TFTDextender

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TFTDextender.zip

Installation

NOTE: This program only works with the Windows version of TFTD (usually referred to as the Collector's Edition or CE). It does not work with the DOS version as the offsets and memory handling are different.


  • Download the file by clicking on the title above.
  • You need a program able to handle zip files to extract. Extract the contents to your TFTD folder where the "Terror from the Deep.exe" file is located.
  • Starting with version 1.04, one should NOT need the MS VC2008 runtime to use TFTDextender (in theory). If you find you need it, you can get it here.
  • If you want to use the mp3 patch, you need to have Windows Media Player installed.
  • Use a simple text editor (like MS notepad) to open TFTDextender.INI and enable the options you wish, usually by changing the number on the entry line to 1. Look at this page or refer to ExtenderINIref.txt in the TFTD game directory for details on each option.


By default most bug fixes and video pitch are enabled; there is a section in the INI for bug fixes in case you want to disable a fix. For the rest, you will need to enable them. It looks for a file named "Terror from the Deep.exe" (you can change this in the INI file). Of course, if your computer stops responding and starting chanting verses in an inhuman language, I don't take any responsability...

The extender patches the program in memory, it does not modify the executable. The advantage is that it won't change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). It also means that any data mods that one may wish to use should not conflict.

Some changes are recorded in a game's save files so be aware of this fact when you change options and wonder why some changes don't work on games already in progress. Changes will require you to restart the loader to have them take effect.

Do not hesitate to report any problem you encounter with it, I'll try to help you fix it. Morgan525

TFTDextender INI references

Video

  • Video Pitch: This fixes the garbled video seen when you first start the game. It is similar to f0dder's loader. This is enabled by default.
  • HQ4x: raise the resolution of the game and applies some filtering. It is quite CPU intensive though...
  • D3D: replace DirectDraw calls with Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly.
These settings are exclusive of each other: Some work together while others will override the previous level: [initial] video pitch -> HQ4x -> D3D -> D3D&HQ4x [highest scaling].
  • D3D Windowed: run the game in a window. The first two numbers are the Y and X positions on the screen from where to place the box. The second two numbers are the size of the window in height and width. 0 0 800 600 should place a 800x600 window in the top left corner.
  • Always On Top: force the window in the foreground.
  • Clip Cursor: prevent the cursor from going outside the window. Move/resize the window to unlock it.
  • Scale Mouse: attempts to keep the cursor from running off screen when using HQ4x and/or D3D.
  • Screen Ratio: adds black bars to keep aspect ratio on non 16/10 monitors (based on patch from mikawo) You can set "Screen Ratio" to correct your aspect ratio. Some common settings are 0.833333, 1.0, and 1.333333.
I believe "1" is for a 4:3 aspect ratio like 800x600. If you have a widescreen, you need to find the appropriate reduction. For example, if you have a 1920x1080 screen. The 4:3 ratio is 1440x1080, so 1920/1440 = 1.333333333. Using this value for Screen Ratio seems to give the correct aspect ratio when compared to DOSBox results.
  • Slow Battlescape Animation Speed: All animations in the battlescape can be slowed down. User can fine tune the degree from only 2x up to 15x slower. 3~5x is recommended to start with.
  • Max FPS: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled). Helps to slow the game, similar to lowering cycles per second. Defaulted to 70.
  • Skip Intro: bypasses the Microprose logo video and initial movie when you start the game.
  • Force Language: automatically selects the appropriate language for you.

Mods

  • Start With Alternate Tech Tree: 3 levels of changes to apply to research when you start a NEW game.
    • Level 1 removes the need for a live Deep One to research Ion Armor.
    • Level 2 the vibroblade can be researched when found and a calcinite autopsy is required for thermic lance.
    • Level 3 The prerequisites for armors have been reordered and changed. Aqua plastics can be researched when found. The prerequisite for Ion Armor has been changed and is now more logical. (Hint:The prerequisite for Ion Armor is not a live Deep One.)
Each level stacks upon or replaces the previous set of changes.
Note: Some changes will be stored in the game's saved files and cannot be altered again except by editing these files directly. There could be some strange behavior in the availability certain items if one starts a game with a higher option and reduces it later.
  • All Torpedos At Start: Replaces the craft gas cannons and ammo with D.U.P launchers on your subs and torpedoes in your base stores, as if you manually did this at the beginning of game without the wasted time.
  • Show Money: Shrinks the clock in the date/time panel on the main geoscape screen, and adds a funds display above it. It is useful for examining remaining funds during manufacturing projects, while waiting for time to pass.
  • Block Intercept Over Land Message: Blocks the pop-up notification and allows the craft to continue pursuit.
  • Block Mission Too Deep Message: Same as the above.
If the sub would normally receive such a notification, it will continue pursuit but will require manual intervention to reengage the target. Be careful when advancing time as the sub can quickly run out of fuel and never attack.
  • Crafts Always Ready: Craft can be launched before damage, ammo, or fuel are completely restored.
  • Manual Interception Fire Mode: Subs will not fall back after taking damage or expending all their ammo. This overcomes the issue of the last shot always missing.[1]
  • USO Responds to Interception: Alien subs will react to being attacked.
  • True Cautious Mode: Subs with similar weapons will only fire one weapon at a time. Cautious mode imparts a penalty to alien attacks.
  • De-equip Craft: Provides the option on the craft armament screen.
X2deequip.JPG
  • Reorder Soldiers In Crafts:
X2reorder.JPG
If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list. Now you can force rookies on the front line... It also enables you to check the soldier's stats by clicking on his name.
  • Auto sell: allows the player to activate an automatic production and automatic selling mode in manufacturing by pressing the down arrow button to reduce the quantity of desired items below zero:
    • Autosell mode: In this mode, production will never cease unless resources become unavailable, and all produced items will be immediately sold.
    • Autoproduce mode: This functions in the same way as autosell, but the results will not be sold, merely stockpiled forever.
Caution should be used with this mode, as it can drain resources quickly.
Autosell:::Autoproduce
  • Increase Sea Floor Terrain Variety: Enabling this will increase the chances of different environments being generated in random USO recovery missions.
  • Single Stage Ship Missions: Ship sites will be complete after the first stage.
  • Remove Background Land Sound: The background sound of land sites is poor quality for today's sound systems and annoying. This option blocks it.
  • Stunned units KIA: Stunned units killed by explosions are now counted in the final score of the mission.
  • Alien Bleeding: Aliens can suffer fatal wounds as well.
  • No Alien Freak Out Messages: The player will receive no notice that alien units have suffered morale problems.
  • Doubleclick Movement: changes the requirement for moving a unit in the battlescape from clicking a tile once, to doubleclicking it (within 500ms). Failing to doubleclick will result in no action being taken. This allows for a considerable safety margin with movement, as the default movement controls are easy to accidentally trigger on the wrong tiles.
  • More Reaction Fire: Aliens and Aquanauts will react to targets turning in place as well as movement or attacks.
  • Hot Grenades: Grenade timers will continue to countdown even when held.
  • Alien Inventory: Gain direct access to an alien's inventory screen after it has been brought under your control.
  • No Blaster Bomb Drift: disable the randomness applied to blaster bomb (Power Wave Torpedoes) trajectories between waypoints. It'll solve drifting issues experienced with the blaster launcher, and also make aliens even more deadly with that weapon since their hard coded accuracy of 55% won't affect their shots anymore.
  • All Items Usable On Land: Removes all restrictions on items so they may be used anywhere. Magnetic Ion Armor flies on land.

Equipment

  • Show Stats: Displays several of the important soldiers' stats on the right to help you decide how to equip them. MC stats will be displayed when they become available. The rank icon is part of TFTD, unlike Enemy Unknown.
X2liststats.JPG
  • Show Grenade State: Grenades that have been armed now have [primed] added to their name.
  • Save Equipment: Will automatically reequip each aquanaut with their last weapon load-out, if possible, at the beginning of any mission. New soldiers will receive a minimal set of weapon and ammo to start with.
    • Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment).

Tactical AI(by Kyrub)

This feature makes the aliens slightly more aggressive. Melee Terror Units are less indecisive when attacking. Player can choose the distances (in tiles) that aliens will attempt to use auto-fire and snap shots. Aliens will make targeted shots for ranges beyond snap shot.

Apply: Set to 1 to enable this feature.

Ranged Based Accuracy

This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:

Apply: Set to 1 to enable this feature.
Minimum Efficiency: The efficiency will not decrease beyond this limit for range. [-50% = 25+ tiles]
  • auto shot: 8 tiles
  • snap shot: 16 tiles
  • aimed shot: no penalty
These initial values complement the Tactical AI ranges. They are configurable in the ini file.

Line of Fire Check

Soldiers with MC ability and items that utilized MC will require the individual soldier have LOS to use the item as selected by the player.

  • Mind Control=0
  • Panic=0
  • MC Reader=0
Change any option to 1 to enable the feature.

Alternate Initial Base Layout

Allows the player to rearrange, add, or remove any module to the initial base at the start of a game.

Apply: Set to 1 to enable this feature.

Possible modules [use this notation in the INI]:

  • AirLock
  • LivingQuarters
  • Laboratory
  • Workshop
  • [StdSonar] Standard Sonar
  • [WideSonar] Wide Array Sonar
  • TorpedoDefense
  • GeneralStores
  • AlienContainment
  • GaussDefense
  • SonicDefense
  • [PWTDefence] Power Wave Torpedo Defense
  • [BombShield] Bombardment Shield
  • [MCShield] Molecular Control Shield
  • [MCLab] Molecular Control Laboratory
  • [TransRes] Transmission Resolver
  • SubPenTL
  • SubPenTR
  • SubPenBL
  • SubPenBR
  • Empty

OBDATA.DAT

Change the value of some OBDATA.DAT settings on the fly. To change a value, add a line "itemname setting=value" (without the quotes).

Apply: Set to 1 to enable this feature.

Available settings:

  • Damage
  • Resistance (to explosions)
  • Weight
  • Damage Type
  • Auto accuracy
  • Snap accuracy
  • Aimed accuracy
  • Auto TUs
  • Snap TUs
  • Aimed TUs
  • Size (clip size)

Item names are case insensitive and available at OBDATA.DAT.

Music

Apply: Set to 1 to enable this feature.
Source: choose which option by removing the ";" from the front of the line of your choice and adding a ";" to the beginning of the other line that you wish to disable.
CD Drive: change to the drive letter of your CD/DVD ROM drive. (if applicable)
MP3: You should create a folder labeled "MP3" in the same folder as your TFTD executable.

PSX CD

If you have the PSX version of the game, you should be able to enjoy the CD music with this patch. (experimental)

MP3 Music

If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see the INI file for examples).

Caps

You can raise the maximum value that the soldiers' stats may increase in the course of gaining experience from combat.

Apply: Set to 1 to enable.

ShortCuts

Apply: Set to 1 to enable BattleScape or GeoScape shortcuts.

Default key mapping in geoscape

  • UpArrow: Rotate Up
  • DownArrow: Rotate Down
  • LeftArrow: Rotate Left
  • RighArrow: Rotate Right
  • MouseWheelUp: Zoom In
  • MouseWheelDown: Zoom Out
  • 1: Geo Speed1
  • 2: Geo Speed2
  • 3: Geo Speed3
  • 4: Geo Speed4
  • 5: Geo Speed5
  • 6: Geo Speed6
  • MouseMiddle: Intercept
  • B: Bases
  • G: Graphs
  • U: Ufopaedia
  • Escape: Options
  • F: Fundings

Default key mapping in battlescape

  • UpArrow: unit goes up
  • DownArrow: unit goes down
  • LeftArrow: left menu
  • RightArrow: right menu
  • Return: end of turn
  • Escape: options menu
  • BackSpace: go to next unit, remove current from the queue
  • Tab: go to next unit
  • Space: go to inventory
  • PageUp: view goes up one level
  • PageDown: view goes down one level
  • 1: reserve mode off
  • 2: reserve mode snap
  • 3: reserve mode auto
  • 4: reserve mode aimed

Key names

Standard keys (A, 2, etc) are indicated as-is, the following "special" keynames are available (case insensitive):

  • Back
  • BackSpace
  • Back Space
  • Tab
  • Clear
  • Return
  • Enter
  • Shift
  • Control
  • Menu
  • Pause
  • Escape
  • Space
  • Prior
  • PageUp
  • Next
  • PageDown
  • End
  • Home
  • Left
  • Up
  • Right
  • Down
  • Print
  • Insert
  • Delete
  • Num0
  • Numpad0
  • Num1
  • Numpad1
  • Num2
  • Numpad2
  • Num3
  • Numpad3
  • Num4
  • Numpad4
  • Num5
  • Numpad5
  • Num6
  • Numpad6
  • Num7
  • Numpad7
  • Num8
  • Numpad8
  • Num9
  • Numpad9
  • Multiply
  • Add
  • Separator
  • Subtract
  • Decimal
  • Divide
  • F1
  • F2
  • F3
  • F4
  • F5
  • F6
  • F7
  • F8
  • F9
  • F10
  • F11
  • F12
  • MouseMiddle
  • MouseWheelUp
  • MouseWheelDown
  • MouseWheelLeft
  • MouseWheelRight

If you need a key not listed here and you know its VK_* code, you can specify it with it's hex value (e.g. 0x90 for num lock)

The implementation is rather messy, expect side effects and report them...