mercy Posted July 17, 2013 Share Posted July 17, 2013 Amazing amount of fixes and changes. Wow! Link to comment Share on other sites More sharing options...
michal Posted July 17, 2013 Share Posted July 17, 2013 Good work Tycho! Can i have a question for you? Have you thought that it could be easier to work on OpenXcom (contribute or create your version) instead of hacking original game? But probably not so challenging Space Voyager 1 Link to comment Share on other sites More sharing options...
Space Voyager Posted July 18, 2013 Share Posted July 18, 2013 Good work Tycho! Can i have a question for you? Have you thought that it could be easier to work on OpenXcom (contribute or create your version) instead of hacking original game? But probably not so challenging I must say this thought occurred a while ago to me, too... Link to comment Share on other sites More sharing options...
Echelon117 Posted July 26, 2013 Share Posted July 26, 2013 Hmmm, I don't think tyco should give up on this entirely for collaberation on OpenXcom. Tyco do you have an expected release frame for the next version? Link to comment Share on other sites More sharing options...
Tycho Posted July 27, 2013 Author Share Posted July 27, 2013 Good work Tycho! Can i have a question for you? Have you thought that it could be easier to work on OpenXcom (contribute or create your version) instead of hacking original game? But probably not so challenging The Extenders are my pet projects. I still get some thrill out of understanding a portion of the disassembled code that previously was a mystery to me. I also like to see what new things I can get the old programs to do.Hmmm, I don't think tyco should give up on this entirely for collaberation on OpenXcom. Tyco do you have an expected release frame for the next version? It should be soon. Hopefully before the end of this month. I'm trying to beta as much as I can now. I do have one question: At superhuman difficulty, what is the average score (assuming no Xcom death penalties) for a supply ship? Link to comment Share on other sites More sharing options...
Tycho Posted July 29, 2013 Author Share Posted July 29, 2013 Version 1.31 is now available. See the first post for information and the file. Link to comment Share on other sites More sharing options...
mercy Posted July 30, 2013 Share Posted July 30, 2013 Patch Overlap Error starting UFOLoader.exe trying to patch same place twice 0x004487a6, 0x004487a8 Send this error to the author to have it fixed. In XCOMUTIL I enabled Ufo Extender and previously the two worked together. Tycho 1 Link to comment Share on other sites More sharing options...
Tycho Posted July 30, 2013 Author Share Posted July 30, 2013 Patch Overlap Error starting UFOLoader.exe trying to patch same place twice 0x004487a6, 0x004487a8 Send this error to the author to have it fixed. In XCOMUTIL I enabled Ufo Extender and previously the two worked together. That is a conflict between "Fast Base Defenses" and the retailiation loop fixes. I posted an updated zip files just a minute ago which should fix the conflict. Link to comment Share on other sites More sharing options...
mercy Posted July 31, 2013 Share Posted July 31, 2013 Thank You for the quick fix. Works like a charm! Link to comment Share on other sites More sharing options...
mercy Posted August 1, 2013 Share Posted August 1, 2013 Equipment is disappearing! Rocket launchers, pistols, rifles, auto cannons, all sorts of weapons disappear from mission to mission. I have to buy anew again. Possibly equipment - weapons - from wounded soldiers is taken and thrown away. Please fix this. Tested De-equip Crafts=0 or 1, Save Equipment=0 or 1 90% of my weapons are lost although soldiers lived. Equipment from stunned aliens are properly kept and sellable. Also in one instance I accidentally took off from site and the interceptors got the fleeing UFO (previously on ground) and the game gave me an Exception Error crash with a 0x00something hex code. D3D Fullscreen Width=1280D3D Fullscreen Height=1024D3D Windowed=0D3D Window Position=0 0Screen Ratio=0.833333Always On Top=0 Clip Cursor=1Scale Mouse=1 Slow Geoscape Clock=0Battlescape Delay=20Force Language=1Skip Intro=1 CPU Mask=0High Priority=0Max FPS=0D3D Window Width=1280D3D Window Height=1024 [bug Fix];Use this section to disable fixes. See the INI-readme.txt for more details. [Mod]Doubleclick Movement=0TFTD Doors=1De-equip Crafts=0Reorder Soldiers In Crafts=1Save Reserve Mode=1Keep Base Navigation Modules=1More Chryssalid Sound Effects=1Alien Inventory=1Alien Bleeding=1More Reaction Fire=1Hot Grenades=0Stunned units KIA=0No Blaster Bomb Drift=0More Smoke=1Heavy Laser=1Stun Fest=0No Auto Wake Up=0No Alien Freak Out Messages=0Auto Sell=1Start With All Missiles=1Assign All Personnel=1General Store Capacity=1Rank In Inventory=1Show Money=1Base Building Stacking=1Fast Base Defenses=1Improved Laser Tank=1Know Thy Enemy=1Ablative Armor=1Alt Weapon Loadouts=1EU2012 Item Rules=1Weak Sectoids=1Zombies Will Hatch=1Human Limits=1Alternate Research Tree=1 Difficulty Level of Interceptions=5Manual Interception Fire Mode=1True Cautious Mode=1Crafts Always Ready=1Retaliate Against Ground Assault=1No Funkers=1Bloodthirst=1Disable Base Defenses=0Surrender Defence Missions=0Initial Alien Bases=1Funding Council Income Only=0Limited Military=0 [Enhanced Tactical AI]Apply=1Autofire Distance=8Snap Distance=16 [Equipment Screen]Show Stats=1Save Equipment=0Show Grenade State=1Auto Flares=1 [Range Based Accuracy]Apply=1Minimum Efficiency=50Snap Penalty Distance=30Auto Penalty Distance=14Orange Cursor Threshold=95Red Cursor Threshold=75 [Line Of Fire Check]Mind Control=0Panic=0Mind Probe=0 [Music]Apply=1Source=MP3;Source=PSX CD CD Drive=F MP3 Folder=mp3Battlescape=*Battlescape*.mp3Start Menu=*Final Briefing*.mp3Bad Ending=*Final Briefing*.mp3Good Ending=*Dogfight*.mp3Geoscape=*Geoscape*.mp3Dogfight=*Dogfight*.mp3Mission Debriefing=*Debriefing*.mp3;MissionAccomplished.mp3UFO Assault=*Briefing1.mp3Base Defense=*Briefing2.mp3Base Attack=*Briefing1.mp3Mars=*Debriefing*.mp3;MissionAccomplished.mp3Terror Mission=*Briefing2.mp3 [initial Base]Apply=0row1=HangarTL HangarTR HangarTL HangarTR HangarTL HangarTRrow2=HangarBL HangarBR HangarBL HangarBR HangarBL HangarBRrow3=AccessLift Empty Empty Empty Empty Emptyrow4=GeneralStores LivingQuarters SmallRadar Laboratory Workshop Emptyrow5=Empty Empty Empty Empty Empty Emptyrow6=Empty Empty Empty Empty Empty Empty [Wreck Analysis]Apply=1 [Craft Ready Message]Apply=0 [Roswell]Apply=1 [battlescape Shortcuts]Apply=1 End Turn=ReturnMultilevel View=LShow Map=MCenter On Unit=HomeInventory=SpaceKneel=KNext Unit=EndNext Unit Skip Current=BackView Up=MouseWheelUpView Down=MouseWheelDownGo Up=PageUpGo Down=PageDownLeft Menu=LeftRight Menu=RightUnit Stats=COptions=F12Lift Off=EscapeReserve None=1Reserve Snap=2Reserve Auto=3Reserve Aimed=4 [Geoscape Shortcuts]Apply=1 Rotate Right=RightRotate Left=LeftRotate Up=UpRotate Down=DownZoom In=MouseWheelUpZoom Out=MouseWheelDownGeo Speed1=1Geo Speed2=2Geo Speed3=3Geo Speed4=4Geo Speed5=5Geo Speed6=6Intercept=InsertBases=BGraphs=GUfopaedia=UOptions=EscapeFundings=F [Caps]Apply=0Time Units=80Health=60Strength=70Energy=100Reactions=100Firing Accuracy=120Melee Accuracy=120Throwing Accuracy=120Psi Skill=100 [OBDATA.DAT]Apply=1 ;Make grenades indestructible to allow stacking several explosionsGrenade Resistance=255 ;Make HE packs capable of breaching UFO wallsHigh Explosive Damage=200 Heavy Plasma Weight=10 [Text];equipment screen textsWeight=Weight>Accuracy=Accur>Reaction=React>Psi Strength=P.Str>Psi Skill=P.Skill>Primed=primed ;Roswell mod texts;{Terrain names}Jungle=JungleFarm=FarmMountain=MountainDesert=DesertPolar=Polar;{Dialog strings}Title=UFO IncidentInfo=Crash reportedLocation=LOCATIONType=TYPETerrain=TERRAIN ;Wreck AnalysisZone Discovered=Intel found out that the %s UFO was raiding %sMission Discovered=Inspection showed that the %s UFO was on an %s missionBoth Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s ;Craft ReadyTitle=Aircraft readyInfo=A craft has been refitted Link to comment Share on other sites More sharing options...
Tycho Posted August 2, 2013 Author Share Posted August 2, 2013 Equipment is disappearing! Rocket launchers, pistols, rifles, auto cannons, all sorts of weapons disappear from mission to mission. I have to buy anew again. Possibly equipment - weapons - from wounded soldiers is taken and thrown away. Please fix this. Tested De-equip Crafts=0 or 1, Save Equipment=0 or 1 90% of my weapons are lost although soldiers lived. Equipment from stunned aliens are properly kept and sellable. Also in one instance I accidentally took off from site and the interceptors got the fleeing UFO (previously on ground) and the game gave me an Exception Error crash with a 0x00something hex code. Found the problem and just posted 1.31.1. To upgrade from 1.31 just extract the file, patcher.dll. Sorry about that and thanks for the feedback! BTW: Mercy, the line for the general stores capacity is wrong - its not an on/off switch like most of the entries. The value is the amount of space you want each store to have [with anything less than the default 50 being ignored.] Link to comment Share on other sites More sharing options...
mercy Posted August 2, 2013 Share Posted August 2, 2013 Oh, thank you! I am going to test this and put a right value into General Stores. Link to comment Share on other sites More sharing options...
Tycho Posted August 2, 2013 Author Share Posted August 2, 2013 Mercy, You'll need to download again. There was a typ0 in the INI reference variable that makes the alternate research tree not work. That was my mistake in fixing the last patch. Stupid clumsy fingers! Link to comment Share on other sites More sharing options...
mercy Posted August 2, 2013 Share Posted August 2, 2013 Update: Latest downloaded Version 1.31.1 worked. I could assign engineers to laser pistol production, clicking on OK, no longer crashed the game. I'm continuing testing these awesome new features!! ((I got an XCOM crashed at 0x8 with error 0xC0000005 trying to access 0xC0000005 setting Laser Pistol manufacture with 10 engineers and clicking on OK.)) Link to comment Share on other sites More sharing options...
mercy Posted August 3, 2013 Share Posted August 3, 2013 Windows 7 Big surprise that this game runs like crap on Win 7 and runs fast on XPSP3. Link to comment Share on other sites More sharing options...
mercy Posted August 3, 2013 Share Posted August 3, 2013 Inside scout shooting incendiary ammo from AutoGun at Sectoid: also when pressing End TURN XCOM crashed at 0x4 with error 0xC0000005 trying to access 0xC0000004 Could reload save, repeat action and continue. Link to comment Share on other sites More sharing options...
Tycho Posted August 3, 2013 Author Share Posted August 3, 2013 Windows 7 Big surprise that this game runs like crap on Win 7 and runs fast on XPSP3. Do you run with either clock mod on? I noticed that it was off in your INI. Link to comment Share on other sites More sharing options...
Tycho Posted August 3, 2013 Author Share Posted August 3, 2013 Inside scout shooting incendiary ammo from AutoGun at Sectoid: also when pressing End TURN XCOM crashed at 0x4 with error 0xC0000005 trying to access 0xC0000004 Could reload save, repeat action and continue. When you get the error when ending the turn, is their a lot of fire on the map? How often does this error occur? Link to comment Share on other sites More sharing options...
mercy Posted August 4, 2013 Share Posted August 4, 2013 Do you run with either clock mod on? I noticed that it was off in your INI. Win 7:Slow Geoscape Clock=0Battlescape Delay=10 WinXPSP3:Slow Geoscape Clock=0Battlescape Delay=16 had to take it up, because the animations were too fast. But if I take it to 22, where animations look nicest, the fire speed 6 slows down to a "crawl", whereas I would want good slow/fluid anim speed and high fire speeds with the bullets traveling still visible & rapid/exciting. I think high fire speeds increase the action quality of the game. Not so that the bullet almost instantly hits the target and only a splash can be seen, but nice fast firing speed, which was very good until implementation of Battlescape clock mod, but then of course the animations were too fast. So current is an okay compromise, albeit firing speeds in the current solution could be about 20% higher. When you get the error when ending the turn, is their a lot of fire on the map? How often does this error occur? Yes, fire turns out to be a very nice strategic option in Superhuman, where aliens begin to act super smart and sneaky. I started firing / laying down a nice Carpet of Fire with Autoguns. Overactive Sectoid Barbecue. Couldn't get into the UFO "flight deck", because Sectoid Rambos were jumping out of the door and disintegrating my soldiers.. then jumping back in. to my astonishment... So I lit the inside of the damn UFO up. Then came the errors. Can you think of maxing out some Fire-tile handling/animation memory buffers so the EXE can handle lot of fire? Is there an INI variable for Fire Handling Memory that I can max out? So the game uses 10 or 100 more megabytes of memory, but fires keep burning like in Hell? I reviewed Smoke&Fire Propagate Fix and Funky fire fix. Too bad fire and smoke is such an [original?] issue in this great game. Fire and smoke, if too much, should only slow the game down and not cause any more issues, making great tactics and awesome sights possible! Link to comment Share on other sites More sharing options...
Tycho Posted August 4, 2013 Author Share Posted August 4, 2013 Have you tried the Slow Geoscape Clock mod? It slows down all the animations on the Geoscape. I've been playing with most mods turned on and I'm in April and STILL fighting sectoids! I've only fought floaters once. I couldn't understand until I thought about how low my monthly scores have been. The new terror mission scoring really bites into the monthly total. I think the best score I've gotten to date on a terror mission is -650. I can't even count how many soldiers have died at this point. Link to comment Share on other sites More sharing options...
mercy Posted August 4, 2013 Share Posted August 4, 2013 Yes, this is best feature of UFO Extender: Its like rookie marines thrown into an UFO landing scene, they go in armed to the teeth:- HUAA! We are the marines, Locked cocked and ready to rock! Then begins the Predators 1 and Predators 2 movie script and the marines are torn to pieces. The frantic, hysterical butchering in Your creation really focuses the players all attention to little spots, of a farm, small UFO-s inside, small map sections becoming desperate Eye for Eye fights, humans losing mostly. And the Almighty Save Game's Godly Power is reduced! Have you tried the Slow Geoscape Clock mod? It slows down all the animations on the Geoscape.[..] Slowed the Geoscape down so that it missed frames. =0 gives the best result on my dual core E8500. Link to comment Share on other sites More sharing options...
mercy Posted August 4, 2013 Share Posted August 4, 2013 This savegame always crashes at END TURN INI included. https://www.mediafire...vkuo/GAME_9.ZIP XCOM crashed at 0x4 with error 0xC0000005 trying to access 0xC0000004 Tycho 1 Link to comment Share on other sites More sharing options...
Tycho Posted August 5, 2013 Author Share Posted August 5, 2013 Great. This will defiinitly help to isolate the problem. Link to comment Share on other sites More sharing options...
Tycho Posted August 5, 2013 Author Share Posted August 5, 2013 Slowed the Geoscape down so that it missed frames. =0 gives the best result on my dual core E8500. Hmm, in that case you might want to play with the FPS=. Start at about 70 and adjust it by a few points at a time. Lower means slower. It's what I used to use before I made the Clock mod. For me, around 30 and the windows start opening too slow. Link to comment Share on other sites More sharing options...
Tycho Posted August 5, 2013 Author Share Posted August 5, 2013 Version 1.31.2 has been posted.Fixes a crash when a unit takes damage from fire when the Zombies Will Hatch mod is enabled.Fixes a crash when setting a manufacturing job with the Alternate Research Tree mod enabled.With the EU2012 Item Rules mod, the chance for a weapon to remain after the alien is killed has been reduced.Thanks to Mercy for providing the data that let me isolate the problem with the fire damage so quickly! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now