Difference between revisions of "Talk:UFOextender"

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Feel free to report any problems or comments you have on the program.
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Feel free to report any problems or comments you have on the Extender.
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*'''If you have an error to report, please check the [[Known_Bugs | list of already reports problems]]. '''
 
=Feedback=
 
=Feedback=
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<tabber>
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2015=
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= INstallation Problems =
  
== Using Extender in Steam (seamlessly) ==
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HI fellow Sectoid Killers!
  
Hello,
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I have used UFO extender before and loved it.
  
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I'd like to avoid. (Nor is "add the extended executable to Steam" acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)
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I recently checked the forum and saw the latest version and downloaded, But i'm having some installtion problems.  
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders. The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)
 
  
== Initial alien bases bug ==
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Operating System: Windows XP
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn't test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn't, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don't think this was intended?
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Version: X-Com Collectors Edition CD
  
== Music problems==
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Firstly, I could not delete the old UFO Extender.exe file as access was denied.  
===MP3 fails to play or crashes the game===
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I tried moving it - failed.  
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn't work. The only other thing I've changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).
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I renamed it to UFO.exe and moved to recycle bin and copied over the new install (full latest version with modified Externde.ini file. Still could not delete it.  
  
All the files exist and all settings here unchanged from the time they worked. I have NO idea what's going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)
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Game failed to load - complaining of me trying to run 2 mods together.  
  
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn't work.
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So I un-installed CE totally, vaped all the files and re-installed a virginal copy of CE.
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Moved the zip file to the location & unpacked. Edited the ini file to switch on the mods.....
  
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I'm trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)
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Nothing happens when I use the shortcut.  
  
::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)
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What did I do wrong?
  
I wasn't able to find any solution to this. I want to use PSX mp3s but game crashes every time I put apply=1 to music section of the config. I tried converting them to ogg files and it's the same thing.
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Also - I used old TFTD extender but the battlescape was in super-mast mega zoom mode with the mouse. Is there a variable battlescape mod as per UFO to tweak mouse settings for TFTD?  
Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 15:21, 26 September 2012 (EDT)
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(I've yet to try the latest release of TFTF extender)
  
::Hello! I've had the same problem, so I dug into the source to try and investigate what's going wrong. The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn't using MCI to play MP3's. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you're right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit "type mpegvideo". This works fine on my machine, though it's by no means a sensible solution, just a work around for me. I've only done this because I've no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).
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:''If the loader fails to launch UFO.exe or the program crashes, often the UFOloader.exe will still be running.  If that happens, explorer won't let you remove it. To check and fix this, open the Task manager and see if UFOloader.exe is present. Select it and 'end program' or 'end process'.''
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:''The problem with the 2 mods running is an oversight, if you get the version 1.33beta that is available on the Strategycore forums, the problem is fixed. I'm working on version 1.34 and it is fixed. I'll release it once I can resolve a few other issues.''
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:''Look at the '''Slow Battlescape Animation Speed''' option in TFTD Extender to slow down all battlescape animation, which will also slow the scroll speed.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:05, 25 May 2015 (EDT)
  
::Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME.
 
  
::Unfortunately, this won't help you debug your (or my) codec issue, but it's at least confirmation that it's an issue on your side and not a problem in the source. I suspect a minor rewrite to use DirectX calls to play the music would cause this problem to go away. I'll be happy to do this, is the latest version of the source available (IE for UFOLoader built on 27th Sept 2012)? [[User:landofcake|DaveG]]
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Thanks for the tips. The odd thing is that I WAS using the 1.33Beta.
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Also I think I'm being a bit of a frag-head in that the TFTD extender i downloaded just had patcher.dll. I think I must have downloaded the wrong TFTD extender.  
  
''Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s. See [[TFTDextender#FAQs| TFTDextender FAQs]]
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: I just uploaded a hacked version of 1.33beta, which is now called 1.33.1patch, to the forum on strategycore.  I just used a hex editor to remove the bytes of code that were causing the dual address patched error.
  
I looked into that article but didn't help: neither of the splitters are present on my system. Also, I tentatively added UFODefense.exe to ffdshow's list of programs not to load for; now it loads into the main menu but there's no music whatsoever and the game crashes if I leave the menu and try to enter the game itself.--[[User:Amitakartok|amitakartok]] 18:21, 4 November 2012 (EST)
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= 1.33 Mod List Mismatch =
:''The only suggestion I have now is for you to remove the current version of UFOextender. Download the last version the Seb posted and try that.  If the game works, try the next release, until the problem reoccurs. If not, your probably going to have to "shotgun" troubleshoot this by uninstalling anything and everything that deals with sound or video (aside from drivers) from your system and then try the game.  I had the crash problem on my system and after uninstalling about 10 different programs (converters, codec paks, alternate sound players, etc), MP3s play fine now. -[[User:Morgan525|Tycho]]''
 
::I've been using Seb's version to begin with.--[[User:Amitakartok|amitakartok]] 08:57, 16 November 2012 (EST)
 
  
== Video Problems ==
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Just a small point - the mod list in the latest 1.33 Full Configuration Settings File does not exactly match the listings on the website for UFO Extender Mods.
  
==="XCOM Crashed at 0x45E6A5 with error ..."===
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Could you please update the web page to match.  
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender's option to skip the intro.  Disabling this option will stop the error.
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For example, the Mod "Small Firestorm" is in the Configuration Settings, but there is no clue as to what it does. Also I think there is a mod listed on the website "More Chrysalid noises" that is not in the Configuration Settings.  
  
===Adjusting animation speed===
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Y:''Yeah. There is a lot I need to update on the website.  Not enough time lately. The small firestorm mod explanation should be in the INI-readme fileIt makes the firestorm into a UAV: less production time and materials, and you can have two per hangar but the hull points are lower than the regular (modified) firestorm.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 04:43, 27 May 2015 (EDT)
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]
 
:I have the same issue, I'm quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]]
 
:''Try adjusting the MaxFPS in the INI to something like 60~75I found that this fixes a lot of the speed issues without the need for the other patches. -- [[User:Morgan525|Tycho]] May 2012''
 
:''Version 1.29 introduces an option to set the base battlescape speed which will slow down scrolling and animations. -[[User:Morgan525|Tycho]] 23:47, 29 December 2012 (EST)''
 
  
== General Store Capacity ==
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= Grenades =
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Having non-destructable grenades in the latest full version of UFO Extender is good.
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Does this apply to Alien Grenades as well? They should also be indestructible.
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Does this apply to TFTD extender grenades? - both terrestrial and sonic (They should also be indestructuble)
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:''You can set the amount of damage needed to destroy each type of grenade by following the guidelines for the OBDATA section of the INI.''
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Also - what is the point of smoke/dye grenades? I thought aliens could see through smoke, so if you chuck a smoker at an Alien, you just affect your own line of sight detrimentally!
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:''This is not true for the original (I think that in the Firaxis version, smoke only gives a penalty on the hit percentage.)  Smoke will impede line-of-sight for both sides depending on the intensity and number of squares that are between an alien and a soldier.  The best strategy is to throw a smoke grenade so that it lands midway between a soldier and an alien to maximize the penalty. Of course, if the alien moves closer he can obtain LOS for himself and other aliens, just the same as for the player.''
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Now a much better idea would be to change smokes to Wille Pete's (white phosphorous - i.e incendiaries)
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:''You can do this with the OBDATA section of the INI. ''
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Also - you probably know this but my (previous) version of UFO extender had a grenade bug so that when you primed it, but did not throw the grenade/HE pack, it disappeared and was not available in the next combat round.
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:''Which version are you playing?  With the hot grenade mod enabled in version 1.33, the data-point that makes the grenade not appear in the inventory should not be set until the soldier throws it. <s>I'll double check to see if it's still a problem.</s> It seems to work as expected in version 1.33''
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You should be able to prime a grenade and have it "hot" until you throw it. Woe betide a grenadier that gets shot holding a live grenade....
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:''This is part of the original game. If you prime a grenade, even with the hot grenade mod enabled, and drop it, it will explode when the turn ends.  A viable strategy when going against chryssalids, as a "precaution" against zombification.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:52, 30 May 2015 (EDT)
  
I have an odd issue where a new base I just built (second base of the game) has 1 total storage capacity when I have the "General Store Capacity" mod on (set to 1).  The main base can only transfer a total of 1 storage space's worth of items before it says I must build more stores.  However I can transfer goods back just fine (with the main based having over 50 total storage used).
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= Not fully exploiting alien Alloys =
:''The value after the INI entry is not an 'Enable(1)/Disable(0)' option but the maximum space that you want each storage facility to have.  Since you set the value to one, each storage facility will only have one space.  The initial base seems to hold more only because the stuff in storage is set when the base is first created. I've change the code now so that any value below 51 is ignored by the Extender and it uses the game's default value.-[[User:Morgan525|Tycho]] 23:42, 1 January 2013 (EST)''
 
  
== Where is UFOLoader.exe? ==
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I like the fact that more is being made of Alien Alloys, but I have another idea - better bullets for the sniper rifle.  
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.
 
Where is the rest of it?
 
Thanks, Herbert West.
 
  
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)
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Now the original Terrestial rifle that troops start with is actually quite good in terms of accuracy and flexibility, but is limited by terrestial bullets.  
  
== No DosBox ==
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Once the Alien Alloys are researched, it should be an easy thing to make Alien Alloy rounds, giving the olde sniper rifle a new lease of life - with higher damage rounds.
  
The only executable file in the download is an .exe file. .exe files don't work with dosbox and with X-com being a 16-bit program it doesn't work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?
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New Ammo Tpye: Alien Alloy Rounds - increase rifle damage with Alien Alloys researched.  
:The first paragraph of the main page of the article does say:
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Same should also apply to the heavy weapons that use AP ammo.
  
This program only works with the Windows version and will not work through DOSbox.
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<!-- DON'T POST NEW TOPICS BELOW THIS POINT! FROM THIS POINT DOWN IS ONLY OLD DISCUSSIONS -->
Furthermore, a version compatible with DOS will not be created due to difference in memory management used.
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|-|
  
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)
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~2014=
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== Ver. 1.31 ==
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:The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I've found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn't have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there's <s>a bug now related to hotkeys and alt-tabbing in fullscreen mode</s>. As to MC issues, I'll be able to tell when I get a chance to test them. I'll be giving further feedback in the program's [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)
  
==Suggestions==
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== Music ==
i hope to be posting in the right section for this.. otherwise excuse me, please.
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: I'm just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you've achieved what you're setting out to achieve.
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: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro.
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: P. S. Oh, and don't forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]
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:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I'll however update with the current version and keep that improvement for later.
  
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:
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*XCOM CE's Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I'm using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn't an issue on Windows XP.
*1)editable starting soldiers attributes (cuttently UFOextender only allows you to set the maximum caps of those STATs, yet for those that, like me, don't like the idea of soldier's health raising much through experience, this could be useful).
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::''There problem here is that there is nothing in the program to manage aspects of sounds/music. The game selects the music entry or SFX and then dumps the data string directly into the OS's sound mixer. You can't simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created. To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]''
*2) editable HWP stats of chassis and their weapons (currently possible with XcomED only for the first part, yet is not possible to change the damage dished out by HWP weapons)
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:''You can enable and option in version 1.33 to play all sounds through the BASS sound system. Doing this will allow to to adjust the volume for sounds and music separately with the entries in the INI.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:36, 10 May 2015 (EDT)
*3) editable fire/stun damage of equipment that does this type of damage(currently the stun damage of things like smoke bombs is so low that it's almost of no strategic consideration.. it would be cooler if stun bombs had an higher stun per turn value, in order to make them more complicated to use and also extend the value of equipment that gives soldiers stun immunity. I've tried increasing the stun damage of granades with Xcom ED, but this only makes a wider smoke cloud with stun damage per turn remaining the same.. tweaking with fire damage maybe could allow thins like flamethrowers to be moddable!).
 
*4) editable fatal wound system (current system basically gives you 3 fatal wounds anytime a soldier is damaged by 10+ hits.. I would love that to be tweakable to something like 1 fatal wound for every 10 hp lost, maybe with some added random factor). It would also be cool if part of those fatal wounds could be in stun damage, making the need to rescue with a medikit collapsed soldiers even more frequent (something which however already happens due to the fact that frequently weapon damage gives also a bit of stun damage if I recall right).
 
*5)a critical hit chance system (without this - unless you want to bring soldier HP to something like 100 and retweak all the weapons around that value - it's hard to regulate weapon power against armor and HP since, unless you plan that some weaker guns like plasma pistols CAN'T oneshot a soldier in heavy armor, you'll later have to give more powerfull weapons even more punch, risking to make them having a very high oneshot rate, especially if you have original HP values ffor your soldiers. If a crit chance could be added like a % random factor that allows a bigger multiplier than usual to be applied to te base damage, even a low damage weapon could happen to oneshot or cause severe wounds albeith that wouldn't be possible - and thus, rare - due to it's base damage).
 
*6)option to chose % chance of aliens having a weapon over another (currently, later on in the game it seems alien only carry heavy plasma and, occasionally, blaster bombs.. that's quite boring. I would love instead to be able to choose which weapon they use and mod those weapons, in order to differentiate more the various aliens: e.g. by making the light plasma some sort of sniper rifle with low snap shot accuracy but high on aimed, and maybe making some sort of heavy plasma cannon with good autofire rate but not of great accuracy)
 
 
 
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.
 
 
 
===Tarvis' Suggestions===
 
12/24/12
 
 
 
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don't necessarily apply to UFO Extender:
 
  
*XCOM CE's Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I'm using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn't an issue on Windows XP.
 
::''There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS's sound mixer. - [[User:Morgan525|Tycho]]''
 
 
**After some investigating, the DOS version's 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn't being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.
 
**After some investigating, the DOS version's 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn't being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.
 
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn't this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?
 
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn't this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?
 
::''The music is playing as a MIDI channel (usually via the OS's built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I'm not aware of any workarounds. -''[[user:Bomb_Bloke|Bomb Bloke]]
 
::''The music is playing as a MIDI channel (usually via the OS's built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I'm not aware of any workarounds. -''[[user:Bomb_Bloke|Bomb Bloke]]
 
::''The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]''
 
::''The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]''
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?
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::''This is a direct result of having the FPS too low.''
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*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram's Fmod patch uses the game's default music mapping instead of letting you define one.
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.
 
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n' Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more
 
::''It will be a long while before something like this might be possible, unless someone with experience in this were to help.-[[User:Morgan525|Tycho]]''
 
:::I don't know about the scaler options, but I'll see if I can get a resolution option added. It looks simple enough; the code for using a different resolution is already there, but it's simply fed the current width & height from the primary display. I'll make it read from an INI option instead. Of course, I'll use 0x0 to represent the current resolution, just like DOSBOX, and that can be the default. -Tarvis
 
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?
 
*<s>Sometimes when firing or moving soldiers, you can notice that a bit of the background moves with them. This only seems to happen some of the time, so I can't seem replicate it exactly. If I do though, I'll post a save file. It's most evident when firing shots through smoke tiles.</s>
 
**This seems to have been fixed with Extender v1.29. Probably has to do with hiding the mouse during shooting/moving. Nice!
 
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I'm not too keen on using double-click (too used to single-clicking!)
 
::''I'm not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.''
 
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?
 
::''Scale mouse was created to fix the issue that mouse-clipping can't be used in full-screen mode.''
 
:::This does fix the mouse going too far down & right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis
 
:::''Oops! My mistake (I've been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]''
 
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn't work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.
 
:::''Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]''
 
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.
 
:::''That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]''
 
:::I see. When is the source going up for 1.29? I've finished the scaler/resolution features and I want to add them to the most recent version.
 
:::''I'll have it up right away.  Are you about finished with the new resolution? That was fast!  <s>I'm not sure how Seb managed other people's contributions.</s> Looking at his talk page, it seems Seb had contributers upload or email him the new files: I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I'll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]''
 
:::Thanks. I updated my page with the info. Zip contains a built patcher.dll too if you want to try it out (see new INI options first) - [[User:Tarvis|Tarvis]]
 
The following is definitely wishful thinking, but would be wonderful if it could be done
 
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.
 
::''It may be a long time before this, too, could be implemented, unless someone experienced with modding in Direct-X were to help.- [[User:Morgan525|Tycho]]''
 
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]
 
:::''Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I've already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)''
 
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can't figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.
 
::''Check out the reference on the TFTD Extender page about problem with playing MP3s.''
 
::I've tried all that and couldn't get it to work, but I'm able to use AbraM's FMOD patch for UFO Defense.exe with UFO Extender just fine so that'll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram's Fmod patch uses the game's default music mapping instead of letting you define one.
 
 
:''check my user page. At the bottom, I've listed the addresses for all the events that call a sound.  You'll need a disassembler like IDA.  The list will help you locate the hex address that you'll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]''
 
:''check my user page. At the bottom, I've listed the addresses for all the events that call a sound.  You'll need a disassembler like IDA.  The list will help you locate the hex address that you'll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]''
  
== UFOLoader ver. 1.29 Geoscape Speed possible bug - CONFIRMED! ==
+
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)
 +
:''There shouldn't be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)''
  
Hi Tycho
+
== Video ==
  
I have <s>probably</s> found some bug in new version of the UFOLoader. - LAST TEST and MODS CONFIRMED THAT BUG!
+
== Other ==
 +
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I'm not too keen on using double-click (too used to single-clicking!)
 +
::''I'm not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly. The only solution is to use the double-click mod.''
  
It is very nice that the geoscape works fluently now with the Geoscape speed set to 1 but I think this '''CAUSE PROBLEM WITH THE GAME SPEED''' at all.
+
=== Tank issues ===
 +
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren't supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.
  
'''I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.'''
+
''But not all large units in the game are mechanical (especially in TFTD).  I have fixed this in patches to 1.31.''
  
The other not good behavior happend to zoom by mouse - with ON it is very slow if you have 5 seconds mode, in 1 Day mode it is fluent.
+
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?
I think - this could also moddifies the game heart speed so the first ufo is detected after few more days (it is very complicated to confirm that behavior, but you can try DOSBox UFO and see the difference and also it works better if you turn the Geoscape speed setting off.
+
''Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn't require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. ''
  
The other thing is that the mouse affecting the speed of animations when is moving (but it does also in all previous versions) - it could be seen on the radar lines in the interception screen.
+
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank's accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn't they lose, I don't know, TU regeneration rate instead?
 +
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)
 +
:''In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.''
  
Can you please check the speed and the detection of UFOs? It seems to me that because of the speed modification the detection notification doesn´t appears so often and happening randomly. 
+
=== Funky smoke ===
[[User:ElfKaa|ElfKaa]]
 
  
'''The test I made confirmed that the UFOs are not detected. It is caused of the POP instruction in the GEOSCAPE SPEED code inside the patcher.dll'''
+
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.
  
The test I made:
+
The setup is this (no one is packing incendiary munitions so it's not the Funky Fire bug): first round, team deploys from 'ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.
  
<nowiki>
+
Did the 2048 smoke tiles hack change something it wasn't supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)
.100237D8: 68980B0310                    push        010030B98 ;'Slow Geoscape
 
.100237DD: 6814030310                    push        010030314 ;'Video'
 
.100237E2: FF1510000310                  call        GetPrivateProfileIntA
 
.100237E8: 83F801                        cmp        eax,1
 
.100237EB: 7510                          jnz        .0100237FD
 
.100237ED: 58                            pop        eax
 
.100237EE: 90909090                      nop
 
.100237F2: 8B0DD0240310                  mov        ecx,[0100324D0]
 
.100237F8: 668901                        mov        [ecx],ax
 
.100237FB: EB0E                          jmps      .01002380B
 
.100237FD: 58                            pop        eax
 
.100237FE: 90909090                      nop
 
.10023802: 8B0DD0240310                  mov        ecx,[0100324D0]
 
</nowiki>
 
  
I have moddified the code and similar under like as on address 237ED and under, if you do so the detection will be very rare. This code affects the detection directly.
+
:''Units always took some stun damage from smoke, but only at the end of Xcom's turn. With the "funky fire" mod enabled, units are taking stun damage from smoke at the end of your turn '''and''' the end of the alien turn. Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turnYou might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)''
Can you implement something simillar to the code in the UFO ET version? There the geoscape speed is also slowed down but it doesn´t have these problems... [[User:ElfKaa|ElfKaa]] 18 January 2013
 
:I was successfully able to use 1.28.3 along with the following modified exe to have the Geoscape clock work perfectly. (Obviously using 1.28.x means the geoscape speed change is not enabled, since it is not present). The exe is available at http://www.xcomufo.com/forums/index.php?showtopic=242035086 , and is allegedly includes only the geoscape time fix from MOK's 2xSAI patched exe. The exe still works UFOExtender just fine.  The result ticks at the same rate as stock steam dosbox, and running it for a few minutes makes it look like UFO detection has not been reduced.
 
:Perhaps UFOextender should simply apply exactly the same changes as that exe provides. [[User:Tacvek|Tacvek]] 19:29, 20 January 2013 (EST)
 
  
''The above code is for the shortcuts that change the time-reference.  If you don't use shortcuts, the code will not be placed into game memory.--[[User:Morgan525|Tycho]]''
+
::Well, that's the strange thing: they're not taking stun damage from the smoke but from the smoke grenade's explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)
: Now that I have looked closer at the code, the code shown above is part of <code>ApplyPatches()</code>. That portion is completely compiler generated, single-run code, and therefore is simply correct. I'm not sure why you thought it was related to the shortcuts, but it is not.
 
:''Almost everything in the Extender is part of 'ApplyPatches'.  I recognized the code and its part of the HookSpeed() routine which is called from Shortcuts().  The code for the new lines matches the code for the original shortcut routine, the only difference is that it checks to see if the Clock mod is enabled and send the appropriate value to the Geoscape_time variable according to the button pressed.~~''
 
: On the other hand the exe I posted is still interesting, because for me at least it better matches the original game than the 'Slow Geoscape' option (the original game is , and it is simpler code than is used in 1.29, because it does not actually change the <code>geo_timeSpeed</code> variable so no need to patch in a new set of values for it.
 
: Here is what the posted exe does:  At <code>0x00440ef0</code> "<code>2b44 2410 83f8 107d 10</code>" is changed to "<code>e9f8 7f02 0090 9090 90</code>".  Then a new chunk of code is added at <code>0x00468eed</code> (i.e. right after the end of the <code>.text</code> segment executable segment).
 
<nowiki>
 
:Disassembling it shows that the first change has the effect off changing
 
    1000:00440eeb e800d70100          call  _timeGetTime       
 
    1000:00440ef0 2b442410            sub    eax, [esp+10h]     ;CHANGED
 
    1000:00440ef4 83f810              cmp    eax, 10h            ;CHANGED
 
    1000:00440ef7 7d10                jge    loc_00440f09        ;CHANGED
 
    1000:00440ef9 ba10000000          mov    edx, 10h
 
    1000:00440efe 2bd0                sub    edx, eax
 
    1000:00440f00 52                  push  edx
 
    1000:00440f01 e8fad60100          call  loc_0045e600
 
    1000:00440f06 83c404              add    esp, 04h
 
    1000:00440f09                  loc_00440f09:
 
:(shown with context) into
 
    1000:00440eeb e800d70100          call  _timeGetTime 
 
    1000:00440ef0 e9f87f0200          jmp    loc_00468eed        ;CHANGED
 
    1000:00440ef5 90 90 90 90          nop nop nop nop            ;CHANGED
 
    1000:00440ef9 ba10000000          mov    edx, 10h            ;Unreachable code
 
    1000:00440efe 2bd0                sub    edx, eax            ;Unreachable code
 
    1000:00440f00 52                  push  edx                ;Unreachable code
 
    1000:00440f01 e8fad60100          call  loc_0045e600        ;Unreachable code
 
    1000:00440f06 83c404              add    esp, 04h            ;Unreachable code
 
    1000:00440f09                  loc_00440f09:
 
  
 +
''The explosion generation routine only calls the "Do damage to Unit" routine if the explosion type is HE.  It is possible that if your not playing with the 'hot grenade' mod but are using 'Funky Fire', the explosion occurs at the end of the turn and soldiers in smoke are then dealt stun damage by the end-of-turn routine, and then receive more damage at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)''
  
:The new procedure is as follows:
+
''I found an oversight in my code that applies the stun damage from smoke twice on the X-Com turn. I have fixed this.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:33, 10 May 2015 (EDT)
    1000:00468eed                  loc_00468eed:
+
-
    1000:00468eed 89c2                mov    edx, eax
 
    1000:00468eef 2b1554c24900        sub    edx, dword ptr [loc_0049c254]
 
    1000:00468ef5 81fa80000000        cmp    edx, 80h
 
    1000:00468efb 7325                jnc    loc_00468f22
 
    1000:00468efd 66c705e0b849000000  mov    word ptr [loc_0049b8e0], 00h
 
    1000:00468f06 90                  nop   
 
    1000:00468f07                  loc_00468f07:
 
    1000:00468f07 2b442410            sub    eax, [esp+10h]
 
    1000:00468f0b ba20000000          mov    edx, 20h
 
    1000:00468f10 29c2                sub    edx, eax
 
    1000:00468f12 7e09                jle    loc_00468f1d
 
    1000:00468f14 52                  push  edx
 
    1000:00468f15 e8e656ffff          call  loc_0045e600
 
    1000:00468f1a 83c404              add    esp, 04h
 
    1000:00468f1d                  loc_00468f1d:
 
    1000:00468f1d e9e77ffdff          jmp    loc_00440f09
 
    1000:00468f22                  loc_00468f22:
 
    1000:00468f22 a354c24900          mov    dword ptr [loc_0049c254], eax
 
    1000:00468f27 ebde                jmp    loc_00468f07
 
</nowiki>
 
: It would be pretty straight-forward to incorporate that into the patcher.dll [[User:Tacvek|Tacvek]] 14:55, 21 January 2013 (EST)
 
  
:''I think I've narrowed down the issue here. It's not detection that is the real problem but how the geoscape loop determines when to update alien activity. I believe that the check to run the updatealienactivity() routine is thrown off when I changed the based rate from each loop = 5 seconds to = 1 second.  The check is based on a calculation of the current time being evenly divisible by 10I changed the base rate back to = 5 seconds and it appears UFO are generated more frequently. I'm trying to compare the average # and frequency to unaltered code now.''  
+
=== 1.32 bugs ===
:''I looked at MOK's code but it has the 'step' problem at higher time rates that I am trying to avoid.-[[User:Morgan525|Tycho]]''
+
Just tried the, as of this writing, newest version.
 +
* The game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.
 +
Something's really not right here.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 14:03, 23 May 2014 (EDT)
 +
:''At what points does the game switch back to MIDI/mp3?  So far, this hasn't been reported by others.'' [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:54, 17 July 2014 (EDT)
 +
::Been a while ago but I seem to remember the switch randomly occurring every time there's a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:00, 28 July 2014 (EDT)
 +
:''There is something strange here. The vanilla game doesn't change MIDI tracks in the middle of Geoscape, so mp3 payback is the same. (I tested by listening to playback in the geoscape and let the music end. It just starts over.) The MIDI track might change after the game returns from the battlescape (it's determined quasi~randomly there)Also, the changes to the code that occur when you enable MP3 playback in the Extender replaces the code that plays midi music and the BASS sound system can't play MIDI without additional support. If I don't use BASS and remove a MIDI file to simulate a bad one, I just get silence. ''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
 +
:''I've been playing a long game for a while now and have not seen this issue. Does it still occur for you?''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:56, 25 February 2015 (EST)
  
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==
+
====Abalative Armor====
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won't necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.
+
A non-bugfix question: would it be too much to ask to remove Ablative Armor from the Enhanced Game combination? I don't want to use it but the all-or-nothing behavior of Enhanced Game means I'm forced to if I also want to use the others. I feel it just doesn't fit among the others.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:28, 29 July 2014 (EDT)
 +
:''The purpose of the ablative armor mod was to prevent the first plasma shot of the game from killing a soldier in power armor, not to make the soldier able to take multiple Heavy plasma shots.  I have removed the "enhanced" option and each settings can now be individually enabled, with the condition that the ablative armor mod will be active if the weak sectoid mod is enabled.''
 +
:''I've made changes to ablative armor. Armor is more effective and usually stops one-shot kills, although soldiers will be wounded, if the armor type matches the weapon used: personal armor will be very effective against plasma pistols and rifles, but rifles have a good chance to wound the soldier. Power and flying armor is very strong against pistols and rifles have a chance to wound, especially with repeat shots to the same location. With a strong hit, heavy plasma can severely wound a soldier, killing soldiers with low health in one-hit. Playing a game with these changes, I have less soldiers killed in battle, but I have a lot of wounded soldiers, some are in the medical ward for over 25 days.''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:42, 25 February 2015 (EST)
  
:''Seb's mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached. The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade's safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]''
+
=== 1.33 issues ===
  
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.
+
* The game crashes in battlescape ("XCOM crashed at 0x10007ACE with error 0xC0000005 trying to access 0x0100FFFF"), immediately after an explosion which would create smoke and/or destroy landscape. The crash occurs after the explosion animation, just before smoke/terrain damage would appear. Tested with HC-HE, AC-HE, Grenade and Small Rocket in farm terrain. Config - 1.33 default, except for fullscreen resolution (changed to 1440x900). Does NOT happen on 1.32.8a. Turning off bugfixes ([Bug Fix] Apply=0) prevents the crash. Game version: Steam. OSes: Win 7, Win 10 build 9926. Crash address consistent between reboots. I can provide a memory dump, if necessary. --[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:24, 12 February 2015 (EST)
  
:''The alien bleeding mod doesn't affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]''
+
:''Thanks for the information.  The problem occurs in the code that generates the three-dimensional blast damage for explosions.  I believe I have already found it and will be releasing a patch soon.''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:35, 13 February 2015 (EST)
  
== Random crashes on W7 64bit (but possibly all systems) ==
+
::Have you been able to fix it yet? -[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:17, 9 May 2015 (EDT)
  
I have random crashes of the game in the base deffense mission.
+
:''I have but I am stuck in the middle of fixing another issue and events in life have slowed down my progress.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:28, 10 May 2015 (EDT)
The addresses I have noticed are:  
 
004035EE movsx eax,b,[ecx] (eax is probably 0 - causes illegal address access)
 
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0)
 
and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004]
 
  
:''The two address are the offset where the program attempts to load data after it references the wrong variable when checking to see if an alien will attack the locations in a baseThis will be fixed in the next release. -[[User:Morgan525|Tycho]] 19:01, 3 February 2013 (EST)''
+
* Could you upload the current source code? The last one published is for 1.31.9. --[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:24, 12 February 2015 (EST)
 +
:''Just waiting for someone to askI'll post it soon.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:35, 13 February 2015 (EST)
  
Thank you for the fix and all other improvements and fixes you actually did and the whole support of this great game!
+
=Other Feedback=
Lukas
+
*Hidden Movement speed
 
+
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part.  
Hi Tycho,
 
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000 - so I was looking at the address and it seems to me it maybe is not inside the UFO game code. It is the second time I played it after I tried to change the mp3patch I was using before by the one in this forum http://www.xcomufo.com/forums/index.php?showtopic=8576&#entry191093 in the post #28. It doesn´t crash at the first time so it seems to me it is random, so it shouldn´t be caused by the mp3play patch but even so it may be caused by mp3play patch then.
 
 
[[User:ElfKaa|ElfKaa]]
 
[[User:ElfKaa|ElfKaa]]
 +
:''Slowing down the alien turn is not really feasible. If it's just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn't affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]''
  
'' I think I've narrowed a problem to part of the fix for the clip weight. Specifically, the part that handles removing clip weight when a unit drops a weapon from panic. - [[User:Morgan525|Tycho]] 10:36, 11 February 2013 (EST)''
+
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.
  
'' I was correct.  The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon droppedA fix will be in the next release. - [[User:Morgan525|Tycho]] 00:00, 16 February 2013 (EST)''
+
''Tt sounds like a routine is mixing up the CurrentUnit and CurrentTarget variables or one is being replaced by the other....''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
 +
:''One idea on the source of this problem may be a side-effect of "more reaction fire".  The call to check for reaction fire when units change their facing, seems to create a possibility that the program can't keep track of which unit was the current active one, usually when multiple units reaction fire to the same eventOften, this will cause a crash because the variable for the active unit was cleared in the mix-up.''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:06, 25 February 2015 (EST)
  
=== Clip cursor behavior ===
+
* Seeing that it's possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an "undersuit" the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I'd say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT)
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.
 
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?
 
  
[[User:ElfKaa|ElfKaa]]
+
''There is now 'Stack Armor Production' as an option in version 1.33''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
:In my upcoming changes patch I've forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]
+
== Base Stacking ==
 
 
=== Graphical small distortion ===
 
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.
 
 
 
[[User:ElfKaa|ElfKaa]]
 
  
===MP3 play feedback ===
+
How does the Build Queue thing work, it doesn't say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)
I have tried all the MP3 patches I found and to me is the best the AbraM´s MP3play (new ufo_patch.dll).
 
The integrated one works great but it last long on music changes.
 
I have also tried your suggested niklata´s UFOExtenderMP3Fix-v2.zip but it is to me very complicated, you should have bass.dll and also installed VS2012 respectively msvcr110.dll. Also it is not good that it is integrated to the original ufoloader patcher.dll so it is not possible to use it with another version of the patcher. And the bass.dll itself is 4 times bigger then the AbraM´s whole patch at all.
 
The AbraM´s works great, it is small, only 25kB. It needs only slight moddiffication to the main app and only one dll and support all geoscape and tactical music if you add _(a number).mp3 after GMGEO1 or GMGEO2 or GMTACTIC or you should use the original MIDs if the MP3s doesn´t exists.[[User:ElfKaa|ElfKaa]]
 
  
:''You only have to do all this to get that version to work because the author of the mp3 code was using vs2012. I put his code into the Extender, compiled with VS2008, and it works without having to do anything extra, except to have base.dll in the folder of XCOM.  Since it will be included with the full version, there won't be any problems.-[[User:Morgan525|Tycho]]''
+
''Its is called "Base Build Stacking" and it's listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]''
I still prefer AbraM´s patch. Why you think it is good patch if its size is 259kb and also needs bass.dll 103kb comparing to AbraM´s working great! patch with 25kb(36kb) at all? :o) Has this one something special comparing to AbraM´s?
+
</tabber>
:''I've already incorporated all the code for BASE and I'm not revisiting it unless it proves to cause some issues. I've been using it as I've been testing and have had no problems with MP3 music. I understand you prefer AbraM's but I'm going to use BASE for now.''
 
OK, I have nothing agains another music patch, but I am also using it because it also support MP3 music in Intro and is able to play MP3s using the same original files names instead of MID if they exists also in Intro. I made that files by myself moddifying the Lorcan´s MP3 intro music for - yet probably dead project - UFO: Cydonia's Fall
 
  
== Hidden Movement speed ==
+
== TFTD Bugs ==
Hi Tycho,
 
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part.
 
[[User:ElfKaa|ElfKaa]]
 
:This is a direct result of the game running fast on modern computers. Unfortunately I don't think there's anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn't called during the HIDDEN MOVEMENT screen. You could try lowering the game's processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]
 
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..
 
[[User:ElfKaa|ElfKaa]]
 
:''This is a lot more difficult than you would imagine and would require a lot more time than I'm able to invest at this time: The alien turn routine doesn't follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)''
 
  
I believe that understanding that piece of code is very complicated and - as I see it - it is the main reason why this game is still on the table even that many remakes was made, and also the main reason for that the game crashes mainly or only in this part because of that complexity. But I though that you yet understand it as you can mod the game that way you did, but never mind, I know this consumes very very much time that anyone can have for the no money making project like this even it is this interesting stuff.
+
Sorry, this is completely the wrong place to add bug reports, but I can't work out where in the forum this is supposed to go.  
  
Then I have an idea. If you know, where the part begin and where it ends, (when the Hidden movement screen is shown) isn´t it possible to make some hook inside the extender that will be activated and slowdown the processor speed at all when in Hidden movement part and revert back the speed to original when the part will end up? This will maybe solve this problem and should not be so difficult...
+
:''If you mean on this forum, you need to post these bugs under the [[TFTDextender]] section. Also add your signature by typing four "~" at the end of your post. You can find the link on my user page or under the "Game editors and mods" section of the main page of UFO topics''- [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:20, 2 June 2015 (EDT)
--[[User:ElfKaa|ElfKaa]] 11:28, 15 February 2013 (EST)
 
:''Luckas, I appreciate your help and feedback in testing the Extender. However, I don't appreciate advice from people who are ignorant of the topic on which they are discussing.  Your suggestion, while in a spirit of helpfulness, is slightly insulting, whether or not you intended it to be so.  If the solution were as simple, as you suggest, do you not think that it would have already been implemented or that I would NOT have pointed out the complexity and time that would be involved in such an endeavor?
 
:''I and many other moders use the Interactive Dissassembler/Assemblier (IDA). It is free and fairly easy to use. Try it, look at the pure code, and then you'll begin to understand the complexity of the problem. Also realize that there are huge areas of the game code that are still undocumented and mostly unknown.  Just yesterday, I finally unraveled a section of the sound file initilization routine which allowed me to write the ultimate fix for the special movement sounds in the battlescape, something that I first worked almost a year ago. - [[User:Morgan525|Tycho]]''
 
 
 
Don´t be anger to me Tycho, I am not coder and I can not read the code, I just trying to understand using trial and error method :) And then - if I have another chance to write you I will not be using this discussion to contact and share ideas.. :) Please, let it left or delete it if it is out of the topic. Yes, I don´t know what you can imagine and what is possible and what is not.. If it is some nonsense do like I never told it :) Thank you for the message, then I will better not write any idea because I in fact don´t understand how it works and also this discussion. I will enjoy your next update and will be still watching and testing it.
 
 
 
[[User:ElfKaa|ElfKaa]] 03:33, 17 February 2013 (EST)
 
 
 
I suppose you could try using [http://mion.faireal.net/BES/ BES] to slow the game down.
 
--[[User:AMX|AMX]] 06:06, 17 February 2013 (EST)
 
Nice try but to me BES has no effect for slowdown the Hidden movement part.
 
[[User:ElfKaa|ElfKaa]] 05:19, 21 February 2013 (EST)
 
 
 
== Wrong name of Cryssalid EFX patch in the v1.29 patcher ==
 
Hi Tycho,
 
the UFOExtender_INI-readme.txt of the package UFOLoader contain an option Enhanced Chryssalid EFX=1 but the patcher is looking for Enhanced Chrysallid EFX - with double l and single s. [[User:ElfKaa|ElfKaa]]
 
:'''The fix will be in the next release.  Thanks for your feedback. - [[User:Morgan525|Tycho]]'''
 
: I am glad if I could help you! But I am not a coder, I only test things and trying to understand.. :) Lukas
 
[[User:ElfKaa|ElfKaa]]
 

Latest revision as of 00:20, 3 June 2015

Feel free to report any problems or comments you have on the Extender.

Feedback

INstallation Problems

HI fellow Sectoid Killers!

I have used UFO extender before and loved it.

I recently checked the forum and saw the latest version and downloaded, But i'm having some installtion problems.

Operating System: Windows XP Version: X-Com Collectors Edition CD

Firstly, I could not delete the old UFO Extender.exe file as access was denied. I tried moving it - failed. I renamed it to UFO.exe and moved to recycle bin and copied over the new install (full latest version with modified Externde.ini file. Still could not delete it.

Game failed to load - complaining of me trying to run 2 mods together.

So I un-installed CE totally, vaped all the files and re-installed a virginal copy of CE. Moved the zip file to the location & unpacked. Edited the ini file to switch on the mods.....

Nothing happens when I use the shortcut.

What did I do wrong?

Also - I used old TFTD extender but the battlescape was in super-mast mega zoom mode with the mouse. Is there a variable battlescape mod as per UFO to tweak mouse settings for TFTD? (I've yet to try the latest release of TFTF extender)

If the loader fails to launch UFO.exe or the program crashes, often the UFOloader.exe will still be running. If that happens, explorer won't let you remove it. To check and fix this, open the Task manager and see if UFOloader.exe is present. Select it and 'end program' or 'end process'.
The problem with the 2 mods running is an oversight, if you get the version 1.33beta that is available on the Strategycore forums, the problem is fixed. I'm working on version 1.34 and it is fixed. I'll release it once I can resolve a few other issues.
Look at the Slow Battlescape Animation Speed option in TFTD Extender to slow down all battlescape animation, which will also slow the scroll speed.-Tycho (talk) 22:05, 25 May 2015 (EDT)


Thanks for the tips. The odd thing is that I WAS using the 1.33Beta. Also I think I'm being a bit of a frag-head in that the TFTD extender i downloaded just had patcher.dll. I think I must have downloaded the wrong TFTD extender.

I just uploaded a hacked version of 1.33beta, which is now called 1.33.1patch, to the forum on strategycore. I just used a hex editor to remove the bytes of code that were causing the dual address patched error.

1.33 Mod List Mismatch

Just a small point - the mod list in the latest 1.33 Full Configuration Settings File does not exactly match the listings on the website for UFO Extender Mods.

Could you please update the web page to match. For example, the Mod "Small Firestorm" is in the Configuration Settings, but there is no clue as to what it does. Also I think there is a mod listed on the website "More Chrysalid noises" that is not in the Configuration Settings.

Y:Yeah. There is a lot I need to update on the website. Not enough time lately. The small firestorm mod explanation should be in the INI-readme file. It makes the firestorm into a UAV: less production time and materials, and you can have two per hangar but the hull points are lower than the regular (modified) firestorm.-Tycho (talk) 04:43, 27 May 2015 (EDT)

Grenades

Having non-destructable grenades in the latest full version of UFO Extender is good. Does this apply to Alien Grenades as well? They should also be indestructible. Does this apply to TFTD extender grenades? - both terrestrial and sonic (They should also be indestructuble)

You can set the amount of damage needed to destroy each type of grenade by following the guidelines for the OBDATA section of the INI.

Also - what is the point of smoke/dye grenades? I thought aliens could see through smoke, so if you chuck a smoker at an Alien, you just affect your own line of sight detrimentally!

This is not true for the original (I think that in the Firaxis version, smoke only gives a penalty on the hit percentage.) Smoke will impede line-of-sight for both sides depending on the intensity and number of squares that are between an alien and a soldier. The best strategy is to throw a smoke grenade so that it lands midway between a soldier and an alien to maximize the penalty. Of course, if the alien moves closer he can obtain LOS for himself and other aliens, just the same as for the player.

Now a much better idea would be to change smokes to Wille Pete's (white phosphorous - i.e incendiaries)

You can do this with the OBDATA section of the INI.

Also - you probably know this but my (previous) version of UFO extender had a grenade bug so that when you primed it, but did not throw the grenade/HE pack, it disappeared and was not available in the next combat round.

Which version are you playing? With the hot grenade mod enabled in version 1.33, the data-point that makes the grenade not appear in the inventory should not be set until the soldier throws it. I'll double check to see if it's still a problem. It seems to work as expected in version 1.33

You should be able to prime a grenade and have it "hot" until you throw it. Woe betide a grenadier that gets shot holding a live grenade....

This is part of the original game. If you prime a grenade, even with the hot grenade mod enabled, and drop it, it will explode when the turn ends. A viable strategy when going against chryssalids, as a "precaution" against zombification.-Tycho (talk) 00:52, 30 May 2015 (EDT)

Not fully exploiting alien Alloys

I like the fact that more is being made of Alien Alloys, but I have another idea - better bullets for the sniper rifle.

Now the original Terrestial rifle that troops start with is actually quite good in terms of accuracy and flexibility, but is limited by terrestial bullets.

Once the Alien Alloys are researched, it should be an easy thing to make Alien Alloy rounds, giving the olde sniper rifle a new lease of life - with higher damage rounds.

New Ammo Tpye: Alien Alloy Rounds - increase rifle damage with Alien Alloys researched. Same should also apply to the heavy weapons that use AP ammo.

Ver. 1.31

The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I've found and downloaded it, and also updated it on the wiki. (Apparently UFOextender was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn't have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there's a bug now related to hotkeys and alt-tabbing in fullscreen mode. As to MC issues, I'll be able to tell when I get a chance to test them. I'll be giving further feedback in the program's forum thread. — Slider2k 00:31, 6 December 2013 (EST)

Music

I'm just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you've achieved what you're setting out to achieve.
The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro.
P. S. Oh, and don't forget that the PSX music tracks start from track 02. -NKF
Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I'll however update with the current version and keep that improvement for later.
  • XCOM CE's Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I'm using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn't an issue on Windows XP.
There problem here is that there is nothing in the program to manage aspects of sounds/music. The game selects the music entry or SFX and then dumps the data string directly into the OS's sound mixer. You can't simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created. To fix this one would have to replace the current sound buffer creation routine.- Tycho
You can enable and option in version 1.33 to play all sounds through the BASS sound system. Doing this will allow to to adjust the volume for sounds and music separately with the entries in the INI.-Tycho (talk) 02:36, 10 May 2015 (EDT)
    • After some investigating, the DOS version's 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn't being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.
    • This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn't this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?
The music is playing as a MIDI channel (usually via the OS's built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I'm not aware of any workarounds. -Bomb Bloke
The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-Tycho
  • If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram's Fmod patch uses the game's default music mapping instead of letting you define one.
check my user page. At the bottom, I've listed the addresses for all the events that call a sound. You'll need a disassembler like IDA. The list will help you locate the hex address that you'll need to change to call a different sound entry.-Tycho
  • Are there any bitrate limitations to what MP3s the game can play?--amitakartok 14:49, 13 March 2013 (EDT)
There shouldn't be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play. I checked their website[1] and no limitations are mentioned.- Tycho 23:16, 13 March 2013 (EDT)

Video

Other

  • It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I'm not too keen on using double-click (too used to single-clicking!)
I'm not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity. I think DOSbox eliminates this in some way directly or indirectly. The only solution is to use the double-click mod.

Tank issues

This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren't supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.

But not all large units in the game are mechanical (especially in TFTD). I have fixed this in patches to 1.31.

  • The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?

Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn't require knowledge of their manufacture. The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without researching either.

  • Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank's accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn't they lose, I don't know, TU regeneration rate instead?

--amitakartok 13:01, 17 March 2013 (EDT)

In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.

Funky smoke

In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.

The setup is this (no one is packing incendiary munitions so it's not the Funky Fire bug): first round, team deploys from 'ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.

Did the 2048 smoke tiles hack change something it wasn't supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--amitakartok 18:05, 19 March 2013 (EDT)

Units always took some stun damage from smoke, but only at the end of Xcom's turn. With the "funky fire" mod enabled, units are taking stun damage from smoke at the end of your turn and the end of the alien turn. Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn. You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -Tycho 21:12, 19 March 2013 (EDT)
Well, that's the strange thing: they're not taking stun damage from the smoke but from the smoke grenade's explosion, as if it were a weak Stun Bomb.--amitakartok 09:11, 20 March 2013 (EDT)

The explosion generation routine only calls the "Do damage to Unit" routine if the explosion type is HE. It is possible that if your not playing with the 'hot grenade' mod but are using 'Funky Fire', the explosion occurs at the end of the turn and soldiers in smoke are then dealt stun damage by the end-of-turn routine, and then receive more damage at the end of the alien turn.-Tycho 11:58, 21 March 2013 (EDT)

I found an oversight in my code that applies the stun damage from smoke twice on the X-Com turn. I have fixed this.-Tycho (talk) 02:33, 10 May 2015 (EDT) -

1.32 bugs

Just tried the, as of this writing, newest version.

  • The game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.

Something's really not right here.--amitakartok (talk) 14:03, 23 May 2014 (EDT)

At what points does the game switch back to MIDI/mp3? So far, this hasn't been reported by others. Tycho (talk) 08:54, 17 July 2014 (EDT)
Been a while ago but I seem to remember the switch randomly occurring every time there's a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--amitakartok (talk) 17:00, 28 July 2014 (EDT)
There is something strange here. The vanilla game doesn't change MIDI tracks in the middle of Geoscape, so mp3 payback is the same. (I tested by listening to playback in the geoscape and let the music end. It just starts over.) The MIDI track might change after the game returns from the battlescape (it's determined quasi~randomly there). Also, the changes to the code that occur when you enable MP3 playback in the Extender replaces the code that plays midi music and the BASS sound system can't play MIDI without additional support. If I don't use BASS and remove a MIDI file to simulate a bad one, I just get silence. -Tycho (talk)
I've been playing a long game for a while now and have not seen this issue. Does it still occur for you?Tycho (talk) 21:56, 25 February 2015 (EST)

Abalative Armor

A non-bugfix question: would it be too much to ask to remove Ablative Armor from the Enhanced Game combination? I don't want to use it but the all-or-nothing behavior of Enhanced Game means I'm forced to if I also want to use the others. I feel it just doesn't fit among the others.--amitakartok (talk) 17:28, 29 July 2014 (EDT)

The purpose of the ablative armor mod was to prevent the first plasma shot of the game from killing a soldier in power armor, not to make the soldier able to take multiple Heavy plasma shots. I have removed the "enhanced" option and each settings can now be individually enabled, with the condition that the ablative armor mod will be active if the weak sectoid mod is enabled.
I've made changes to ablative armor. Armor is more effective and usually stops one-shot kills, although soldiers will be wounded, if the armor type matches the weapon used: personal armor will be very effective against plasma pistols and rifles, but rifles have a good chance to wound the soldier. Power and flying armor is very strong against pistols and rifles have a chance to wound, especially with repeat shots to the same location. With a strong hit, heavy plasma can severely wound a soldier, killing soldiers with low health in one-hit. Playing a game with these changes, I have less soldiers killed in battle, but I have a lot of wounded soldiers, some are in the medical ward for over 25 days.Tycho (talk) 21:42, 25 February 2015 (EST)

1.33 issues

  • The game crashes in battlescape ("XCOM crashed at 0x10007ACE with error 0xC0000005 trying to access 0x0100FFFF"), immediately after an explosion which would create smoke and/or destroy landscape. The crash occurs after the explosion animation, just before smoke/terrain damage would appear. Tested with HC-HE, AC-HE, Grenade and Small Rocket in farm terrain. Config - 1.33 default, except for fullscreen resolution (changed to 1440x900). Does NOT happen on 1.32.8a. Turning off bugfixes ([Bug Fix] Apply=0) prevents the crash. Game version: Steam. OSes: Win 7, Win 10 build 9926. Crash address consistent between reboots. I can provide a memory dump, if necessary. --Sapeer (talk) 16:24, 12 February 2015 (EST)
Thanks for the information. The problem occurs in the code that generates the three-dimensional blast damage for explosions. I believe I have already found it and will be releasing a patch soon.Tycho (talk) 02:35, 13 February 2015 (EST)
Have you been able to fix it yet? -Sapeer (talk) 16:17, 9 May 2015 (EDT)
I have but I am stuck in the middle of fixing another issue and events in life have slowed down my progress.-Tycho (talk) 02:28, 10 May 2015 (EDT)
  • Could you upload the current source code? The last one published is for 1.31.9. --Sapeer (talk) 16:24, 12 February 2015 (EST)
Just waiting for someone to ask. I'll post it soon.-Tycho (talk) 02:35, 13 February 2015 (EST)

Other Feedback

  • Hidden Movement speed

Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. ElfKaa

Slowing down the alien turn is not really feasible. If it's just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn. This wouldn't affect the alien turn routine per se but would give some distinction between each yell. - Tycho
  • Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.

Tt sounds like a routine is mixing up the CurrentUnit and CurrentTarget variables or one is being replaced by the other....Tycho (talk)

One idea on the source of this problem may be a side-effect of "more reaction fire". The call to check for reaction fire when units change their facing, seems to create a possibility that the program can't keep track of which unit was the current active one, usually when multiple units reaction fire to the same event. Often, this will cause a crash because the variable for the active unit was cleared in the mix-up.Tycho (talk) 22:06, 25 February 2015 (EST)
  • Seeing that it's possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an "undersuit" the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I'd say this would be fun; what do you say?--amitakartok (talk) 11:30, 23 May 2014 (EDT)

There is now 'Stack Armor Production' as an option in version 1.33-Tycho (talk)

Base Stacking

How does the Build Queue thing work, it doesn't say on the page or README? --Ditto51 12:32, 17 August 2013 (EDT)

Its is called "Base Build Stacking" and it's listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-Tycho

TFTD Bugs

Sorry, this is completely the wrong place to add bug reports, but I can't work out where in the forum this is supposed to go.

If you mean on this forum, you need to post these bugs under the TFTDextender section. Also add your signature by typing four "~" at the end of your post. You can find the link on my user page or under the "Game editors and mods" section of the main page of UFO topics- Tycho (talk) 20:20, 2 June 2015 (EDT)