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.
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
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.
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.
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 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.
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.
*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.
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?
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!
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.
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.
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.
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.
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.
*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 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.
* 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.
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.
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.
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.
* 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.
DkMirage, on 30 January 2016 - 06:58 PM, said:
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.
DkMirage, 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.
DkMirage, on 30 January 2016 - 06:58 PM, said:
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.
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.
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.
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.
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....
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.
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?