Difference between revisions of "Talk:TFTDextender"

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(→‎Bug Reports: Crash bug reason partly diagnosed - USO lands on land)
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''Interesting.  I had someone report a similar thing when they were starting their first instance of the battlescape on a new install of the game.  I looked into it and the game generated some bad data. When he let the UFO take off and land again, the battle started with no problems..''
 
''Interesting.  I had someone report a similar thing when they were starting their first instance of the battlescape on a new install of the game.  I looked into it and the game generated some bad data. When he let the UFO take off and land again, the battle started with no problems..''
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: I tried this suggested technique and it seems to work. In fact, I think I now understand the bug. It's [[Known_Bugs_(TFTD)#Geoscape_Bugs|a bug I've reported before]] (before TFTD Extender even existed), so it's not specific to TFTDExtender / UFOExtender. Which must be good news for you. :)  It might be related to XcomUtil (corrupting game files?). What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I've seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it's right on the sea/land boundary and hard to tell. I have some screenshots if required, as well as two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)
  
 
== Useful alien species research ==
 
== Useful alien species research ==

Revision as of 12:31, 9 September 2012

Questions or Comments

A place to provide feedback or ask questions

Bug Reports

1.05p1

"XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30."

This was on the first start of TACTICAL. It was an XComUtil modified game of TFTD. I guess that's not necessarily supported? I have a save game so I will try to roll back XComUtil and retry. Spike 21:39, 6 September 2012 (EDT)

The bug was associated only with one specific saved game. Removing XComUtil and using the base TFTDextender.INI file had no impact, the problem still occurred with this game save file, but the problem did not occur with any new games. I can upload the game save directory if that would help. I guess some combination of XComUtil modifications to game save files, plus maybe some combination of .INI options. Spike 22:34, 6 September 2012 (EDT)

Did this error occur after completing a mission or one stage of a mission? I have seen errors like this even in the base game. If memory servers me correctly, the address is related to the clearing the heap stack.

The error occurred at the first attempt to start the Battlescape. No previous missions had been run. This was the very beginning of the first mission. The Battlescape never appeared. It could be related to patches made by XcomUtil, so maybe don't worry about it unless others can reproduce it. Spike 21:02, 8 September 2012 (EDT)

Interesting. I had someone report a similar thing when they were starting their first instance of the battlescape on a new install of the game. I looked into it and the game generated some bad data. When he let the UFO take off and land again, the battle started with no problems..

I tried this suggested technique and it seems to work. In fact, I think I now understand the bug. It's a bug I've reported before (before TFTD Extender even existed), so it's not specific to TFTDExtender / UFOExtender. Which must be good news for you. :) It might be related to XcomUtil (corrupting game files?). What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I've seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it's right on the sea/land boundary and hard to tell. I have some screenshots if required, as well as two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. Spike 08:31, 9 September 2012 (EDT)

Useful alien species research

Tycho, I really like this idea you proposed in the StrategyCore forum:

I'm thinking about giving a hp bonus to all aliens until Xcom performs an autopsy on the species to learn the location of their vital organs (like in the movie "Battle of LA"). This would give more importance to performing autopsies rather than just as a stepping stone to new tech.

Definite +1. It would be equally valid to add to UFO Extender. I suppose it could also be implemented using Vulnerabilities (no Vulnerabilities are in effect until the Autopsy is completed), or Resistances (across-the-board increased Resistances until Autopsy is completed). If that's easier.

Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?

By the way sorry for posting questions on your User page and on the File:TFTDExtender.zip page. I should have looked here first.

Spike 20:41, 6 September 2012 (EDT)

Weightless Ammo Bug

Do you think you could fix this bug? Known_Bugs#Equip_Phase_Ammo_Load_Error. Seb76 had a look at it, and diagnosed the cause, but he did not get around to fixing it. It's only mildly annoying and, some probably consider it to be useful as a very minor exploit. For me, it just really bugs me! (No pun intended). Spike 22:55, 6 September 2012 (EDT)

Displacer/Sonic damage fix

If I understand this fix correctly, the Displacer/Sonic weapon damage has been increased to 150 from the previous in-code value of 110, and vs the previous UFOPedia entry of 130? SWS Sonic weapon damage has been increased to 150 because this matches the craft-mounted Sonic Oscillator?

I don't think this is the right idea. Increasing damage to 150 gives Displacer/Sonic a higher damage level than Displacer/PWT. That removes some of the distinctiveness of Displacer/PWT, and more importantly it is inconsistent with the general principle in the game that PWT weapons (of a given class) do more damage than Sonic (which in turn do more than Gauss). That is true for infantry weapons, SWS weapons (unless you create this exception), and Craft weapons.

Also, there is no reason why SWS weapon damage should be equated to Craft weapon damage. I'm pretty sure that Battlescape damage values and Craft combat (Geoscape Interception) damage values are completely different, they are not meant to be compared to each other in any way. There is only one SWS weapon that has the same damage as its equivalent Craft weapon, and that is the Coelacanth/Gauss = Gauss Cannon. I think this is a coincidence, as the other equivalent weapons are all different between the SWS version and the Craft version (this applies to Gas Cannon, PWT, Sonic, and also Aqua Jet vs torpedos).

Clearly there is an inconsistency between the code and the UFOPedia, and that should be fixed. It's hard to say if the "right" value is 110 or 130. Is the code wrong or is the UFOPedia wrong? It could be either way. But I would correct this inconsistency either to 110 or to 130, not increase it to 150.

Spike 08:02, 7 September 2012 (EDT)

Grenade Resistance in INI file

I think this is a holdover from UFOExtender, because 'Grenade' is not a TFTD object, and in TFTD I think all forms of grenades already have high damage resistance, and so are already "stackable". Spike 09:14, 7 September 2012 (EDT)

OBDATA / Dye Grenade mod not working?

I can't seem to get this to work. Regardless of what I do, the Dye Grenade radius is the same as in the unpatched game. It starts on one square, slowly spreads out to about a 4 by 4 diamond, then contracts and fades out. Am I doing something wrong? Is it using the right OBDATA.DAT file? Spike 09:41, 7 September 2012 (EDT)

I'm not sure this feature is working for me at all. I tried changing the stats of a Dart Gun like this, also with no apparent effect.
[OBDATA.DAT]
Apply=1
;Dye grenade will have similar initial effect as smoke grenade in EU.
Dye Grenade Damage=60
Dart Gun Damage=255
Dart Gun Size=100
Dart Gun Auto TUs=50
Dart Gun Auto accuracy=20
Dart Gun Snap accuracy=50
Dart Gun Aimed accuracy=100
Spike 16:39, 8 September 2012 (EDT)
I've checked that OBDATA modding works ok in UFOExtender. I can't get it to work in TFDExtender though. I have tried modding one-word items like Magna-pack. I have tried using the exact literal names from OBDATA.DAT (TFTD). I have tried using the literal names from UFO. All no good. The record structure looks to be the same in TFTD as in UFO. I am a bit stumped. Spike 22:32, 8 September 2012 (EDT)

OK. I'll look into it. My work has restarted so I am a little busy right now. Once I get readjusted to the work schedule, I'll be able to investigate more.Morgan525 04:23, 9 September 2012 (EDT)