Difference between revisions of "User talk:Morgan525"

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To test this.  I stripped a soldier of armour.  And pounded four incendiary rockets into the soldier in the same turn.  No damage.  And then next turn, his health drops a little because he's standing in fire.  This may not be a problem for most players.  But it is still a major bug.  I understand the funky fire problem is already difficult to fix, and I say thanks to all who will try to help solve this bug. [[User:Hellblade|Hellblade]] 14:44, 28 September 2012 (EDT)
 
To test this.  I stripped a soldier of armour.  And pounded four incendiary rockets into the soldier in the same turn.  No damage.  And then next turn, his health drops a little because he's standing in fire.  This may not be a problem for most players.  But it is still a major bug.  I understand the funky fire problem is already difficult to fix, and I say thanks to all who will try to help solve this bug. [[User:Hellblade|Hellblade]] 14:44, 28 September 2012 (EDT)
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: That's not a bug, that's the fix. Incendiary damage is only applied at the end of the turn. Think about it... does fire kill faster than a bullet? Faster than a grenade? Can you kill someone with fire faster than they can get a shot off back at you? No, to all these things. To compensate for fixing the bug, fire damage is doubled compared to the previous end-of-turn fire damage (that always existed). It is no longer applied per shot or per impact. All you get "per impact" is another chance to set the target unit itself on fire. Incendiary is a weak attack. It has the benefit of a wide area effect, no HE block, and ignores armour. There are situations when IN is the only effective weapon XCOM possesses. But, like everything, it has strengths and weaknesses. [[User:Spike|Spike]] 15:51, 28 September 2012 (EDT)

Revision as of 19:51, 28 September 2012

Questions&Feedback

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


FYI: I've created a new UFO Extender page. If you are having a problem on this, please use the discussion page located there. If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.

Decompiled accuracy algorithm?

Hi Morgan/Tycho

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

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

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

Tycho 19:23, 30 June 2012 (EDT)

Weapons disappear in tactical mode with UFOLoader v1.28

Hi Morgan525 and thank you for your great work on XCOM games!

There is a problem with UFOLoader v1.28 installed on a Steam XCOM:EU version. During tactical combat soldiers' weapons are not shown in right/left hand slots. They are black as if the soldier doesn't carry anything in his hands. The weapon is present on the soldier and I can choose firing mode and fire. But the slots are empty. I've then installed 1.27, and everything became ok.PavelB 09:41, 24 September 2012 (EDT)

hmm. Are you using the Autoequip mod? I've seen this happen when autoequip was active on the second stage of a multiple-stage mission. It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself. I'll look into this more.. Thanks for the feedback! Tycho 19:59, 24 September 2012 (EDT)
If you are talking about "Save Equipment" setting, i've tried to enable and disable it, but the glitch remained. No other mods are installed. I've also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. PavelB 05:08, 25 September 2012 (EDT)
A couple of questions: What OS are you running? Are you playing the "UFO Defense.exe" stand-alone or do you go through a modified version of the steam loader? What video options do you use?
I'm running WinXP SP3, launching the game through "UFOLOADER.EXE". You are right, disabling ClipCursor resolved the issue. PavelB 05:16, 26 September 2012 (EDT)

I am having the same problem (Windows 7 32bit, using steam version, but not launching it through steam). I noticed that the problem is coming from "clip cursor" option, if it's set to 0 the weapons will show, but if it's anything else, they won't. Is there any solution to this? --OpT1mUs 00:47, 26 September 2012 (EDT)

The problem seems to be with the main subroutine for tactical in EU, Windows 7, and the location I inserted the code for the Improved Clip Cursor. The method seems to work fine in TFTD but not EU. I'll have to see about finding a new place to initialize the ClipCursor Function in EU. Tycho

I just released a patch for 1.28. Hopefully this will fix the problems

Works fine, great thanks Tycho! PavelB

Weapons are visible now, but there is a couple of new problems, first, the geoscape clock is now working properly (aka slowly) but sometimes lags when suddenly changing its speed (like going to 5 sec speed from 1 day speed). Also when when any tactical mission starts whole screen is black, you can only see the weapon effects, but after one turn it goes back to normal (or at least that's what happened in my test game, one of the squadies got shot dead and then graphics came back on) --OpT1mUs 07:01, 26 September 2012 (EDT)

I think it's fine, I tried it couple of more times ,and every time it worked, I haven't changed any settings. --OpT1mUs 07:30, 26 September 2012 (EDT)


D3D Problem

Using the latest V1.28 extender. There was a problem with the D3D options. In windowed D3D it worked fine, in HQ4X it worked fine. But when I use D3D full screen, the screen goes black. I can still here the music and if I try to move my mouse and keep clicking I can still hit the New Game button. But obviously I can't continue playing the game groping in the dark. I have one of those widescreen 1920x1080 resolution. Is this the problem? Running WinXP and X-Com Gold edition.Hellblade

In full screen D3D, do you still have the ClipCursor mod running?Tycho

Nothing else running. In fact I turned off every other feature in extender ... just to be sure. And then I tried running it in various combinations of (win compatibility, 256 color, disable desktop composition etc. etc.). My monitor is some really low priced brandless monitor so I wonder if that's an issue. Does extender try to detect my monitor resolution or does it detect desktop resolution?Hellblade

What version of Extender did you start using and did version 1.27 work fine for you? Extender relies on your systems video adapter to handle the video on the monitor. (PS please sign your post: see the top of the page for instructions) Tycho
Hellblade, try the new patch and see if it helps your issue as well. Tycho

Problem with MP3 playback

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. Is there any solution to this? --OpT1mUs 15:21, 26 September 2012 (EDT)

Another player had the same problem and he tracked it down to a incompatible CODEC that he installed. Right now that's the only reasonable idea that I have. I haven't changed anything in the section for MP3 playback. I wonder if it's related to upgrading the OS to Windows 7 vs a system originally installed with it... Tycho

Weight issues

Tycho, while playing TFD with TFD extender (v. 1.05 patch 1.1) I've noticed a stange thing: some soldiers have their weight > 0 (2-5) even when their inventory is empty! Bug?... PavelB 05:17, 27 September 2012 (EDT)

Save Equipment is currently disabled I believe. This Weight error is a side effect of an original game error that Seb never quite fixed. Removing clips from a Soldier or Aquanaut does not remove the clips' weight. This is because the clips are not correctly assigned to the Soldier or Aquanaut in the first place. See Talk:TFTDextender#Weightless Ammo Bug. Spike 07:10, 27 September 2012 (EDT)
If you drop a loaded weapon, even if you loaded it manually, the weight of the ammo still stays with the Aquanaut. Workaround: unload each weapon manually before dropping it. If you forget (and if you notice) it's possible to pick the weapon up again, unload it, and correctly lose the weight by dropping the weapon and clip separately. It's possible to build up infinite amounts of phantom weight on a Soldier by repeatedly loading, and then dropping, weapons. It's also possible to move lots of weapons with weightless clips to one Soldier, increasing the amount of 'free' weight that one Soldier gets. Both of these effects are probably aspects of the original bug, not anything that UFOExtender has done. Spike 11:15, 27 September 2012 (EDT)
Thanks Spike, it works! :-) PavelB
I just posted what I hope is the final patch for 1.28 on the StrategyCore forum. Tycho 08:23, 27 September 2012 (EDT) http://www.strategycore.co.uk/forums/topic/10013-ufo-extender-128/#entry117892
Thank you, everything seems to be fine. PavelB 10:45, 27 September 2012 (EDT)


FYI: I've created a new UFO Extender page. If you are having a problem on this, please use the discussion page located there. If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.

Fire Dmg Bug introduced by Extender

Not sure if the bug is already posted. And Not sure if I should post the bug here or in Talk:Incendiary. Problem is if you use extender to fix funky fire bug. Incendiary no long does any damage at all. Units only take the small amount of damage after ending turn because they're on fire. Using 1.28.3 extender

To test this. I stripped a soldier of armour. And pounded four incendiary rockets into the soldier in the same turn. No damage. And then next turn, his health drops a little because he's standing in fire. This may not be a problem for most players. But it is still a major bug. I understand the funky fire problem is already difficult to fix, and I say thanks to all who will try to help solve this bug. Hellblade 14:44, 28 September 2012 (EDT)

That's not a bug, that's the fix. Incendiary damage is only applied at the end of the turn. Think about it... does fire kill faster than a bullet? Faster than a grenade? Can you kill someone with fire faster than they can get a shot off back at you? No, to all these things. To compensate for fixing the bug, fire damage is doubled compared to the previous end-of-turn fire damage (that always existed). It is no longer applied per shot or per impact. All you get "per impact" is another chance to set the target unit itself on fire. Incendiary is a weak attack. It has the benefit of a wide area effect, no HE block, and ignores armour. There are situations when IN is the only effective weapon XCOM possesses. But, like everything, it has strengths and weaknesses. Spike 15:51, 28 September 2012 (EDT)