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TFTD Extender


Tycho

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Does line of fire check for MC and Panic affects aliens? If it should well it doesn't. Have terror mission with aquatoids and they still attack me even when I didn't leave the sub. If it should only affect player then I think it is meh then since why should player gimp himself over the aliens god like beings.

 

 

I also think there is something wrong with Aggressive USOs. My Barracuda emptied clip in like 5 seconds not hitting anything while the USO just charged.

 

Also when hitting disengage in combat doesn't abort the interception in the geoscope. Don't know if this has to do with the mod that forces to follow when airborne or too deep. It also may have to do something with aggressive USOs since when I attack and run out of ammo, Barracudas can't run away and only USO can run away, thus I guess it doesn't count as hitting retreat.

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Also that Ablative Armor and EU2012 rules. I don't see option to turn it on in the INI file, though I see the deep colonies.

 

Does deep colonies means I can't attack with Triton?

Correct. You can't get to the colonies with a Triton.

 

The entries for ablative armor and the item rules got left out of the INI file that I included in the zip. They should be under the "Know Thy Enemy" entry. Just add under the [Mods] section:

Ablative Armor=1

EU2012 Item Rules=1

 

Does line of fire check for MC and Panic affects aliens? If it should well it doesn't. Have terror mission with aquatoids and they still attack me even when I didn't leave the sub. If it should only affect player then I think it is meh then since why should player gimp himself over the aliens god like beings.

 

I also think there is something wrong with Aggressive USOs. My Barracuda emptied clip in like 5 seconds not hitting anything while the USO just charged.

 

Also when hitting disengage in combat doesn't abort the interception in the geoscope. Don't know if this has to do with the mod that forces to follow when airborne or too deep. It also may have to do something with aggressive USOs since when I attack and run out of ammo, Barracudas can't run away and only USO can run away, thus I guess it doesn't count as hitting retreat.

MC LOS still follows the rules as per the EU mod. It only affects the player. The mod affects what conditions the PSI items can be used and aliens don't have items. I need to alter the MC decision routine to only allow them to remember a soldier for only 1 turn instead of by their memory score. It would limit the constant MC spamming. The MC spamming on soldiers in the sub at the beginning of a mission is due to cracks in the 3d model of the subs allowing LOS from various angles ( same as soldiers seeing out of the skyranger by spinning in place.)

 

If your ship is slower than the USO, you can't run away just as a USO can't if your sub is faster. In the latest patch for UFOExtender, I gave a defensive bonus for clicking the abort button. I need to do so for TFTDExtender. The Aggressive USO mod only gives the aliens a very limited "AI" and doesn't affect hit chances. I'll look into that again to see if something broke in the latest build. I don't have any code active that affects the crafts' chance to hit in interceptions.

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At least that would be a change for MC because this is the only thing that irritates me the most in X-Com. Apocalypse done it better by making it LoS only. You could also make that if a soldier gets a successful attack by MC/Panic his MC Strength will have a chance to increase by 1-2 points, but not as much as 6-8 points per mission that would make the soldiers with MC Strength of around 50 quite viable as they might get their brains together. It would still make an effort to make soldiers below 50 resistant to MC.

 

I'll see again about the Aggressive USO, but I am quite sure and to be honest the closing range for that AI is way to high. It took like 2 seconds for a small sub to just close in to the min distance, while even if you put Leviathan on aggressive stance it will just close in just like if it was Barracuda.

 

Update:

 

Ok, I've run some tests with the interceptions. I was wrong or simply I had a rare chance that all 3 D.U.P torpedoes and all 6 Ajax torpedoes failed to hit a small sub. All my test interceptions managed to down any small sub.

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  • 2 weeks later...

Tycho, you need to look at this. I've encountered strange bug with USOs. It first happened that USO was sighted at depth Centre On Alien Sub-Time = 5 secs. The sub was standing still and was not intercetpable. Then I thinkg 4-5 Very Large UFOs spawned with same problem.

 

Take a look at the save. I've included ini just in case. GAME_10 (ini here) where it happened, GAME_1 where it should happen after some time.

 

By the way is it possible to adjust speed of scrolling a little bit? 2 Is too slow and 3 is too fast :)

Also throwing grenades is way to fast even for firing speed 3. Sometimes I just can't catch from what direction it was thrown.

 

I also had a glitch, that after exiting base management, the geoscope was all triangly like. Had to exit game.

 

 

Few reloads and I had UFO size: Pursue without interception ;)

 

 

Don't know it it had to do something that I switched off deep colonies during the game.

GAME_10.zip

post-7842-0-66645400-1390037894_thumb.jpg

GAME_1.zip

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Tycho, you need to look at this. I've encountered strange bug with USOs. It first happened that USO was sighted at depth Centre On Alien Sub-Time = 5 secs. The sub was standing still and was not intercetpable. Then I thinkg 4-5 Very Large UFOs spawned with same problem.

Take a look at the save. I've included ini just in case. GAME_10 (ini here) where it happened, GAME_1 where it should happen after some time.

By the way is it possible to adjust speed of scrolling a little bit? 2 Is too slow and 3 is too fast smile.png

Also throwing grenades is way to fast even for firing speed 3. Sometimes I just can't catch from what direction it was thrown.

I also had a glitch, that after exiting base management, the geoscope was all triangly like. Had to exit game.

Few reloads and I had UFO size: Pursue without interception wink.png

Don't know it it had to do something that I switched off deep colonies during the game.

Something is definitely wrong there. All the USO craft data is a jumbled mess. I can eventually take a look at the scroll speed data. Have you tried adjusting the battlescape delay and/or the FPS value? The only problem I can forsee is that, unless I can externalize all the settings (which will add more stuff to the overfilled INI already) other people might find any changes to be bad for them.

Deep colonies just interjects some code to check the type of craft arriving at an alien base and gives the too deep notification if it is a triton. That addition is only reading some data from the craft table, so it shouldn't be a problem. I'll also look into adjusting the closing speed for USOs when they engage in interceptions.

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  • 3 weeks later...

Hi Tycho,

 

 

I think I've found a reproduceable bug when I use a hotkey to move up/down when using an elevator. I cannot check whether this happens only for elevators as I do not have mag-ion armour yet. Changing the key doesn't seem to help: I used the default setting (Up for Go up and Down for Go down), then changed them to Home for up and End for down but the game still crashes when I use these shortcuts. When I use TFTD's native GUI buttons, all is OK.

 

This is the message I get: TFTD crashed at 0x429D81 with error 0xC0000005 trying to access 0x0000000A

 

My system:

Intel P4-2.8GHz, WinXP SP3

 

Here's a savegame in case you need one. In order to reproduce the bug, just move any aquanaut to the elevator and use the hotkey.

hotkey_up_down_crash.zip

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Hi Tycho,

 

 

I think I've found a reproduceable bug when I use a hotkey to move up/down when using an elevator. I cannot check whether this happens only for elevators as I do not have mag-ion armour yet. Changing the key doesn't seem to help: I used the default setting (Up for Go up and Down for Go down), then changed them to Home for up and End for down but the game still crashes when I use these shortcuts. When I use TFTD's native GUI buttons, all is OK.

 

This is the message I get: TFTD crashed at 0x429D81 with error 0xC0000005 trying to access 0x0000000A

 

My system:

Intel P4-2.8GHz, WinXP SP3

 

Here's a savegame in case you need one. In order to reproduce the bug, just move any aquanaut to the elevator and use the hotkey.

hotkey_up_down_crash.zip

Thanks for the feedback. The crash with the up and down hotkeys is something that just recently came to my attention and is common to both the Extenders. It seems to be an initial problem when Seb first created the hotkeys. It only occurs when you use the keys on a newly selected unit before using the mouse to move them up/down. If you use the mouse first, the error does not occur with the hotkey while you are still controlling that unit. The problem seems to be that a global variable that contains the current active unit's UNITPOS data reference is not set when you use the hotkey first. For now, avoid using those hotkeys.

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  • 2 months later...
  • 4 weeks later...

Hi, since a certain point (finishing a terror mission) I seem to be getting the same crash + error when I finish a mission and try to exit the score sheet.

Tried a landed USO, crashed USO and container ship terror since then, all crashed when I finished them, reviewed the score and tried to proceed.

Quitting the mission prematurely does not trigger the error (but quitting it with all personnel onboard usually does).

 

TFTD crashed at 0x697558DB with error 0xC0000005 trying to access 0x00000031

 

Using a clean CE version with 1.07.1

Core 2 Duo T5250 @ 1.5 GHz, NVidia GeForce 8400M GS

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Hi, since a certain point (finishing a terror mission) I seem to be getting the same crash + error when I finish a mission and try to exit the score sheet.

Tried a landed USO, crashed USO and container ship terror since then, all crashed when I finished them, reviewed the score and tried to proceed.

Quitting the mission prematurely does not trigger the error (but quitting it with all personnel onboard usually does).

Using a clean CE version with 1.07.1

Core 2 Duo T5250 @ 1.5 GHz, NVidia GeForce 8400M GS

It sounds like something in the post-battle-item-cataloging routine. Do you play with the EU2012 item rules? Are there "tanks" on these missions?

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It sounds like something in the post-battle-item-cataloging routine. Do you play with the EU2012 item rules? Are there "tanks" on these missions?

"No" to the EU2012 settings and "yes" to HWPs, I use a gauss Coelacanth. Tried copying the tank line to the bugfix section, to no effect (at least not in the mission that was already in progress).

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"No" to the EU2012 settings and "yes" to HWPs, I use a gauss Coelacanth. Tried copying the tank line to the bugfix section, to no effect (at least not in the mission that was already in progress).

This problem will only occur with a Gauss Coelacanth. It is with the routine that calls the pop-up: "Not enough ammo to arm..." message and won't happen as long as this message is not triggered.

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  • 1 month later...

Patch 1.07.2

* requires full version of 1.07

* includes all fixes from previous patches

  • Visual glitch with 'Show Money' and 'Slow Geoscape Clock' mods enabled.
  • Crash while the bug fix 'No Freebies for Tanks' is active and starting a base defense mission (only with non-Intel processors?)
  • Crash when 'Deep Colonies' mod enabled and starting a USO crash mission.
  • Crash when 'Improved Detector' mod enabled and the advanced feature is active(non-Intel processors?)
  • Fixes the crash after a battle when there isn't enough ammo in base stores to rearm the Coelacanth/Gauss SWS. (added 1.70.2)

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  • 3 months later...

Pls forgive my stupidness, but how do I apply the patcher.dll to the game? I am running the steam-version of TFTD as well as the gold-version with no mods installed (do I have to install mods first to make the extender work)?

Many thx in advance for your help!

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Pls forgive my stupidness, but how do I apply the patcher.dll to the game? I am running the steam-version of TFTD as well as the gold-version with no mods installed (do I have to install mods first to make the extender work)?

Many thx in advance for your help!

You need the full version of 1.07, which is available on the OP. Extract the contents into your TFTD folder, and then extract the file from 1.07.2 into the same folder and select "yes" to overwrite the old patcher.dll file.

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You need the full version of 1.07, which is available on the OP. Extract the contents into your TFTD folder, and then extract the file from 1.07.2 into the same folder and select "yes" to overwrite the old patcher.dll file.

OMG, I've been verey blind..thx a lot..it's working now like a charm. Great work in keeping this old gaming gem alivethanks.gif

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  • 1 month later...

why does nothing load when I double click on the TFTDextender application?

 

Make sure you are following the suggested installation procedure: https://www.ufopaedia...er#Installation

Also check out the FAQ section there. Let me know if those don't help and please give me more information what you have done (what files you have extracted, where are they extracted to, what options have you changed in the INI, etc).

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  • 4 months later...

I think the ufopaedia should be a little updated, since it doesn't have few options written there and some defaults are set differently in 1.07.2.

 

Also since my contact with CE version of X-COM is through the extender I have a question how is game speed connected to max FPS? For example I set Max FPS at 30 and the "windows" where opening quite slow, slower than standard Dos version. When I set to 60 it was ok. Also the interception seems quite faster than in Dos version. The torpedoes fly quite fast and the ufo closing in / escaping is also quite fast in comparison to Dos version.

 

Now in battlescape I think that grenade throwing is somehow accelerated since for exmaple on speed 3-4 normal gun shots are quite and fluent, while grenade throwing is almost instant on 60FPS - also the sound of throwing looks like it is connected to the gun someone is using at least I've heard a sonic pistol sound when aliens were throwing pulsers.

 

There is also strange issue with time. If I set 1 Day, it sort of starts slowly, but then it speeds up to light speed (sort of). Is it because of CE version or Extender?

 

Also how hard it would be to implement sonar ranges just like in OpenXcom?

 

There is also a rare CTD after base creation and I think clicking on the spot where base is or click on any spot on the geoscape and a popup who died.

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The CTD is related to either True Cautious mod or Manual Interception and small escort USO.

 

If disabled, can you enable error reports and give me the exact error message that occurs?

 

BTW, the issue with getting a really early base defense mission has nothing to do with Extender, especially with 1.07.2. I only have modded the missions for Enemy Unknown and only since 1.32. The issue may occur because the XBASE.DAT file has 12 entries, one per active zone but only the first 8 entries get reset when you create a new game. I think the Gallops initially thought that the entries in the file would be for each base.

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I think there might be a problem with Show Error Messages, since the only message I got was with the failed reading memory at HEX value. Unless that's a proper message.

 

Also since you are here, I found this odd situation with Know Thy Enemy. In description it says that the damage is limited to 100%, but either I was lucky/ unlucky or something was strange that I needed whole clip of dart rifle to kill single Gillman and my aquanaut took 2 direct hit with sonic pistol to the side and lived without a scratch. With TFTD 50-150 damage limit I think that basic armour should not allow to take 0 damage.

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I think there might be a problem with Show Error Messages, since the only message I got was with the failed reading memory at HEX value. Unless that's a proper message.

 

Also since you are here, I found this odd situation with Know Thy Enemy. In description it says that the damage is limited to 100%, but either I was lucky/ unlucky or something was strange that I needed whole clip of dart rifle to kill single Gillman and my aquanaut took 2 direct hit with sonic pistol to the side and lived without a scratch. With TFTD 50-150 damage limit I think that basic armour should not allow to take 0 damage.

 

It's quite possible. I need to review a lot of the code for TFTD, especially the assembly, as my understanding of the language has grown a lot since I released 1.07.x. I had to stop working with one of the two programs as the code is similar but with enough differences to make keeping track of all the changes too much for me.

 

I notice that you have the delay battlescape option set but I just realize it is not being implemented by an oversight of mine. You need to add the entry

 

Slow Battlescape Animation Speed=1

 

just before the "Battlescape Delay=33" line.

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Thanks, I was wondering why the background was speed racing. By the way, I think that improved smoke is too powerful in the way of providing stun damage. In EU you could spend a time in smoke and the stun damage raised slowly, but here in few turns soldier can get unconscious. Is it deliberate change?
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