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#150643 TFTD Extender

Posted by Tycho on 08 March 2016 - 07:31 AM in Modding

View PostRos, on 07 March 2016 - 11:55 AM, said:

I've checked it and they control music volume but only in Battlescape and only in DOS version (it's not a future of DOSBox). As I understand Your post it'd be very hard to implement this function to CE version?
I've already done something similar in EU.  It would just require adapting the code for TFTD.



#150616 TFTD Extender

Posted by Tycho on 07 March 2016 - 11:10 AM in Modding

View PostRos, on 06 March 2016 - 02:10 PM, said:

Yes, I meant MP3 music. Would it be possible for OGG files (which actually I'm using from some OpenXCOM mod) as well? They have the exactly same names as MP3's.
I think BASS will play them.  Have you already tried them?

Quote

So maybe it'd be a good idea to use those keys?
The game has no internal controls over sounds or music.  Those keys probably control the volume of DOSBOX.



#150600 TFTD Extender

Posted by Tycho on 06 March 2016 - 01:21 PM in Modding

View PostRos, on 06 March 2016 - 12:26 PM, said:

Yes, it works! Thanks Tycho for the tip! I haven't been using Steam version because it's very strange DOS / Collector's Edition hybrid. Instead I've been using CE version downloaded from some abandonware site. Yesterday I've applied TFTDextender on my Steam version and it worked. So I guess it's not that bad anyway Posted Image
From what I understand about the Steam version, you get both the CE and DOS version but the link that steam creates activates DOSBOX and the DOS version only.  I'm not sure if it has been changed now or remains that way.   I know a lot of people wanted a link to get steam credit for playing the CE version, and I think someone on their forums figured out how to do that.

Quote

One question about new version though. In my playthrough I'm at the beginning of March - so to finally have Ion Armor I should just copy Your updated files or begin a new game?
There should be no problem with continuing your game but if you've already researched all the prerequisites for Ion Armor, it won't be available until you complete research on something else.

Quote

And last but not least - would it be complicated to add a functionality of increasing or decreasing the in-game music volume? Right now music is very loud and there's no way to change volume. Besides it'd be cool for example to play UFO: Cydonias Fall soundtrack Posted Image There was such possibility in DOS version but I think only in Battlescape.
If you mean Mp3 music, it shouldn't be that much trouble to put a volume control on it, as I've already done so in UFO. MIDI music is another issue.  UFO had the problem of the sounds being too loud.  I had to implement BASS for everything to fix that issue.



#150592 TFTD Extender

Posted by Tycho on 06 March 2016 - 12:06 AM in Modding

1.07.3beta:
  • Ion Armor will now be unlocked correctly with Alternate Tech Tree mod under options 1 and 2.
  • Replaced the prerequisite for Ion Armor from a live Deep One to Zrbite on option 1 and 2.
Click here to download

Thanks to Ros for helping me isolate the problem!  

The issue wasn't in my logic for unlocking the research but that the section of code, where Ion Armor is unlocked, is skipped if the completed research is not a live alien.  I had to alter the code to shorten the jump destination.



#150571 UFO Extender

Posted by Tycho on 05 March 2016 - 08:51 AM in Modding

View PostDkMirage, on 16 February 2016 - 11:57 AM, said:

*Don't know: Is it rigth that the treshold for the orange cursor in Extender.ini is 95 and the one for the red cursor is 75, or has it to be vice versa?

The cursor turns orange if the modified accuracy is less than 95% of the original, it turns red when the accuracy drops to 75% of original.  To be honest, I hardly pay attention to the color of the cursor, just the number.



#150542 TFTD Extender

Posted by Tycho on 04 March 2016 - 02:00 PM in Modding

View PostRos, on 02 March 2016 - 09:16 PM, said:

Unfortunately new version isn't working on my system (Windows XP SP3). On Geoscape everything is fine but when I sent my aquanauts on a mission to recover shot down USO it crashes after couple of turns.
BTW, I can't get any version of TFTDextender to work on Windows 7. It crashes after running main executable. Any useful tips / guides?

I had a typo in one routine which was causing the crash.  

Some people get the Extender to work with no problem and others find their system doesn't like it at all.  I think it has to do with video or sound drivers but that is just a guess.  Does the original _patched.exe loader work?



#150539 TFTD Extender

Posted by Tycho on 04 March 2016 - 12:18 PM in Modding

1.07.3beta:
  • Fix for a crash during battles
  • Fix an error with the Alternate Tech Tree mod: Option 1 now stacks correctly with Option 2.
  • The game will now load all unit graphics when loading a saved battle.  This will prevent invisible units and seems to make the game more stable.
Click here to download



#150446 TFTD Extender

Posted by Tycho on 02 March 2016 - 01:48 AM in Modding

The forumla for how radars (sensors) stack is:
lgradar=pow(0.9,(num of lg radr)),  smradar=pow(0.8,(num))  

long detection = (1-lgradar)*100   short detection=(1-[lgradar*smradar])*100.

so two large radars would give: [1-(0.9*0.9)]*100  or 19% chance to detect.

a large and small radar would give you [1-(0.9*0.8)]*100 or  10% long range and 28% short range detection.



#150412 TFTD Extender

Posted by Tycho on 01 March 2016 - 07:59 AM in Modding

I've completed a lot of the updates for old code and included some new stuff to fix a few issues.  I haven't had a lot of time to test everything, so please report any errors with the exact circumstances and error message.  Thanks for supporting the TFTD Extender!

1.07.3 beta:
  • Fixed tentacaults not attacking
  • Fix for crash when alien units change levels on the battlescape
  • Players will now always capture all aliens even after they have researched that particular alien type and rank.
  • Fix for crash when unit becomes a zombie / zombie hatches.
  • Added a delay to alien melee attack so it is easier to see how many attacks occurred.
  • Berserk units will not get extra time, especially with sonic cannons.
  • Alien will only remember a unit for 1 round for MC attacks. I've Increased the range penalties for MC Control so it will be less likely to control distant units the map.
  • Panicked units will not run off the map.
  • Removed the additional window that opened when the user started the Extender.
1.07.3 beta[2016/03/04]:
  • Fix for a crash during battles
  • The game will now load all unit graphics when loading a saved battle.  This will prevent invisible units and seems to make the game more stable.
  • Items without owners will not be collected if the player aborts a mission.
1.07.3beta[2016/03/06]:
  • Ion Armor will now be unlocked correctly with Alternate Tech Tree mod under options 1 and 2.
  • Replaced the prerequisite for Ion Armor from a live Deep One to Zrbite on option 1 and 2.

Attached Files




#150411 UFO Extender

Posted by Tycho on 01 March 2016 - 06:50 AM in Modding

Beta4 notes:
  • Added a total to the alien containment management screen as a convenience.
  • Large alien units on the Skyranger and Avenger ramp will maintain the proper height after they finish moving.
  • Some reported problems resolved.
  • Hyperwave info will now be added to an already detected UFO, once it reaches the range of the Hyperwave Decoder.  The information will be available for as long as the UFO is detected, even if not always in range of a Hyperwave decoder.
  • Hyperwave Decoders are detectors only at Easy difficulty.
  • Bases will stop detecting craft when the last radar is removed from the base.
[2016/02/29]Difficulty settings:
  • The document has been updated.
Download from here



#150172 UFO Extender

Posted by Tycho on 19 February 2016 - 09:30 AM in Modding

I just uploaded a null file (a zip containing a dat file with a single byte if 0 ) to the site and tested it under chrome. The previous file should download fine now from the archive list but Chrome will still report the main file UFOloader.zip as harmful. For some reason UFOloader.zip on ufopaedia.org has been flagged in some database that Google maintains.  This is probably because the file doesn't contain a digital signature from a recognized authority and is on an open site.  There are a lot of complaints on the Chrome forums about this from a lot of small independent programmers.



#150140 UFO Extender

Posted by Tycho on 18 February 2016 - 11:25 AM in Modding

View PostNKF, on 18 February 2016 - 06:51 AM, said:

The forum copy's fine. It's only the copy on Ufopaedia.org that my browser is blocking (both Firefox and Chrome).  

edit: It's the 89kb file uploaded on 14 June 2015. That'll be a patch going by the file size.

- NKF

Someone with both Chrome and Firefox  please try downloading the file from this link and see what is reported:

edit: linked removed



#150132 UFO Extender

Posted by Tycho on 18 February 2016 - 05:17 AM in Modding

NKF: Do you get any warnings when you download the latest verion from this forum?



#150110 UFO Extender

Posted by Tycho on 17 February 2016 - 02:03 PM in Modding

View PostDkMirage, on 16 February 2016 - 11:57 AM, said:

*german version only: Under unknown preconditions, exit of base transfer screen (normal base transfer, not base defense transfer) causes: Xcom chrashed at 0x430061 with error 0xC0000096 (or 0x00006E65). E.g. transfer in the following savegame an interceptor (Abfangjaeger) to another base, then exit transfer screen Attachment GAME_1.zip

This isn't a problem with the Extender. Its a problem with something about the planes at the initial base under GERMAN.  You'll get the same crash if you run the UFO Defense_patched.exe loader and do the same steps.  It doesn't happen with French nor if I move one of the planes to another base via hacking the CRAFT.DAT and then transferring it, even under German.



#150092 UFO Extender

Posted by Tycho on 16 February 2016 - 03:47 PM in Modding

View PostDkMirage, on 16 February 2016 - 11:57 AM, said:

Hi Tycho, regarding v1.34.beta3:

Thoughts:
* The small terror continues screen feels much better, good idea.
* If people exploit terror missions, how about alien bases?
* Roswell mod should only display info about ufo size, not ufo type

Caught some minor and language specific bugs:
*france and german version: Rewriting Craft ready and Wreck analysis text strings in the Extender.ini will only take effect in the english version (RoswellInfo string however displays in all language versions correctly).
Thanks for all the feedback!  

For an alternate language you need to add either _1 or _2 to the end of the variable before the equal sign:

CraftReadyTitle_1= ->would be for the second language option on the menu
CraftReadyTitle_2= ->would be for the third option.

The entries for the Roswell mod come from the text database so those phrases will already be translated.

I have fixes for base exploits, but if one only plays on the easiest diffculties you may not encounter them: There is a penalty for failing to destroy the base control center and there are rules that limit how often a supply ship occur.



#149867 UFO Extender

Posted by Tycho on 06 February 2016 - 02:42 PM in Modding

1.34beta3
  • TFTD Doors can be enabled separately from the Double Click mod
  • Roswell mod is enabled correctly and now has less of an impact on the Geoscape speed.
  • The pre-battle inventory screen will also show the soldier's time units.
  • Added missing stuff to the INI_readme file.
  • Base Defense will only spawn items that can be used or are useful in the mission: No unknown alien artifacts and items, like flares, will be generated in the item selection process.
  • The transfer screen in the base defense scenario will only display soldiers and items that can be used.  All alien weapons will be initially set to be transferred to allow a minimal amount of clicks for the player to choose the items they want.
  • Aliens in containment can be managed through the menu that is accessed by clicking on a containment module.
Click here for download



#149798 UFO Extender

Posted by Tycho on 04 February 2016 - 02:54 PM in Modding

View PostDkMirage, on 31 January 2016 - 08:15 PM, said:

OS is win7, ufo exe from gold edition 17. ‎September ‎1999;
* TFTD Doors: Add info: Working on same install and OS with Extender v1.33 but not v1.34beta2.
* Roswell: I let the game several times run for several months without doing anything and it just occured not a single time. Therefore, i assume it either not working at all or current chance way too low to ever happen (both v1.34beta2 and v.1.33).
* hot grenades: All right, setting=2 works.
* Autosave & lost games: If final game over (alien win) drops in at end of month, e.g. due to bad scoring, you can load the current autosave and resume game from 1st of next month as if game over didn't happen. As said, i actually consider this a good thing.
* Terror missions: Well, ok, just not my style to exploit terror missions...i like more to knock out civilians and retreat with 'em, if needed.  Posted Image

TFTD Doors only works if DoubleClick Movement is enabled, at the moment.  I've separated the two in the next build.

After cross checking the code for Roswell mod, I realize that the changes to the Geoscape clock mod bypass the point where the Roswell mod would be triggered, so I changed the address where it occurs in the overall Geoscape loop.  It now works much better: The original way it was implement, you could see the Geoscape slow down. Now, there is no noticeable difference with the mod enabled than without it.



#149682 UFO Extender

Posted by Tycho on 31 January 2016 - 01:30 PM in Modding

View PostDkMirage, on 30 January 2016 - 06:58 PM, said:

* your question on base defense prep.: it's cool as already implemeted in v1.34.beta2! If you want, you can hand-pick soldiers and items, if not, you leave the transfer list untouched and get the usual surprise. More comfort like excluding all useless items right from the start is, of course, always welcomed. Perhaps a note on the 80item and soldier number limit in the readme would be helpful for newbie commanders. Was that the question, or did i miss some sort of problem with the transfer list? Are all items and soldiers in base are listed?
I've made some further improvements in item selection for base defense:  Unknown Alien weapons and flares will be skipped when the game makes the items list .  The "transfer" list will only display those item that would be available in the battle.  I automatically set all usable alien items to be transferred so that a player only has to click to keep those items he wants.  Nothing will get transferred if CANCEL is selected and it doesn't affect the item selection process if the TRANFER menu is never used.

View PostDkMirage, on 30 January 2016 - 06:58 PM, said:

* bugs:
i) TFTD doors not working
ii) Roswell mod not working (or occurance rate so low it never happens)
iii) Intercept menu list mod: No entry in readme - What the heck is this?
iv) Abort terror mission (possible bug): Despite difficulty description file implies, you get at all difficulty levels no scoring, i.e. 0 points when aborting a terror mission. pro: I'm not charged 3fold when things went bad. contra: it just doesn't feel right. As i understand you deleted this by the Terror Site Abort Exploit Fix? Does actually anyone exploit terror missions this way? Is it possible to deactivate single fixes? (I tried Terror Site Abort Exploit Fix=0).
v) So far no application failures :-)
1. Strange.  It does work for me and I just verified this again.  What OS are you running?
edit: Under beta1 and 2, TFTD doors is active only while the DoubleClick mod is active.
2. I changed the way the game selects the number need to cause a crash but its hard to know what is a good chance without more feedback!
edit: the hook for the Roswell mod was being skipped due to the changes I made in the Geoscape Clock mod.  
3. It changes the way craft are displayed on the intercept menu:  Now they are categorized by base and alphabet (=1) or base and craft strength (=2).  I'll make sure to put something in the readme.
4. I'll check my code about the difficulty setting.  Since every new attack on the same site would generate a new list of aliens, this is the only way to prevent the scoring system from being exploited and be fair:  If the player aborts and sends another team to the site, a whole new list of aliens and items will be generated for an entirely new battle.  As you said if things go south, the only penalty to the player is the potential loss of items and soldiers.  The site doesn't go away with an abort, so if it expires the alien get 1000 points.  

View PostDkMirage, on 30 January 2016 - 06:58 PM, said:

The auto-save function can be 'exploited' for resuming games lost. But please leave at it is, this is of great help for quick playtesting and an elegant way to allow people to go on if they want.
Could you explain more about how the auto-save can be exploited for resuming lost games?  I imagine you mean that you do something to force the game to load the last battle which will be from the start.

View PostDkMirage, on 30 January 2016 - 06:58 PM, said:

*final wishes:
1) There was a time when the hot grenade mod caused grenades to explode instantly in turn. Please re-enable as a mod option!  
2) Display of time units in soldier equipment screen.
[3) Rescue Civilians: In case you decide to activate scoring for terror mission abort: Now that one can stun civilians (thx), it would be fun if civilians can actually be rescued by stun and abduct onboard, then abort mission.]
[4) Optional minimum cap for soldier abilities on hiring]
1. Another instance where I haven't updated the readme:  =1 will make grenades be unable to be picked up after thrown, changes the timer and TU usage,  =2 same features as 1 but makes grenades explode when thrown.
2. I can see about this.  It shouldn't be too much of a change to the original code to implement.
3&4. I'll look into it.

Thanks for all your feedback.  I always appreciate it.



#149597 UFO Extender

Posted by Tycho on 28 January 2016 - 11:15 AM in Modding

View PostKir, on 23 January 2016 - 02:01 PM, said:

I believe the base defence commander has 2 options:
1) Sack the base due to overwhelming alien forces. Then there is no need for special choose in  items listed in transfer dialog.
2) Take a fight.  In this case the option of assigning the list of items and soldiers for base defence, like an assigninig for craft, could be suitable. For example, base defence needs no flares. Now the procedure whick picks  items for 80-limited object list works strangely. Same to soldier list. Fixed list of soldiers and equipment for base defence would solve the abnormalities.

I'm made it so that all unusable items in a base defense mission will not be listed (like flares and unknown alien artifacts).  I've also fixed the code in the spawn item section to ensure that unknown artifacts will be skipped.  I've included code in the base defense transfer area to automatically make all alien items be ready for transfer.  The player would only have to scroll back the items he would wish to keep.



#149549 TFTD Extender

Posted by Tycho on 27 January 2016 - 10:28 AM in Modding

View PostKir, on 26 January 2016 - 06:42 PM, said:

It seems the game checks if a new UFOpaedia entry could be opened by researching a particular alien, then an captured alien is placed in alien containment. Else alien is killed.  Game does not check if any new research can be possible. This is a result of the several aliens of SAME  specie could  give DIFFERENT results in research tree.
Interesting: medic interrogation could only open entry in ufopaedia, but has no effect on tech tree.

Possibly, if  the auto-killing is off, then the large aliens could be captured?
What you wrote is more technically correct.  The code checks the status of the ufopaedia entries.  Which means that researching a medic who also gives you the information on Deep Ones would result in a block in the tech tree, since the game would stop attempting to capture them from that point onward.  

If I disabled this then you will keep all KO aliens even if they have been researched in the past, until the ASTORE.DAT file is filled.  

When I implement the code that allows players to kill unwanted captured aliens, I'll disable the code.



#149516 TFTD Extender

Posted by Tycho on 26 January 2016 - 02:32 PM in Modding

View PostKir, on 28 October 2015 - 02:10 AM, said:

Game somehow automatically kills captured aliens. Example: we need Deep one to evolve an Ion armor etc. Gillmen attack a XCOM base(savegame attached). The base has Alien containment. We dealt with them, 4 aliens are paralysed. Amongst them are 2 Deep ones. Mission debriefing counts 4 live aliens. However, in transfer list we see Deep ones corpses instead of live creatures. Thus XCOM cannot evolve to Ion armor and finish the war properly. To avoid the issue, one need a savegame editor to spawn a Deep one in alien containment forcibly.

It was always part of the game that once you research a particular live alien (and its rank) the game would stop capturing that alien rank.  I don't know if this worked in UFO or rather, it was never noticed because research into one of the important live aliens always gave the linked technology as soon as research was complete.

This is one of the main issues for creating a tech tree dead end.  The easiest solution is to just stop the game from killing the already researched live aliens, since players can manage their alien containment through the "transfer" screen.



#149498 TFTD Extender

Posted by Tycho on 26 January 2016 - 03:49 AM in Modding

View PostKir, on 25 January 2016 - 06:10 PM, said:

No. There is only "Launch torpedo" entry.

Some specific conditions could result a dead end in tech tree. See Post #399 for example

Thanks. I didn't think so, but needed to verify.  

That's not really the dead end to which I was referring but it is a problem.  I'll have to see why KOed creatures are not being saved correctly.  It seems to me that the check for containment is passing, else you would get the "no containment" message at the end of combat, but the code responsible for making the transfer determines there is not.  Another issue to add to the list....



#149477 TFTD Extender

Posted by Tycho on 25 January 2016 - 11:48 AM in Modding

View PostKir, on 05 January 2016 - 12:16 AM, said:

More Reaction Fire=0
Use All Items On Land=0

Just a point of clarification:  Does your PWT Displacer have an entry for snapshot in the attack menu?



#149467 TFTD Extender

Posted by Tycho on 24 January 2016 - 01:02 PM in Modding

i'm wondering if the "dead end" had something to do with armor and the person who wrote the complaint hadn't paid attention to notes about it.  Thanks for checking it for me.  I know all the changes so I need fresh eyes on it.

I ran into some problems with reorganizing my files.  I had them in one location but decided to move them to have them located in the same way that I do for UFO extender.  I finally have all the kinks worked out for that, am now in the process of organizing all the code into better categories similar to what I eventually did with UFO Extender, and I am slowly updating a lot of the already written code to better stuff that I did while working with EU more.



#149420 UFO Extender

Posted by Tycho on 22 January 2016 - 12:36 PM in Modding

With more experimentation, I've figured out how the transfer dialog creates its list of items.  I've been able to modify it so that only those items I want can be displayed during the defense preparations of a base defense mission.  I have also been able to allow soldiers to be "transferred" so that they would not be available.  My question to everyone, is that really necessary?  Or would anyone care?