Talk:UFOextender: Difference between revisions
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'''''I just released a patch for 1.28. Initial feedback shows this fixes the problems''''' | '''''I just released a patch for 1.28. Initial feedback shows this fixes the problems''''' | ||
:'''update: some people have reported lighting issues in battelscape with ClipCursor active.'''[[User:Morgan525|Tycho]] 01:42, 27 September 2012 (EDT) | :'''update: some people have reported lighting issues in battelscape with ClipCursor active.'''[[User:Morgan525|Tycho]] 01:42, 27 September 2012 (EDT) | ||
Revision as of 05:55, 27 September 2012
Feel free to report any problems or comments you have on the program.
Feedback
Using Extender in Steam (seamlessly)
Hello,
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.) Rampancy 00:01, 17 January 2012 (EST)
- Steam now gives you the option to run the CE version as an alternative to the DOSBox version. Spike 10:57, 3 September 2012 (EDT)
- Even so, people will still need to edit this shortcut to run the extender rather than the game executable. Tycho
Adjusting animation speed
Great thanks to making this great software. I have several questions and requests for enhancing this program.
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.)
1. Is it possible to adjust or change the animation speed of cursor and smoke?
==> OKAY, I have compiled the source code properly and I am able to change the animation speed of cursor and smoke.
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?
--Xcomplayer 20:51, 24 January 2012 (EST)
- I have the same issue, I'm quite fond of arctic bases but the water animation speed is hilarious. -- Splicer 00:33, 01 February 2012 (GMT)
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. Tycho 05:56, 22 May 2012 (EDT)
Initial alien bases bug
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?
Music patch problem
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).
Here's my [Music] section's contents:
[Music] Apply=1 Source=MP3 ;Source=PSX CD CD Drive=F MP3 Folder=SOUND Battlescape=Battlescape.mp3 Start Menu=Defeat.mp3 Bad Ending=Defeat.mp3 Good Ending=Dogfight.mp3 Geoscape=Geoscape1.mp3;Geoscape2.mp3;Geoscape3.mp3;Geoscape4.mp3 Dogfight=Dogfight.mp3 Mission Debriefing=Debriefing.mp3 UFO Assault=Briefing1.mp3 Base Defense=Briefing2.mp3 Base Attack=FinalBriefing.mp3 Mars=FinalBriefing.mp3 Terror Mission=Briefing2.mp3
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.--amitakartok 12:53, 22 September 2012 (EDT)
- Try these settings and see what happens:
- Battlescape=*Battlescape*.mp3
- Start Menu=*Final Briefing*.mp3
- Bad Ending=*Final Briefing*.mp3
- Good Ending=*Dogfight*.mp3
- Geoscape=*Geoscape*.mp3
- Dogfight=*Dogfight*.mp3
- Mission Debriefing=*Debriefing*.mp3
- UFO Assault=*Briefing1.mp3
- Base Defense=*Briefing2.mp3
- Base Attack=*Briefing1.mp3
- Mars=*Debriefing*.mp3
- Terror Mission=*Briefing2.mp3
- 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?Tycho 13:19, 22 September 2012 (EDT)
- 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.
- 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.--amitakartok 08:06, 23 September 2012 (EDT)
- Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--amitakartok 09:21, 23 September 2012 (EDT)
Another person reported something similar: the problem turned out to be a conflict with a particular CODEC that had been installed. It has to be something like that since not many people report the problem. Tycho
D3D Window Position
Hi,
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.
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. Thank you. Cornels 06:45, 4 August 2012 (EDT)
- Just uploaded version 1.27! Tycho 01:11, 6 August 2012 (EDT)
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". I'm using the Collector's Edition, not the one from Steam, don't know if the problem appears there.
You're doing a great job. Thank you very much. Cornels 13:30, 9 August 2012 (EDT)
- This should be fixed with version 1.28 Tycho 05:01, 23 September 2012 (EDT)
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? --Spoit 05:48, 12 September 2012 (EDT)
- Done. Version 1.28 released.
Thanks! :D Spoit 04:47, 23 September 2012 (EDT)
Weapons disappear in tactical mode with UFOLoader v1.28
Hi Morgan525 and thank you for your great work on XCOM games!
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.PavelB 09:41, 24 September 2012 (EDT)
I'm running WinXP SP3, launching the game through "UFOLOADER.EXE". You are right, disabling ClipCursor resolved the issue. PavelB 05:16, 26 September 2012 (EDT)
- 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. Tycho
I just released a patch for 1.28. Initial feedback shows this fixes the problems
- update: some people have reported lighting issues in battelscape with ClipCursor active.Tycho 01:42, 27 September 2012 (EDT)