User talk:Morgan525

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Questions&Feedback

Any questions or feedback one may have.... (please be sure to leave a signature: "~" three times in a row, four to time-and-date stamp it.)

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)

Thank you Cornels! I recently realized this issue and will have a fix soon. Morgan525 06:48, 4 August 2012 (EDT)
Just uploaded version 1.27! Morgan525 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" (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. You're doing a great job. Thank you very much. Cornels 13:30, 9 August 2012 (EDT)

Cornels, what mods are you enabling for interception, if any? Morgan525

You were right. It was because of "UFO Responds to Interception". Everything works fine now. Cornels 01:49, 10 August 2012 (EDT)

Thanks, I'll look into it. I already have a guess as to the problem. Luckily it's just a graphical glitch.Morgan525 02:47, 10 August 2012 (EDT)
Should be fixed with version 1.28Morgan525 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)

Decompiled accuracy algorithm?

Hi Morgan/Tycho

Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.

cheers, Spike 09:37, 30 June 2012 (EDT)

It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version. The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)

Morgan525 19:23, 30 June 2012 (EDT)

A few questions

Hi Morgan / Tycho

First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??

Clicking on the title heading for TFTD Extender will take you to its page in the wiki Morgan525

Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? Spike 12:37, 6 September 2012 (EDT)
Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. Spike 17:45, 6 September 2012 (EDT)
The latest release is a patch, which means there are no new additions to the INI. I don't include it in patches usually so that those who already have the prior release don't have to reconfigure their current INI. It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.Morgan525
Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. Spike 07:25, 7 September 2012 (EDT)

Now a couple of suggestions for UFO Extender / TFTD Extender:

Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. This now seems to be possible due to research by Volutar. See Talk:OBDATA.DAT#Field_0x2D. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens' weak spots.

General Tank Modding

I see you are interested in modding tanks (HWPs/SWPs) and that's partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: User:Spike#Tank_mods and see if any of that makes you feel like getting creative?

Thanks, Spike 10:46, 3 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)