TFTD Reasearch Bug Fix


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#1 BladeFireLight

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Posted 23 October 2005 - 11:03 PM

I'm working on a program to Fix TFTD games that had hit bugs in the research.

my TFTD Bug Fixup Uitl checks for the MC Reader and Sub Construction bugs.

For example if you finished the MC Lab with out having the an MC reader in Stores. runing resfix game_x will check for MC Labs being complete. if it is and MC reader is not avalible it marks MC reader availible for research.

Right now  it does not check for an MC Reader or Sub Construction to be in your base stores.  I plan to add this later, to keep with how the DOS 2.1 beta works.

If you have xcomtuil installed resfix runs automaticly after each combat on your current game.

-Blade FireLight
QUOTE
Combat is very simple, there is a first place and second place, second place is laying face down in the mud, sometimes, so is first place.

#2 Bomb Bloke

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Posted 24 October 2005 - 03:28 AM

And I still haven't gotten around to adding your xcomutil-undo-kit to the files section yet!  :P
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#3 Loupgris

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Posted 24 October 2005 - 01:18 PM

I will download this patch when I get my own computer.

#4 BladeFireLight

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Posted 05 November 2005 - 04:52 AM

I updated resfix to fix the TFTD v1.0 Aquaplastics bug
QUOTE
Combat is very simple, there is a first place and second place, second place is laying face down in the mud, sometimes, so is first place.

#5 Bomb Bloke

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Posted 05 November 2005 - 05:59 AM

Bump!  :(
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#6 teklor

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Posted 23 May 2006 - 10:50 PM

Does this patch work with the CE version?

#7 Bomb Bloke

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Posted 24 May 2006 - 01:35 AM

Should do, as it patches save files (which are the same for the DOS/CE versions).
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#8 BladeFireLight

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Posted 25 May 2006 - 08:21 PM

View Postteklor, on 23rd May 2006, 2:50pm, said:

Does this patch work with the CE version?

This works with or without xcomutil.  it just modifies the research file of a saved game (or missdat with xcomtuil)  
should work on all PC versions of TFTD.
QUOTE
Combat is very simple, there is a first place and second place, second place is laying face down in the mud, sometimes, so is first place.

#9 Pete

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Posted 26 May 2006 - 07:21 AM

Ah Blade, you are quite frankly The Man - very useful util this :P
May your terror missions always be infested with Chrysalids.

#10 BladeFireLight

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Posted 28 May 2006 - 01:24 AM

View PostPete, on 25th May 2006, 11:21pm, said:

Ah Blade, you are quite frankly The Man - very useful util this :P

Thanks..  Now if only Real Life ™ would alow me the time to work on some more cool things.
QUOTE
Combat is very simple, there is a first place and second place, second place is laying face down in the mud, sometimes, so is first place.

#11 JellyfishGreen

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Posted 26 August 2006 - 04:04 PM

Something interesting I pulled off my TFTD CD (unplayed, as of yet). May be of value to NKF, or the Wiki, as it mentions Version 2 of TFTD:

Quote

********* X-COM: TERROR FROM THE DEEP [v2] README.TXT ********
[deletia]
     ************** GAMEPLAY TWEAKS/BUGS FIXED ***************

Gameplay

* Equipment left in the X-COM craft on linked missions is now
  returned to base if you succeed in the second half of the
  linked mission.

* Alien molecular control defence stats have been modified.

* Proximity grenades now retain their prime from a reload on a
  tactical game.

* The 'funding' bug has been fixed so that there are no dis-
  crepanciesnin the X-COM accounts at the end of each month.

* There were rare problems with panicked soldiers dropping weapons
  in 'mid-water' - this has now been fixed.

* All craft automatically reload when you buy new ammunition.

* You now do not require a Deep One corpse in your inventory to
  research aqua-plastics. However you still need to have researched
  a Deep One corpse.

* One branch of the research tree has been modified. Whereas before
  you needed ion accelerators, magnetic navigation and a lobsterman
  navigator to be allowed to research magnetic ion armour you now
  need to research ion armour, magnetic navigation and ion
  accelerators.

* The Leviathon troop deployment bug has been fixed.

* A rare bug which could kill live aliens on return to base is fixed.

Memory

*  Memory allocation has been improved to take greater advantage
   of free conventional memory - the game will now be much less
   likely to run out of memory on some machines.

* On rare occasions on some machines the game used to hang with
  a 'Cannot load COMMAND.COM: System halted' error - is fixed.

Misc.

* The 'Groundhog day' bug is now fixed.

* The crash bug associated with clicking both mouse buttons is fixed.

Sound.

ENSONIQ/GRAVIS CARDS & CD ROM ANIMATIONS
The CD-ROM animations cannot unfortunately be run on a sound card
which does not fully emulate a SoundBlaster (known examples are the
Ensoniq Soundscape 16 and the Gravis Ultrasound series). The 'slide
show' will play instead.

PROBLEMS WITH DAUGHTERBOARDS
The general midi sound selection from setup only supports true
MPU-401 MIDI interfaces (such as the Roland LAPC-1 and SCC-1).
Daughterboard MIDI devices do not fully comply with the above
standard and unfortunately therefore do not work. Instead select
FM music from the Terror From the Deep setup utility. Alternatively
select 8 bit soundblaster emulation and the general midi should work.

RECOVERING EQUIPMENT & LIVE/DEAD ALIENS FROM ALIEN BASE
& ARTEFACT SITES
Although it is possible to successfully complete an alien base
or artefact site by destroying the Synonium device and returning
to the entrance you will not recover any alien artefacts, aliens
(live/dead) or equipment unless all aliens in the base have been
incapacitated (equipment/aliens carried by troops are not affected
by this).

FREE MEMORY
X-COM: Terror From the Deep requires a minimum of 2.5Mb of free
memory. If you are experiencing any of the following problems
then we recommend that you strip out as many TSR's (such as
SMARTDRV) from memory to increase your free memory:-
  
   Crashing between geoscape and tactical
   Crashing out of tactical back to geoscape
   Blue text appearing corrupting screen

If you are experiencing other difficulties then we recommend you
still try to maximise the amount of free memory available.

QEMM STEALTH MODE
We recommend disabling QEMM stealth mode when playing Terror From
the Deep.

The deadly Lobsterman threat was finally countered by melee combat with power tools. -ufopaedia.org

#12 Azure

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Posted 26 August 2006 - 09:20 PM

What the heck was the 'Groundhog Day' bug??

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#13 NKF

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Posted 26 August 2006 - 09:54 PM

It's sort of referencing the Groundhog Day movie where Bill Murray kept waking up  to the start of the exact same day over and over again. Fun movie.


This happens when, in the Geoscape, the game crashes at unexpected moments (doesn't it always?), but then moves on to the battlescape and a previous mission will be loaded. However, it loaded at the very start of the mission.

This was more common in the Dos version of the game with the main core of the program being a simple batch file - or a batch file converted into a .com file. The collectors edition, or at least the plain vanilla version of the Collectors edition sans XComutil does not have this. Instead, it just crashes to the desktop.

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#14 cpohara

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Posted 04 May 2007 - 05:43 PM

hey guys, new here

blade, your file description says:

"TFTD's research tree is nefarious for it's game breaking glitches. This little tool will stop them hindering your progress."

Does this fix all the problems listed here: http://www.ufopaedia...hp?title=TRTBAG  ?

Also, will I know right away when I've encountered the problem or should I periodically use the tool to "clean" my saved games?

Thanks in advance for the help, I played this game back in the 90s and just started again with DosBox after reading an LP at somethingawful.com...  my getting my a** kicked rate has not improved much, it turns out...love the game tho

#15 BladeFireLight

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Posted 05 May 2007 - 05:38 PM

View Postcpohara, on 4th May 2007, 10:43am, said:

hey guys, new here

blade, your file description says:

"TFTD's research tree is nefarious for it's game breaking glitches. This little tool will stop them hindering your progress."

Does this fix all the problems listed here: http://www.ufopaedia...hp?title=TRTBAG  ?

Also, will I know right away when I've encountered the problem or should I periodically use the tool to "clean" my saved games?

If the problem can be fixed by researching "another live alien" I dont change them.  I also dont address the 1.0 to 2.0 upgrade issues.

If your usesing xcomutil my patch hooks it and runs every time you end combat. otherwise just use if there is somthing broken

The fixes are the MC Reader, Sub Construction and Aqua Plastics
Below is the main logic of the program.

-Blade FireLight

		////////////////////////////////////
		// MC Reader Bug Fix
		cout << "MC Reader: ";
		if (research.HasBeenResearched(RTT_MC_Lab) == RESEARCH_COMPLETE &&
			research.HasBeenResearched(RTT_MC_Reader) == NOT_RESEARCHED &&
			research.AbleToResearch(RTT_MC_Reader) == RESEARCH_UNAVAILABLE)
		{
			cout << "Repairing bug\n";
			research.SetAbleToResearch(RTT_MC_Reader);
		}
		else { cout << "bug not found\n"; }
		
		//////////////////////////////////////
		// Sub Construction Bug
		cout << "Alien Sub Construction: ";
		if (research.HasBeenResearched(RTT_Transmision_Reslover) == RESEARCH_COMPLETE &&
			research.HasBeenResearched(RTT_Zrbite) == RESEARCH_COMPLETE &&
			research.HasBeenResearched(RTT_Alien_Sub_Construction) == NOT_RESEARCHED &&
			research.AbleToResearch(RTT_Alien_Sub_Construction) == RESEARCH_UNAVAILABLE)
		{
			cout << "Repairing bug\n";
			research.SetAbleToResearch(RTT_Alien_Sub_Construction);
		}
		else { cout << "bug not found\n"; }
		
		////////////////////////////////////////
		// Aqua Plastics Bug Fix
		cout << "Aqua Plastics: ";
		if (research.HasBeenResearched(RTT_Deep_One_Corpse) == RESEARCH_COMPLETE &&
			research.HasBeenResearched(RTT_Aqua_Plastics) == NOT_RESEARCHED &&
			research.AbleToResearch(RTT_Aqua_Plastics) == RESEARCH_UNAVAILABLE)
		{
			cout << "Repairing bug\n";
			research.SetAbleToResearch(RTT_MC_Reader);
		}
		else { cout << "bug not found\n"; }

QUOTE
Combat is very simple, there is a first place and second place, second place is laying face down in the mud, sometimes, so is first place.

#16 useopenid4registration

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Posted 08 July 2009 - 08:36 PM

View PostBladeFireLight, on 5th May 2007, 5:38pm, said:

		   ////////////////////////////////////
			 ////////////////////////////////////////
			 // Aqua Plastics Bug Fix
			 cout << "Aqua Plastics: ";
			 if (research.HasBeenResearched(RTT_Deep_One_Corpse) == RESEARCH_COMPLETE &&
				 research.HasBeenResearched(RTT_Aqua_Plastics) == NOT_RESEARCHED &&
				 research.AbleToResearch(RTT_Aqua_Plastics) == RESEARCH_UNAVAILABLE)
			 {
				 cout << "Repairing bug\n";
				 research.SetAbleToResearch(RTT_MC_Reader);
			 }
			 else { cout << "bug not found\n"; }

I'm guessing by now this is fixed, but I'm just verifying that the line should read:
research.SetAbleToResearch(RTT_Aqua_Plastics);


#17 Pastshelfdate

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Posted 31 December 2013 - 12:51 PM

Hi, all,

Thanks, Firelight, for the trip down memory lane with the coding sample.  Once upon a time, I coded very well, but then my ride to college fell through, and 20 years later (Long, sad story with fairly happy ending), I was behind, and couldn't catch up with the people who had grown up with computers at home.

I really do appreciate all the work on editing around research bugs.  I've recently found a research bug that's not cited on the UFOpaedia site.  Now I wish I'd kept a log of my research, but I thought others had found all the bugs.  For some reason, I can't research the Sonic Oscillator, and thus the P.W.T. Cannon is also out of reach.  I'm still doing well in the game, but I don't want others, especially new players, to miss out on the sweet cannon.  Now I'm really sorry I wasn't able to pursue my computer science studies further.

I know this will be a lot of work for someone.  All I can do is give a heads-up, and hopefully we have enough eyeballs to make this bug shallow.  :)

#18 Nilex

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Posted 08 August 2020 - 04:44 PM

Many thanks for the tool. Proved it usefulness even today.

Somehow I encountered both bugs (MC & Sub Const) even though I'm playing using latest TFTDextender. All while paying close attention to avoid both. Even delayed research paths just to make sure, so I expect to have first MC trainees only in September, lol. No matter, I'm in it for the long haul anyway. One can never optimize enough. While I'm aware there are more methods to fix botched research this looks cleanest and simplest, just what I needed.

As many will notice the OP is ancient and, understandably, links are long dead. BB's files section link has also ran astray in the meantime. I was able to find the updated .zip archive on russian forum. Hope link isn't breaking rules. Program itself must be run in DOS environment in case it wasn't obvious (DOSBox will do just fine).




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