|
|
| (24 intermediate revisions by 4 users not shown) |
| Line 2: |
Line 2: |
| *'''If you have an error to report, please check the [[Known_Bugs | list of already reports problems]]. ''' | | *'''If you have an error to report, please check the [[Known_Bugs | list of already reports problems]]. ''' |
| =Feedback= | | =Feedback= |
| | <tabber> |
| | 2015= |
| | = INstallation Problems = |
|
| |
|
| | HI fellow Sectoid Killers! |
| | |
| | I have used UFO extender before and loved it. |
| | |
| | I recently checked the forum and saw the latest version and downloaded, But i'm having some installtion problems. |
| | |
| | Operating System: Windows XP |
| | Version: X-Com Collectors Edition CD |
| | |
| | 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. |
| | |
| | Game failed to load - complaining of me trying to run 2 mods together. |
| | |
| | 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..... |
| | |
| | Nothing happens when I use the shortcut. |
| | |
| | What did I do wrong? |
| | |
| | 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? |
| | (I've yet to try the latest release of TFTF extender) |
| | |
| | :''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) |
| | |
| | |
| | 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. |
| | |
| | : 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. |
| | |
| | = 1.33 Mod List Mismatch = |
| | |
| | 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. |
| | |
| | Could you please update the web page to match. |
| | 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. |
| | |
| | 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) |
| | |
| | = 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) |
| | |
| | = Not fully exploiting alien Alloys = |
| | |
| | I like the fact that more is being made of Alien Alloys, but I have another idea - better bullets for the sniper rifle. |
| | |
| | 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. |
| | |
| | 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. |
| | |
| | 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. |
| | |
| | <!-- DON'T POST NEW TOPICS BELOW THIS POINT! FROM THIS POINT DOWN IS ONLY OLD DISCUSSIONS --> |
| | |-| |
| | |
| | ~2014= |
| == Ver. 1.31 == | | == 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) | | :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) |
| Line 14: |
Line 90: |
| *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. | | *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. |
| ::''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]]'' | | ::''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) |
| | |
| **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. | | **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? | | **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? |
| Line 56: |
Line 134: |
|
| |
|
| ''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)'' | | ''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)'' |
| | |
| | ''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) |
| - | | - |
|
| |
|
| Line 74: |
Line 154: |
| === 1.33 issues === | | === 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. | | * 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) |
|
| |
|
| :''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) | | :''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) |
|
| |
|
| * Could you upload the current source code? The last one published is for 1.31.9. | | ::Have you been able to fix it yet? -[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:17, 9 May 2015 (EDT) |
| | |
| | :''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) | | :''Just waiting for someone to ask. I'll post it soon.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:35, 13 February 2015 (EST) |
|
| |
| --[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:24, 12 February 2015 (EST)
| |
|
| |
|
| =Other Feedback= | | =Other Feedback= |
| Line 102: |
Line 184: |
|
| |
|
| ''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]]'' | | ''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) |