User talk:Morgan525

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Questions&Feedback

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


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)

Question on new Installation

Going through the same steps from the UFO Extended page.

However every time I try to launch through Steam or within the installation file I crash. I am wondering if it's because the newer versions of UFO extender here: http://www.ufopaedia.org/index.php?title=File:UFOLoader.zip is just a patcher.dll file.

Lowpro 21:22, 3 October 2012 (EDT)

maybe. You will need to download the full version and then download the latest patch file. This is a problem when people make links directly to the file and not the download page. Follow the link on my page to the download section. Download both files, extract the full version into your game folder, then extract the patch into the same folder and choose 'yes' to overwrite the current file. If your still getting an error, you'll need to contact the person who wrote the UFO Extended page. You might need to configure your steam shortcut in some way.- Tycho 22:44, 3 October 2012 (EDT)

Thanks for the reply. I'll give you my rundown and maybe we can track down my issue. I followed your page but again I'm taken to the File:UFOLoader.zip page. I downloaded the August 6th version which has: COPYING, ENGLISH.DAT, patcher.dll, UFOExtender.ini and its Readme.txt file,UFOLoader.exe, and a version txt. After I extract that to my XCOM installation folder I also download the latest patcher.dll file (The September 27th version) and overwrite.

When I try to launch the game through Steam, I crash (screenshot of the error http://i388.photobucket.com/albums/oo324/chipkimble/XCOMerror_zps7c86e23e.png) . When I choose the the "Launch Windows 9x/XP Version I crashs"

When I drag-and-drop the "UFO Defense.exe" over my "dosbox.exe" I crash. I do this because previously I used the UFO Extender steps found here http://forums.steampowered.com/forums/showthread.php?t=1146530 and part of launching without crashing meant I had to drag and drop the UFO Defense.exe file. However with that particular 2010 version I'd crash as soon as I researched some live aliens (be it researching a Medic or a Soldier etc) I'm trying to play catch-up at the moment with troublefixes but can't find a golden one yet. Thanks again! -Lowpro 20:22, 4 October 2012 (EDT)

You should be using v1.28 and patch 1.28.3. Extender doesn't work in DOS and can't be run through DOSbox, but I don't think this is your problem. Using within the steam framework requires some modifications to the steam shortcut (setting it to run UFOloader.exe and not UFO Defense.exe). Don't forget that the new INI only has a basic configuration: You might check that it is set to run D3D for video. I can't offer much support integrating into the steam interface because I don't use it and don't know it. If you want to run the game in a stand-alone folder, I can definitely help. If you want to run through steam, you might be better going to the strategycore topic on UFO Extender [1]and posting your problem there. Several members say that have gotten it or TFTD Extender to work on their systems. I belive there are several discussions on getting the Extenders to work through Steam on the steam forums as well.- Tycho

The occasional crash on researching a medic is a known bug for which no solution has been found as yet. - -Tycho 02:14, 9 October 2012 (EDT)

Source

Hi Tycho

Do you make the source code for TFTD Extender and UFO Extender available somewhere? I'm interested in seeing if I can help to hunt down bugs / develop new features. Cheers, Spike 08:23, 4 October 2012 (EDT)

I'm getting to it. Tonight is the first time I have been able to look at the code. I did manage to find the problem with the loader and the game executable. -Tycho

I just uploaded a new version of the UFOExtender source files to Seb's list.- -Tycho 06:04, 6 October 2012 (EDT)

How to start modifying the game code

I like some of the changes made in the UFO extender but dislike others. I'm also running X-Com through DOSbox so it's a moot point anyway. Essentially I'd like to be able to make modifications to the game - like fixing the dismantled structure bug - myself. Where should I start? I have some experience with object oriented programming through languages like C# (most familiar) and Java.

Juke 21:04, 16 October 2012 (EDT)

Your first step is going to be to become very familiar with Disassembly and Disassemblers. Most people use IDA. Then your going to have to be able to understand the language itself. Take a look at the few examples on my page and see what it looks like. That code comes from the CE version, the DOS version doesn't disassemble as well due to the use of the memory management used for it. Tycho 23:24, 16 October 2012 (EDT)

Shifting 5 shot laser mod to other weapons

Is there any easy way to shift the 5 shot mod that's currently on the heavy laser on to other weapons? I plan on getting the source code and working on it a bit (it's been years since I've touched assembly, I mostly code in C# now), but it'd be helpful to have a clue of where to start looking. I'd love to contribute to the project as well. KingMob4313 09:27, 17 October 2012 (EDT)

I'm sure it can be done. I focus on providing content that will enhance the challenge of the game from a somewhat logical viewpoint without making changes just to make the game harder. Most of the source code is available and written in C++ so you shouldn't have much trouble understanding it. You will need a disassembler, such as IDA, and be familiar with how to decipher the tangled mess of assembly code that IDA provides. For some features, I can write the code in C++ but for a lot of fixes I find writing in assembly much easier to insert into the proper subroutines. - Tycho 09:54, 17 October 2012 (EDT)
'I should have just read some of the above responses, I am sorry. I will take your advice and pick up the disassembler and try to familiarize myself with the code a bit. Seems that everything works via a hook-system, where it waits for the calls to the subroutines and replaces it, correct? In any case, I appreciate the quick answer. KingMob4313 12:30, 17 October 2012 (EDT)