UFO Extender


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#41 Azrael Strife

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Posted 23 June 2013 - 02:01 PM

How exactly are you doing these modifications? Are you modifying the disassembled exe?

Amazing job!
Posted Image

#42 Tycho

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Posted 23 June 2013 - 02:53 PM

View PostAzrael Strife, on 23 June 2013 - 02:01 PM, said:

How exactly are you doing these modifications? Are you modifying the disassembled exe?

Amazing job!
I've used IDA to disassemble UFO Defense.exe.  Once I've located a point in the code, I will write new code either in assembly or C++ and have Seb's loader insert a hook into the virtual memory image of the executable.  In this way, I'm not changing the actual executable at all.

#43 Echelon117

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Posted 25 June 2013 - 10:46 PM

View PostTycho, on 22 June 2013 - 12:52 PM, said:

just a quick update:
  • Fixed the smoke and fire propagation routines so that all appropriate walls will block these effects.  I've also fixed the explosion routine so that fire and smoke are blocked by walls.  This also fixes the problem with a blaster bomb's explosion extending past the north and west walls as well.
  • Fixed the crash when researching a medic.
  • Closed the immediate-abort exploit on Terror Missions: The majority of the score is focused on the civilians.  Now, they are each worth 1008 / (num of civilians spawned).
  • Several items require interrorgating an appropriate alien species/rank after researching the technology.
  • Working on research and production human limits: trying to work the code so that two engineers or scientists will be assigned per mouse click but only one space will be used.

Is this update available to download now or are you just letting everyone know that this has been done and will be in the next release?

#44 Tycho

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Posted 26 June 2013 - 08:21 AM

View PostEchelon117, on 25 June 2013 - 10:46 PM, said:

Is this update available to download now or are you just letting everyone know that this has been done and will be in the next release?

I'm just letting everyone know what  will be included in the next release.  Sorry for the confusion.

#45 Tycho

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Posted 07 July 2013 - 10:02 AM

just a quick update on features for the next release:
  • Fixed the smoke and fire propagation routines so that all appropriate walls will block these effects.  I've also fixed the explosion routine so that fire and smoke are blocked by walls.  This also fixes the problem with a blaster bomb's explosion extending past the north and west walls as well.
  • Fixed the crash when researching a medic.
  • Revised an old fix for aliens attacking base locations, which caused an unintended side effect: Aliens keep attacking until TUs exhausted.  Now, aliens will now stop attacking the area of a target if it is killed by the initial attack(s).
  • Change the way the Heavy Laser mod limits the use of the special attack forms: each one has a different "recharge" penalty assigned to it, instead of using the owner's energy units. In this period neither attack form can be used again.
  • New addition to "Know Thy Enemy". Damage range is changed for unknown UFOs (0-100%). After an alien engineer provides X-com with schematics, the damage range for that UFO goes to 25~125%.
  • Closed the immediate-abort exploit on Terror Missions: The majority of the score is focused on the civilians.  Now, they are each worth 1008 / (num of civilians spawned).
  • A few AI improvements in regards to grenade use. Alien behavior in Terror missions adjusted slightly.
  • Human limits for research and production: Scientiests and engineers work in twelve hours shifts. The assignment screen will assign two people per mouse click but only one space will be needed between them.
  • Alternate Tech Tree:
    • Laser cannon requires research into E-115 and UFO power to produce and E-115 is a production material.
    • Plasma weapons and Blaster Bombs require "help" from various alien engineers to obtain the knowledge to produce.
    • Hyperwave may require multiple species navigators to be interrogated in order to be finally unlocked. (depending on game difficulty)
    • Only a Etheral can give the required technology to unlock Psionics.
  • Alternate Tech option: More realistic research model for Laser weapons:
    • The first breakthrough allows the production of Heavy Lasers but damage is minimal.
    • Each new level researched allows a new item to be made and increases the damage for the prevous stage(s) items.
  • Possibility of having other ships make a base attack, depending on game time.
  • UFOs respond to being attacked by base defenses.
  • Fusion Defense requires Blaster Bombs to be available in base stores.  Missile Defense will spend money. Laser and Plasma unchanged.
  • Ability to bypass base defenses by right-clicking on the mouse.
  • In a Base Defense mission, players will be taken to the base editor screen before equipping to manage what items are available for the soldiers.

Edited by Tycho, 18 July 2013 - 02:56 PM.


#46 AMX

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Posted 09 July 2013 - 11:24 AM

I just had a thought:
Would it be feasible to filter the Hyperwave information, so we only get info if we also have the appropriate topic researched?
That should make alien Engineers and Medics more valuable...

#47 Tycho

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Posted 11 July 2013 - 12:43 AM

View PostAMX, on 09 July 2013 - 11:24 AM, said:

I just had a thought:
Would it be feasible to filter the Hyperwave information, so we only get info if we also have the appropriate topic researched?
That should make alien Engineers and Medics more valuable...
Anything is possible but I'll need to locate the code and analyze it. I'll take a look but it will probably happen after I release the next version (unless I just happen to come across it and it's pretty easy to understand.)

#48 Echelon117

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Posted 12 July 2013 - 12:05 PM

Those changes sound absolutely great! Love the alternate tech tree.. I was wondering if maybe all laser weapons should require prior research into E-115? And also, just an idea, is it possible to make smaller UFO's weapons a little stonger? I always thought they were WAY too easy to shoot down, and their weapons too weak against normal interceptors.

Of course I understand you cannot make all requests a functioning feature so entirely up to you. Either way I cannot wait for the added difficulty in the next update.

#49 Tycho

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Posted 12 July 2013 - 12:38 PM

View PostEchelon117, on 12 July 2013 - 12:05 PM, said:

Those changes sound absolutely great! Love the alternate tech tree.. I was wondering if maybe all laser weapons should require prior research into E-115? And also, just an idea, is it possible to make smaller UFO's weapons a little stonger? I always thought they were WAY too easy to shoot down, and their weapons too weak against normal interceptors.

Of course I understand you cannot make all requests a functioning feature so entirely up to you. Either way I cannot wait for the added difficulty in the next update.

Logically, you would think so but I didn't want to limit the player's options for research too much at the beginning, so I opted to only make Elerium and UFO Power a req for the cannon since the flavor text specifically mentions it using anti-matter as a fuel source.   I did have the idea of making laser research and production follow a more realistic path: The first item that could be produced would be the heavy laser but with the damage capacity of the pistol, developing the next "generation" of laser tech would yield the laser rifle, which does the damage of the pistol and the heavy gets bumped up to do the damage of the rifle. Once pistol is developed, everything is back to normal.

#50 Echelon117

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Posted 14 July 2013 - 09:09 AM

I actually really like the sound of that alternate laser tech progression rather than making all laser weapons require E-115. I would definitely put my vote up for that.

My main reason for wanting an alternate laser tech tree/requirements and progression was I found it silly and too easy that moderatley powerful and highly effective laser technology was available to be researched and produced from day 1

#51 mercy

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Posted 17 July 2013 - 02:53 PM

Amazing amount of fixes and changes.  Wow!

#52 michal

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Posted 17 July 2013 - 05:22 PM

Good work Tycho!

Can i have a question for you? Have you thought that it could be easier to work on OpenXcom (contribute or create your version) instead of hacking original game? But probably not so challenging ;)

#53 Space Voyager

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Posted 18 July 2013 - 12:06 PM

View Postmichal, on 17 July 2013 - 05:22 PM, said:

Good work Tycho!

Can i have a question for you? Have you thought that it could be easier to work on OpenXcom (contribute or create your version) instead of hacking original game? But probably not so challenging Posted Image

I must say this thought occurred a while ago to me, too...

#54 Echelon117

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Posted 26 July 2013 - 11:31 PM

Hmmm, I don't think tyco should give up on this entirely for collaberation on OpenXcom.

Tyco do you have an expected release frame for the next version?

#55 Tycho

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Posted 27 July 2013 - 12:25 AM

View Postmichal, on 17 July 2013 - 05:22 PM, said:

Good work Tycho!

Can i have a question for you? Have you thought that it could be easier to work on OpenXcom (contribute or create your version) instead of hacking original game? But probably not so challenging Posted Image

The Extenders are my pet projects.  I still get some thrill out of understanding a portion of the disassembled code that previously was a mystery to me.  I also like to see what new things I can get the old programs to do.

View PostEchelon117, on 26 July 2013 - 11:31 PM, said:

Hmmm, I don't think tyco should give up on this entirely for collaberation on OpenXcom.

Tyco do you have an expected release frame for the next version?

It should be soon.  Hopefully before the end of this month.  I'm trying to beta as much as I can now.

I do have one question: At superhuman difficulty, what is the average score (assuming no Xcom death penalties) for a supply ship?

#56 Tycho

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Posted 29 July 2013 - 10:52 AM

Version 1.31 is now available.  See the first post for information and the file.

#57 mercy

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Posted 30 July 2013 - 05:24 PM

Patch Overlap Error   starting UFOLoader.exe

trying to patch same place twice
  0x004487a6, 0x004487a8

Send this error to the author to have it fixed.

In XCOMUTIL I enabled Ufo Extender and previously the two worked together.

#58 Tycho

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Posted 30 July 2013 - 06:24 PM

View Postmercy, on 30 July 2013 - 05:24 PM, said:

Patch Overlap Error   starting UFOLoader.exe

trying to patch same place twice
  0x004487a6, 0x004487a8

Send this error to the author to have it fixed.

In XCOMUTIL I enabled Ufo Extender and previously the two worked together.

That is a conflict between "Fast Base Defenses" and the retailiation loop fixes.  I posted an updated zip files just a minute ago which should fix the conflict.

#59 mercy

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Posted 31 July 2013 - 11:41 AM

Thank You for the quick fix. Works like a charm!

#60 mercy

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Posted 01 August 2013 - 11:38 AM

Equipment is disappearing!

Rocket launchers, pistols, rifles, auto cannons, all sorts of weapons disappear from mission to mission. I have to buy anew again.

Possibly equipment - weapons - from wounded soldiers is taken and thrown away. Please fix this.

Tested  De-equip Crafts=0 or 1, Save Equipment=0 or 1  90% of my weapons are lost although soldiers lived.

Equipment from stunned aliens are properly kept and sellable.

Also in one instance I accidentally took off from site and the interceptors got the fleeing UFO (previously on ground) and the game gave me an Exception Error crash with a 0x00something hex code.

D3D Fullscreen Width=1280
D3D Fullscreen Height=1024
D3D Windowed=0
D3D Window Position=0 0
Screen Ratio=0.833333
Always On Top=0

Clip Cursor=1
Scale Mouse=1

Slow Geoscape Clock=0
Battlescape Delay=20
Force Language=1
Skip Intro=1

CPU Mask=0
High Priority=0
Max FPS=0
D3D Window Width=1280
D3D Window Height=1024

[Bug Fix]
;Use this section to disable fixes. See the INI-readme.txt for more details.

[Mod]
Doubleclick Movement=0
TFTD Doors=1
De-equip Crafts=0
Reorder Soldiers In Crafts=1
Save Reserve Mode=1
Keep Base Navigation Modules=1
More Chryssalid Sound Effects=1
Alien Inventory=1
Alien Bleeding=1
More Reaction Fire=1
Hot Grenades=0
Stunned units KIA=0
No Blaster Bomb Drift=0
More Smoke=1
Heavy Laser=1
Stun Fest=0
No Auto Wake Up=0
No Alien Freak Out Messages=0
Auto Sell=1
Start With All Missiles=1
Assign All Personnel=1
General Store Capacity=1
Rank In Inventory=1
Show Money=1
Base Building Stacking=1
Fast Base Defenses=1
Improved Laser Tank=1
Know Thy Enemy=1
Ablative Armor=1
Alt Weapon Loadouts=1
EU2012 Item Rules=1
Weak Sectoids=1
Zombies Will Hatch=1
Human Limits=1
Alternate Research Tree=1

Difficulty Level of Interceptions=5
Manual Interception Fire Mode=1
True Cautious Mode=1
Crafts Always Ready=1
Retaliate Against Ground Assault=1
No Funkers=1
Bloodthirst=1
Disable Base Defenses=0
Surrender Defence Missions=0
Initial Alien Bases=1
Funding Council Income Only=0
Limited Military=0

[Enhanced Tactical AI]
Apply=1
Autofire Distance=8
Snap Distance=16

[Equipment Screen]
Show Stats=1
Save Equipment=0
Show Grenade State=1
Auto Flares=1

[Range Based Accuracy]
Apply=1
Minimum Efficiency=50
Snap Penalty Distance=30
Auto Penalty Distance=14
Orange Cursor Threshold=95
Red Cursor Threshold=75

[Line Of Fire Check]
Mind Control=0
Panic=0
Mind Probe=0

[Music]
Apply=1
Source=MP3
;Source=PSX CD

CD Drive=F

MP3 Folder=mp3
Battlescape=*Battlescape*.mp3
Start Menu=*Final Briefing*.mp3
Bad Ending=*Final Briefing*.mp3
Good Ending=*Dogfight*.mp3
Geoscape=*Geoscape*.mp3
Dogfight=*Dogfight*.mp3
Mission Debriefing=*Debriefing*.mp3;MissionAccomplished.mp3
UFO Assault=*Briefing1.mp3
Base Defense=*Briefing2.mp3
Base Attack=*Briefing1.mp3
Mars=*Debriefing*.mp3;MissionAccomplished.mp3
Terror Mission=*Briefing2.mp3

[Initial Base]
Apply=0
row1=HangarTL   HangarTR    HangarTL   HangarTR   HangarTL HangarTR
row2=HangarBL   HangarBR    HangarBL   HangarBR   HangarBL HangarBR
row3=AccessLift    Empty   Empty   Empty   Empty    Empty
row4=GeneralStores LivingQuarters SmallRadar Laboratory Workshop Empty
row5=Empty Empty   Empty   Empty   Empty    Empty
row6=Empty Empty   Empty   Empty   Empty    Empty

[Wreck Analysis]
Apply=1

[Craft Ready Message]
Apply=0

[Roswell]
Apply=1

[Battlescape Shortcuts]
Apply=1

End Turn=Return
Multilevel View=L
Show Map=M
Center On Unit=Home
Inventory=Space
Kneel=K
Next Unit=End
Next Unit Skip Current=Back
View Up=MouseWheelUp
View Down=MouseWheelDown
Go Up=PageUp
Go Down=PageDown
Left Menu=Left
Right Menu=Right
Unit Stats=C
Options=F12
Lift Off=Escape
Reserve None=1
Reserve Snap=2
Reserve Auto=3
Reserve Aimed=4

[Geoscape Shortcuts]
Apply=1

Rotate Right=Right
Rotate Left=Left
Rotate Up=Up
Rotate Down=Down
Zoom In=MouseWheelUp
Zoom Out=MouseWheelDown
Geo Speed1=1
Geo Speed2=2
Geo Speed3=3
Geo Speed4=4
Geo Speed5=5
Geo Speed6=6
Intercept=Insert
Bases=B
Graphs=G
Ufopaedia=U
Options=Escape
Fundings=F

[Caps]
Apply=0
Time Units=80
Health=60
Strength=70
Energy=100
Reactions=100
Firing Accuracy=120
Melee Accuracy=120
Throwing Accuracy=120
Psi Skill=100

[OBDATA.DAT]
Apply=1

;Make grenades indestructible to allow stacking several explosions
Grenade Resistance=255

;Make HE packs capable of breaching UFO walls
High Explosive Damage=200

Heavy Plasma Weight=10

[Text]
;equipment screen texts
Weight=Weight>
Accuracy=Accur>
Reaction=React>
Psi Strength=P.Str>
Psi Skill=P.Skill>
Primed=primed

;Roswell mod texts
;{Terrain names}
Jungle=Jungle
Farm=Farm
Mountain=Mountain
Desert=Desert
Polar=Polar
;{Dialog strings}
Title=UFO Incident
Info=Crash reported
Location=LOCATION
Type=TYPE
Terrain=TERRAIN

;Wreck Analysis
Zone Discovered=Intel found out that the %s UFO was raiding %s
Mission Discovered=Inspection showed that the %s UFO was on an %s mission
Both Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s

;Craft Ready
Title=Aircraft ready
Info=A craft has been refitted




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