefing2.mp3
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| :Base Attack=*Briefing1.mp3
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| :Mars=*Debriefing*.mp3
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| :Terror Mission=*Briefing2.mp3
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| :Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?[[User:Morgan525|Tycho]] 13:19, 22 September 2012 (EDT)
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| ::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn't work.
| | Once the Alien Alloys are researched, it should be an easy thing to make Alien Alloy rounds, giving the olde sniper rifle a new lease of life - with higher damage rounds. |
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| ::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I'm trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT) | | New Ammo Tpye: Alien Alloy Rounds - increase rifle damage with Alien Alloys researched. |
| | Same should also apply to the heavy weapons that use AP ammo. |
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| ::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)
| | <!-- DON'T POST NEW TOPICS BELOW THIS POINT! FROM THIS POINT DOWN IS ONLY OLD DISCUSSIONS --> |
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| == D3D Window Position == | | ~2014= |
| Hi,
| | == Ver. 1.31 == |
| | :The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I've found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn't have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there's <s>a bug now related to hotkeys and alt-tabbing in fullscreen mode</s>. As to MC issues, I'll be able to tell when I get a chance to test them. I'll be giving further feedback in the program's [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. — [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST) |
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| First of all, thank you for continuing working on UFOextender. I actually only found out now that someone picked up the old extender and was improving it.
| | == Music == |
| | : I'm just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you've achieved what you're setting out to achieve. |
| | : The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. |
| | : P. S. Oh, and don't forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]] |
| | :: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I'll however update with the current version and keep that improvement for later. |
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| I usually play in windowed mode with manually set D3D Window Position arguments. It seems that the current UFOextender does not read the values but actually only writes them, and so it always reverts to the current display resolution. And also, it disables the aero theme. Seb76 version did not do that. It's not a big problem but maybe if you could put a conditon, if D3D Window Position has values assigned, then read them, if not, then write the new values.
| | *XCOM CE's Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I'm using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn't an issue on Windows XP. |
| Thank you. [[User:Cornels|Cornels]] 06:45, 4 August 2012 (EDT)
| | ::''There problem here is that there is nothing in the program to manage aspects of sounds/music. The game selects the music entry or SFX and then dumps the data string directly into the OS's sound mixer. You can't simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created. To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]'' |
| | :''You can enable and option in version 1.33 to play all sounds through the BASS sound system. Doing this will allow to to adjust the volume for sounds and music separately with the entries in the INI.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:36, 10 May 2015 (EDT) |
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| :''Just uploaded version 1.27! [[User:Morgan525|Tycho]] 01:11, 6 August 2012 (EDT)'' | | **After some investigating, the DOS version's 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn't being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this. |
| | **This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn't this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files? |
| | ::''The music is playing as a MIDI channel (usually via the OS's built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I'm not aware of any workarounds. -''[[user:Bomb_Bloke|Bomb Bloke]] |
| | ::''The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]'' |
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| | *If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram's Fmod patch uses the game's default music mapping instead of letting you define one. |
| | :''check my user page. At the bottom, I've listed the addresses for all the events that call a sound. You'll need a disassembler like IDA. The list will help you locate the hex address that you'll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]'' |
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| Sorry for being such a pain in the *** but I have another small problem. I'm using Windows 7 64bit, so in the UFOExtender.ini I use D3D and D3D Windowed. Everything runs fine, except in the interception window the UFO blip is "corrupted" (see http://imgur.com/ZX2Vr). So I enabled Video Pitch and disabled D3D and D3D Windowed to see if that works, but the problem remains. I rechecked my old installation with v1.22 of UFOextender and the blip was displaying correctly. I'm using the Collector's Edition, not the one from Steam, don't know if the problem appears there.
| | *Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT) |
| You're doing a great job. Thank you very much. [[User:Cornels|Cornels]] 13:30, 9 August 2012 (EDT)
| | :''There shouldn't be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play. I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)'' |
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| :''Should be fixed with version 1.28 [[User:Morgan525|Tycho]] 05:01, 23 September 2012 (EDT)''
| | == Video == |
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| I noticed on page 7 of the strategy core TFTDextender thread, you figured out the settings to use to make it so that the cursor clip didn't go out of the window on Win7. Is there any chance you could port that code to the UFO defence extender too?
| | == Other == |
| --[[User:Spoit|Spoit]] 05:48, 12 September 2012 (EDT) | | *It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I'm not too keen on using double-click (too used to single-clicking!) |
| :''Done. Version 1.28 released.'' | | ::''I'm not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity. I think DOSbox eliminates this in some way directly or indirectly. The only solution is to use the double-click mod.'' |
| Thanks! :D [[User:Spoit|Spoit]] 04:47, 23 September 2012 (EDT)
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| == Weapons disappear in tactical mode with UFOLoader v1.28 == | | === Tank issues === |
| | This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren't supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic. |
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| Hi Morgan525 and thank you for your great work on XCOM games!
| | ''But not all large units in the game are mechanical (especially in TFTD). I have fixed this in patches to 1.31.'' |
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| There is a problem with UFOLoader v1.28 installed on a Steam XCOM:EU version. During tactical combat soldiers' weapons are not shown in right/left hand slots. They are black as if the soldier doesn't carry anything in his hands. The weapon is present on the soldier and I can choose firing mode and fire. But the slots are empty. I've then installed 1.27, and everything became ok.[[User:PavelB|PavelB]] 09:41, 24 September 2012 (EDT)
| | * The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite? |
| :''hmm. Are you using the Autoequip mod? I've seen this happen when autoequip was active on the second stage of a multiple-stage mission. It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself. I'll look into this more.. Thanks for the feedback!'' [[User:Morgan525|Tycho]] 19:59, 24 September 2012 (EDT)
| | ''Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn't require knowledge of their manufacture. The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without researching either. '' |
| ::If you are talking about "Save Equipment" setting, i've tried to enable and disable it, but the glitch remained. No other mods are installed. I've also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)
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| :::''A couple of questions: What OS are you running? Are you playing the "UFO Defense.exe" stand-alone or do you go through a modified version of the steam loader? What video options do you use?''
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| ::::I'm running WinXP SP3, launching the game through "UFOLOADER.EXE". You are right, disabling ClipCursor resolved the issue. [[User:PavelB|PavelB]] 05:16, 26 September 2012 (EDT)
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| I am having the same problem (Windows 7 32bit, using steam version, but not launching it through steam). I noticed that the problem is coming from "clip cursor" option, if it's set to 0 the weapons will show, but if it's anything else, they won't. Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 00:47, 26 September 2012 (EDT)
| | * Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank's accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn't they lose, I don't know, TU regeneration rate instead? |
| | --[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT) |
| | :''In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.'' |
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| ::''The problem seems to be with the main subroutine for tactical in EU, Windows 7, and the location I inserted the code for the Improved Clip Cursor. The method seems to work fine in TFTD but not EU. I'll have to see about finding a new place to initialize the ClipCursor Function in EU. [[User:Morgan525|Tycho]]''
| | === Funky smoke === |
| '''''I just released a patch for 1.28. Hopefully this will fix the problems'''''
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| Weapons are visible now, but there is a couple of new problems, first, the geoscape clock is now working properly (aka slowly) but sometimes lags when suddenly changing its speed (like going to 5 sec speed from 1 day speed). Also when when any tactical mission starts whole screen is black, you can only see the weapon effects, but after one turn it goes back to normal (or at least that's what happened in my test game, one of the squadies got shot dead and then graphics came back on) --[[User:OpT1mUs|OpT1mUs]] 07:01, 26 September 2012 (EDT)
| | In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation. |
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| :''Does this happen with both settings of the clip cursor? Are you running D3D or D3D&HQ4X, windowed or full screen? If you disabled all mods but video, what happens? [[User:Morgan525|Tycho]]'' | | The setup is this (no one is packing incendiary munitions so it's not the Funky Fire bug): first round, team deploys from 'ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength. |
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| | Did the 2048 smoke tiles hack change something it wasn't supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT) |
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| | :''Units always took some stun damage from smoke, but only at the end of Xcom's turn. With the "funky fire" mod enabled, units are taking stun damage from smoke at the end of your turn '''and''' the end of the alien turn. Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn. You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)'' |
| | |
| | ::Well, that's the strange thing: they're not taking stun damage from the smoke but from the smoke grenade's explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT) |
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| | ''The explosion generation routine only calls the "Do damage to Unit" routine if the explosion type is HE. It is possible that if your not playing with the 'hot grenade' mod but are using 'Funky Fire', the explosion occurs at the end of the turn and soldiers in smoke are then dealt stun damage by the end-of-turn routine, and then receive more damage at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)'' |
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| | ''I found an oversight in my code that applies the stun damage from smoke twice on the X-Com turn. I have fixed this.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:33, 10 May 2015 (EDT) |
| | - |
| | |
| | === 1.32 bugs === |
| | Just tried the, as of this writing, newest version. |
| | * The game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks. |
| | Something's really not right here.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 14:03, 23 May 2014 (EDT) |
| | :''At what points does the game switch back to MIDI/mp3? So far, this hasn't been reported by others.'' [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:54, 17 July 2014 (EDT) |
| | ::Been a while ago but I seem to remember the switch randomly occurring every time there's a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:00, 28 July 2014 (EDT) |
| | :''There is something strange here. The vanilla game doesn't change MIDI tracks in the middle of Geoscape, so mp3 payback is the same. (I tested by listening to playback in the geoscape and let the music end. It just starts over.) The MIDI track might change after the game returns from the battlescape (it's determined quasi~randomly there). Also, the changes to the code that occur when you enable MP3 playback in the Extender replaces the code that plays midi music and the BASS sound system can't play MIDI without additional support. If I don't use BASS and remove a MIDI file to simulate a bad one, I just get silence. ''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) |
| | :''I've been playing a long game for a while now and have not seen this issue. Does it still occur for you?''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:56, 25 February 2015 (EST) |
| | |
| | ====Abalative Armor==== |
| | A non-bugfix question: would it be too much to ask to remove Ablative Armor from the Enhanced Game combination? I don't want to use it but the all-or-nothing behavior of Enhanced Game means I'm forced to if I also want to use the others. I feel it just doesn't fit among the others.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:28, 29 July 2014 (EDT) |
| | :''The purpose of the ablative armor mod was to prevent the first plasma shot of the game from killing a soldier in power armor, not to make the soldier able to take multiple Heavy plasma shots. I have removed the "enhanced" option and each settings can now be individually enabled, with the condition that the ablative armor mod will be active if the weak sectoid mod is enabled.'' |
| | :''I've made changes to ablative armor. Armor is more effective and usually stops one-shot kills, although soldiers will be wounded, if the armor type matches the weapon used: personal armor will be very effective against plasma pistols and rifles, but rifles have a good chance to wound the soldier. Power and flying armor is very strong against pistols and rifles have a chance to wound, especially with repeat shots to the same location. With a strong hit, heavy plasma can severely wound a soldier, killing soldiers with low health in one-hit. Playing a game with these changes, I have less soldiers killed in battle, but I have a lot of wounded soldiers, some are in the medical ward for over 25 days.''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:42, 25 February 2015 (EST) |
| | |
| | === 1.33 issues === |
| | |
| | * The game crashes in battlescape ("XCOM crashed at 0x10007ACE with error 0xC0000005 trying to access 0x0100FFFF"), immediately after an explosion which would create smoke and/or destroy landscape. The crash occurs after the explosion animation, just before smoke/terrain damage would appear. Tested with HC-HE, AC-HE, Grenade and Small Rocket in farm terrain. Config - 1.33 default, except for fullscreen resolution (changed to 1440x900). Does NOT happen on 1.32.8a. Turning off bugfixes ([Bug Fix] Apply=0) prevents the crash. Game version: Steam. OSes: Win 7, Win 10 build 9926. Crash address consistent between reboots. I can provide a memory dump, if necessary. --[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:24, 12 February 2015 (EST) |
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| | :''Thanks for the information. The problem occurs in the code that generates the three-dimensional blast damage for explosions. I believe I have already found it and will be releasing a patch soon.''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:35, 13 February 2015 (EST) |
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| | ::Have you been able to fix it yet? -[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:17, 9 May 2015 (EDT) |
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| | :''I have but I am stuck in the middle of fixing another issue and events in life have slowed down my progress.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:28, 10 May 2015 (EDT) |
| | |
| | * Could you upload the current source code? The last one published is for 1.31.9. --[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:24, 12 February 2015 (EST) |
| | :''Just waiting for someone to ask. I'll post it soon.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:35, 13 February 2015 (EST) |
| | |
| | =Other Feedback= |
| | *Hidden Movement speed |
| | Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. |
| | [[User:ElfKaa|ElfKaa]] |
| | :''Slowing down the alien turn is not really feasible. If it's just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn. This wouldn't affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]'' |
| | |
| | *Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too. |
| | |
| | ''Tt sounds like a routine is mixing up the CurrentUnit and CurrentTarget variables or one is being replaced by the other....''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) |
| | :''One idea on the source of this problem may be a side-effect of "more reaction fire". The call to check for reaction fire when units change their facing, seems to create a possibility that the program can't keep track of which unit was the current active one, usually when multiple units reaction fire to the same event. Often, this will cause a crash because the variable for the active unit was cleared in the mix-up.''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:06, 25 February 2015 (EST) |
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| | * Seeing that it's possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an "undersuit" the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I'd say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT) |
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| | ''There is now 'Stack Armor Production' as an option in version 1.33''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) |
| | == Base Stacking == |
| | |
| | How does the Build Queue thing work, it doesn't say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT) |
| | |
| | ''Its is called "Base Build Stacking" and it's listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]'' |
| | </tabber> |
| | |
| | == TFTD Bugs == |
| | |
| | Sorry, this is completely the wrong place to add bug reports, but I can't work out where in the forum this is supposed to go. |
| | |
| | :''If you mean on this forum, you need to post these bugs under the [[TFTDextender]] section. Also add your signature by typing four "~" at the end of your post. You can find the link on my user page or under the "Game editors and mods" section of the main page of UFO topics''- [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:20, 2 June 2015 (EDT) |