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> An XcomUtil game with a slow timer?, mod cocktails
Alpha_Monkey
post 16th July 2007, 12:00am
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Anyone know how to get a Util-modded game to run with a normal-speed clock (ie: not really friggin quick)?

I've installed both xcomutil, and Moks patch, but they don't want to work together. I can either have a really fast util game, or a vanilla normal-speed one.


Now, I know it is possible to get both desired effects, since I did it before (before my pc died and had to be replaced, that is).
Only problem is, it happened pretty much by accident, and I'm damned if I can replicate the procedure.

Any ideas?
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Bomb Bloke
post 16th July 2007, 1:03am
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Install this package to your game directory and delete "patch.dll".


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Alpha_Monkey
post 16th July 2007, 3:22pm
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QUOTE(Bomb Bloke @ 16th July 2007, 2:03am) *
Install this package to your game directory and delete "patch.dll".


Aah, that did it.
And I even get smoothed-out graphics, too. Nice.

Cheers BB!

EDIT:

Arrrgh.
It all goes wrong as soon as I install custom uniforms. It works fine with yours, BB, but as soon as I install Bagirovs custom camo, it goes a bit wrong. Specifically, as soon as I land to start a mission, it crashes out, eventually either returning me to the geoscape along with an Alien Corpse bug, or trapping me in an ifinite loop of failure menus.

Edit:
Hmm, and if I set the config to use BB's uniforms, it works again. Peculiar.

On my old pc, I had installed the mod, set it to only use Bagirovs camo for the kevlar troops, and it worked fine.
Now, not so much.
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Alpha_Monkey
post 16th July 2007, 6:04pm
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oh, and incidentally.....while I'm getting all confused as to whether this mixture of mods is working right or not, can anyone point out which sound effects are the original dos ones, and which are the (apparently) inferior CE ones?

Up until now, I've assumed I've been playing with the better original ones, but my current version has the other sound set (either the sound patch is conflicting with something else, or it's actually working for the first time).

Let's take the sectoid as an example: In one case, his death scream is fairly high-pitched, and a little raspy. In the other case, it's low, bassy, and sounds vaguely muffled.

So which is which?

ediiiiit:
.....looks like the sounds I have (low groan) are the crap ones. Which means the sound patch hasn't taken, either. Don't bloody like to work together, these mods, do they? sad.gif
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illegal youth
post 16th July 2007, 10:30pm
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i was able to install this with the uniform mod without any problems. did you put the files from Mok's sounds into bb_tact, and the .exe files into the main directory? make sure that when you installed the uniforms mod that you didn't overwrite the six files in bb_tact from Mok's mod.

my problem is this, though. the graphics filter is cool, but it makes the game runs like poop. i had everything going smoothly without it. is there any way to have the graphic filter and to have the game run properly? alternatively, is there any way to use the sounds in Mok's mod without the graphics filter?
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Alpha_Monkey
post 16th July 2007, 11:05pm
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Yeah, all the files are intact and in their proper locations. Far as I can tell, BB's mod is having specific issues with Bagirovs camo. For a brief moment I saw its dos window refer to the jungle set, then decide to "use default instead". No idea why the new sounds aren't taking, though.

Nor do I know what to suggest to you, IY. Sure someone more knowledgeable will turn up, though.
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Bomb Bloke
post 17th July 2007, 4:51am
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Mok's sound mod uses BB_Tact? eh.gif That's news to me. I'm thinking you've got it confused with my mod.

Note that the version I linked only includes his new executable, not the sounds. You can get those here (note that it's a two part archive).

Anyway, if I was to guess what was wrong with the uniform mod, I'd say the new uniforms you installed are in directories with names of more then eight characters. No spaces allowed, either. Technically, that shouldn't make it crash... But check that out and see if it helps.


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Alpha_Monkey
post 17th July 2007, 12:09pm
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Nah, the 2xSaI_EXE mod has a couple of extra files for bbtact. Which I've left be for the moment.
And editing the folder names to under 8 letters was the first thing I did (made that mistake on my old pc, duh). Longest only comes in at 6 letters.

Ta for the sound.

edit:
oh, and someone in the linked thread asked about the jerkiness in the geoscape (a result of fixing the timer i think). Was this ever resolved?
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Bomb Bloke
post 17th July 2007, 12:47pm
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Now that I look at it, seems I DID include my EXE splitter with that version of the mod. Kinda redundant, seeing as I also included a split version of the EXE itself... Ah well. BB_Tact is my traditional folder for dumping code, see.

Anyway, check the folder names once more, and that they match up with the config file. If all else fails, zip up your BB_Tact folder and send it to me.

QUOTE(illegal youth)
my problem is this, though. the graphics filter is cool, but it makes the game runs like poop. i had everything going smoothly without it. is there any way to have the graphic filter and to have the game run properly? alternatively, is there any way to use the sounds in Mok's mod without the graphics filter?

Just install the sound pack I linked without the new executable. It seems that EXE relies on processor power to perform the scaling effect, so if that slows things down for you (it does for me!), you'll just have to do without.


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Sgt. Strike
post 17th July 2007, 2:10pm
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I think what I need is something to sort of speed up X-Com. At least the sound.


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illegal youth
post 17th July 2007, 2:31pm
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QUOTE(Bomb Bloke @ 17th July 2007, 8:47am) *
Just install the sound pack I linked without the new executable. It seems that EXE relies on processor power to perform the scaling effect, so if that slows things down for you (it does for me!), you'll just have to do without.


i've tried that before... but whenever i run XCOMUTIL, the sounds revert back to the CE versions. i think it has something to do with the fact that XCOMUTIL splits the .exe. when i put the already split .exe files that come with the graphics filter, i get the old sounds perfectly. is there a way to get a split .exe that works with the dos sounds?
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Bomb Bloke
post 17th July 2007, 3:30pm
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So you want the sound mod without the graphics scaler, using XcomUtil?

Install the sound mod I linked to, delete Geoscape.exe and Tactical.exe, and re-run XcomUtil's setup.

If for some reason that doesn't work, my EXE splitter should do the job.

@Sgt. Strike: Are you referring to a faster CPU? what.gif


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Alpha_Monkey
post 17th July 2007, 3:37pm
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Damn, cheers for the assist, bb.
What makes it worse is that I remember changing the file names when I installed on the old pc. Gah, i'm such a dolt!

Just as a point of curiosity, did anyone ever get around to fixing the last few sounds from the sound patch (zombie/snakeman movement sounding like 'splodes, for example)?
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illegal youth
post 17th July 2007, 3:38pm
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thanks bomb bloke! i'll give it a try when i get home.
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Sgt. Strike
post 17th July 2007, 5:00pm
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The cpu is fine, what I may need to do is get my desktop up and running, and use my laptop for mostly internet stuff, while using my desktop for games and the rest of the internet. I know I can play the games, just that I can't get past putting in the first base. It's still not letting me put in a name. I'll try something here soon, to see if it will work better.


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illegal youth
post 19th July 2007, 2:23am
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bomb bloke,

i removed the old exe files and placed the exe file that comes with the sounds mod in my directory. i used your splitter to make the geoscape and tactical exe files. it worked fine with xcomutil, and the game runs without the graphics filter.

but, the geospace still runs like poop. it's all choppy, not smooth like it was before i installed the sounds mod.

any ideas?
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Bomb Bloke
post 19th July 2007, 5:03am
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Replace "GeoScape.Exe" with an original version, while keeping the modded "Tactical.Exe".


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illegal youth
post 19th July 2007, 10:14am
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thanks, that did the trick!

edit: upon further reflection, this leads me to believe that the graphics filter is not to blame for the slow down in the geoscape, but something else in the modded exe that's included in the sounds mod.

would anyone know how to find out what going on? i haven't the slightest idea where to begin....
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Alpha_Monkey
post 19th July 2007, 4:03pm
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Woaaah, back up....

When you say the geoscape is "choppy" are you talking about the 1fps update? I did not realise that could be undone. Excellent! That was getting irritating.

Presumably it wouldn't affect installed mods? Can't think why it would....

youth:
If you are talking about the 1fps update, I *think* it's something to do with the timer-speed fix.

Actually....bugger. So removing the exe would speed the clock way up again, then?


*experiments*

edit:
Hrmm, can't get that to work for me......I'm thinking of summat else, aren't I?
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illegal youth
post 19th July 2007, 5:10pm
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there's a speed clock change in the geoscape.exe file?? why? with f0dder's patch, the speed issue is fixed for XP.

here's how i got rid of it:

1. get your original UFO.exe file.
2. split that file using bomb bloke's EXE splitter. the program can be found in the files section. just place in your directory and run the EXEsplit.exe file
3. get the Ufo defense.exe file that comes with the sounds mod.
4. repeat step 2, but with the modded .exe file that comes with the sounds mod.
5. place the geoscape.exe file split from your original UFO.exe and the tactical.exe file split from the modded Ufo defense.exe
6. run xcomutil. the program should recognize the two .exe files and run the game. you'll know you did it right (having the new tactical sounds) because the intro will play without any missing sounds (i.e. the muton commander yell).

i hope that helps.

so is there any way to remove the speed clock change in the modded geoscape.exe file in the sounds mod?
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