TFTD Extender


  • Please log in to reply
455 replies to this topic

#1 Tycho

Tycho

    Lieutenant

  • Project Staff
  • PipPipPipPip
  • 703 posts
  • Gender:Male

Posted 30 June 2012 - 07:35 AM

Extender for X-COM Terror from the Deep

This is the conversion of UFOloader. It contains most of the same features as Seb's original UFOloader with many fixes and modifications specifically for TFTD.



For a detailed list of the features see the UFOpaedia page.



Click here to download version 1.07.3beta



#2 darkestaxe

darkestaxe

    Evil Alien

  • Members
  • Pip
  • 11 posts
  • Gender:Male

Posted 01 July 2012 - 09:23 AM

Corrected a couple minor things (aquanaughts Posted Image) and retabbed with space chars.

Quote

Assign All Personnel has been removed for now due to the Manufacturing Rate Limit Bug (TFTD).
waaaa?

Does that mean that the MRLB was related to the assign all personnel crash or is the idea that someone is more likely to remember not to assign to many technicians if they have to hold the button down?

Attached Files



#3 Tycho

Tycho

    Lieutenant

  • Project Staff
  • PipPipPipPip
  • 703 posts
  • Gender:Male

Posted 01 July 2012 - 12:08 PM

The crashes are due to different registers being used by the two programs and TFTD introducing some new elements.  I need a lot more time to study  both programs routines to get an idea of what changes need to be made and where to make them.  Since another problem would arise due to the MRLB, I decided to not include it in this release.  I'll need to look into the MRLB before I get to Assign All Personnel.

Thanks for the feedback on the INI.  I corrected each of them.

#4 darkestaxe

darkestaxe

    Evil Alien

  • Members
  • Pip
  • 11 posts
  • Gender:Male

Posted 04 July 2012 - 01:02 AM

In base defence missions TFTD places x-com aquanauts differently from how UFO placed soldiers. TFTD shows no prefference for General Stores or for Living Quarters. It starts in the top right facility tile and uses all of the open spawn points before moving left. Once it reaches the left side it moves down and back to the right side of the base. This continues until all aquanauts are placed. This affects what is /isn't a defenseable starting base layout.

in the following base layout:
[HANGAR --------] [HANGAR --------] [HANGAR --------] <<<--- Aliens in hangars
[lift -----]  <<< ---- Aliens in lift
[stores ] [Qrtrs --] [Lab -----] [shop ] [sonar ---]  <<<---- soldiers start in sonar and workshop.

Solution: Stick the access lift on the other side of the base. Spaced in the txt
[Initial Base]
Apply=0
row1=SubPenTL    SubPenTR    SubPenTL    SubPenTR SubPenTL SubPenTR
row2=SubPenBL    SubPenBR    SubPenBL    SubPenBR SubPenBL SubPenBR
row3=Empty   Empty   Empty   Empty    Empty    AirLock
row4=Empty   Empty   Empty   Empty    LivingQuarters  GeneralStores  
row5=Empty   Empty   Empty   Empty    Workshop Laboratory
row6=Empty   Empty   Empty   Empty    Empty    StdSonar

Attached Files



#5 Tycho

Tycho

    Lieutenant

  • Project Staff
  • PipPipPipPip
  • 703 posts
  • Gender:Male

Posted 04 July 2012 - 10:24 AM

View Postdarkestaxe, on 04 July 2012 - 01:02 AM, said:

In base defence missions TFTD places x-com aquanauts differently from how UFO placed soldiers. TFTD shows no prefference for General Stores or for Living Quarters. It starts in the top right facility tile and uses all of the open spawn points before moving left. Once it reaches the left side it moves down and back to the right side of the base. This continues until all aquanauts are placed. This affects what is /isn't a defenseable starting base layout.

Thanks for the report, darkestaxe.   That sounds like another problem that I'll look into.  I guess this also means that the video issues are fixed?

#6 darkestaxe

darkestaxe

    Evil Alien

  • Members
  • Pip
  • 11 posts
  • Gender:Male

Posted 04 July 2012 - 09:02 PM

Yes the video issues are resolved, all working as expected.

You should be able to just copy and paste the starting layout I did from the .txt file I uploaded into the TFTDExtender.ini. The important thing was to have the access lift on the right side of the base instead of the left.

other bugs:
  • Built in midi music does not play on a computer with Windows XP SP3, it works on a different PC with win 7, using the same copy of the game.
  • Attempting to fire a weapon in an underwater mission when 'Underwater Weapons on Land' is turned on crashes the game. I have not tested what happens if on terror sites. "XCOM crashed at 0x40DA12 with error 0xC0000005 trying to access 0x0000001" (error is always the same)
other requests:
  • general stores capacity mod
  • ranged based accuracy mod also increase accuracy at shorter range (only if it's easy to do)
Your work on tftd extender has been awesome, thanks. If I had a daughter you could marry her lol

#7 Tycho

Tycho

    Lieutenant

  • Project Staff
  • PipPipPipPip
  • 703 posts
  • Gender:Male

Posted 05 July 2012 - 01:33 PM

View Postdarkestaxe, on 04 July 2012 - 09:02 PM, said:

Yes the video issues are resolved, all working as expected.

You should be able to just copy and paste the starting layout I did from the .txt file I uploaded into the TFTDExtender.ini. The important thing was to have the access lift on the right side of the base instead of the left.

other bugs:
  • Built in midi music does not play on a computer with Windows XP SP3, it works on a different PC with win 7, using the same copy of the game.
  • Attempting to fire a weapon in an underwater mission when 'Underwater Weapons on Land' is turned on crashes the game. I have not tested what happens if on terror sites. "XCOM crashed at 0x40DA12 with error 0xC0000005 trying to access 0x0000001" (error is always the same)
I located and fixed the problem with the crash for underwater weapons.  The changes to the INI are a good stop-gap measure for the problem but it still needs fixing (if possible). I started looking at the code and my eyes were swimming after a few minutes.
Can you test the game without the extender and midi plays?  That is really strange since I'm running XP SP3 and never had a problem with midi. Do you have a saved game just prior to the base defense occuring?  If so, could you zip up the game folder and post it to me?

#8 darkestaxe

darkestaxe

    Evil Alien

  • Members
  • Pip
  • 11 posts
  • Gender:Male

Posted 06 July 2012 - 05:31 AM

We ran TFTD on the computer with winXP SP3 without extender and there was no midi. Extender is exonerated.

I don't have a base defense mission save onhand, I'll see about getting a game to that point for you to test with. Just to clarify I don't think it was a bug but more of a design oversight. TFTD just places soldiers differently in a base defence mission, going from right to left instead of left to right, and has significantly more spawn points in facilities other then general stores and living quarters. I don't see how TFTDExtender would be able fix it. The best fixes I can think of would be to randomize which spawn points are used or to somehow force the game to prefer spawn points in general stores and living quarters.

When u say 'I started looking at the code and my eyes were swimming after a few minutes.' I assume you were looking at extenders code, unless u found the TFTD source code somewhere... If I get a base defence mission loaded up I'll test this, but I really don't think TFTDExtender is doing anything. Well, except setting up the initial base in a 'defensive configuration', exactly as described in the ini, that's not so defensable in TFTD. Also to clarify, there are no aquanauts spawning in hangars or the access lift or aliens spawning in labs n stuff, everyone is spawning in the parts of the base that they should be able to and not in parts they should not be able to.

#9 Tycho

Tycho

    Lieutenant

  • Project Staff
  • PipPipPipPip
  • 703 posts
  • Gender:Male

Posted 06 July 2012 - 09:26 AM

Not exactly the source code. I use IDA on the executable so I can see the code ...just not with convenient names for the routines or variables, except what I or someone else has given them from understanding their usage.

As to the base defense spawning, the game is supposed to give a preference to certain areas: usually general stores and living quarters.  From what I can gather so far, there is a table in the routine which is randomly accessed.  This database has reference numbers to each type of area in the base.  There are a lot more references to general stores and living quarters than any other area.

#10 localhosed

localhosed

    Bio-Drones : saying Fus Ro Dah since '95

  • Members
  • PipPipPip
  • 71 posts
  • Gender:Male

Posted 07 July 2012 - 07:55 PM

Do you plan to upload a version with the fix to 'underwater weapons in air' soon, tycho? I'm really wanting to try Bomb Bloke's Combomod for some time with TFTDextender and some other data mods I put in with Jenny's xcom editor and HxD, etc. Thanks for your extending of TFTD!

#11 Tycho

Tycho

    Lieutenant

  • Project Staff
  • PipPipPipPip
  • 703 posts
  • Gender:Male

Posted 07 July 2012 - 10:29 PM

Here is the updated file with the fix for the "underwater weapons in air" mod.  This is not  a full version just the .dll file that contains the fix.  If you have 1.3 already, just extract this into your TFTD folder and overwrite the file that is already there.  Enjoy.

Edited by Tycho, 08 July 2012 - 04:26 AM.


#12 localhosed

localhosed

    Bio-Drones : saying Fus Ro Dah since '95

  • Members
  • PipPipPip
  • 71 posts
  • Gender:Male

Posted 07 July 2012 - 11:27 PM

Hmm..underwater weapons in air mod seems to not be working. I replaced the new patcher.dll (1.031) on top of my TFTDextender 1.03. Added 'Underwater Weapons In Air=1'  to the mod section of my INI (both of mine with combomod) , started new game and tested on a crashed USO on land, and a port terror site but neither torpedo launchers nor hydro jet cannons would fire. Other weapons fired normally. I can't find discussion of the mod before this thread..

I also then tried the same thing with an unmodded TFTD, re-extracted all TFTDextender files and then the new patcher.dll over it ; Torpedo launcers gave the same 'underwater weapon' message on an island terror site, they wouldn't fire.

But underwater weapons seem to now fire underwater without crashing the game with ..air = 1 in the ini. I tested with the old patcher and it crashed, and then with the new patcher from today, firing a torpedo underwater..no problems there..

I don't know what to do to help debug it, if the mod is supposed to be working. Here's the INI I used for the unmodded game :

Edit : reuploaded file in zip, edited text lots of times because I was confused and hope my message is understandable.

Attached Files



#13 Tycho

Tycho

    Lieutenant

  • Project Staff
  • PipPipPipPip
  • 703 posts
  • Gender:Male

Posted 08 July 2012 - 04:31 AM

All the logic was correct, just used the wrong character.  This one works correctly (even tested it myself!)  Sorry about that! Posted Image
note to self: the byte values for 0 and the character "0" are different...

If you have TFTDextender 1.03, just extract this file into your TFTD folder and overwrite the current file.

<update> new patch is available, see newer entries in this topic.  Thanks for supporting TFTDextender!

Edited by Tycho, 16 July 2012 - 02:26 AM.


#14 Bomb Bloke

Bomb Bloke

    The Smily Admin

  • Admin
  • PipPipPipPipPip
  • 4,625 posts
  • Gender:Male
  • Location:Tasmania (AU)

Posted 08 July 2012 - 04:56 AM

View Postdarkestaxe, on 06 July 2012 - 05:31 AM, said:

We ran TFTD on the computer with winXP SP3 without extender and there was no midi. Extender is exonerated.
Double-click the Windows volume icon to bring up the mixer. There are two channels of interest; wave, and the SW synth. The synth is used specifically for MIDI playback. If it's low or muted the game won't be able to produce any music.

Under Vista/7 the synth/wave channels are locked together and can't be changed independently through the OS.

The UFO/TFTD ComboMod has a handful of TFTD Extender tweaks in it already, only instead of using a loader they're patched permanently into the executable file when you install it. I don't have a clue how they work (kryub coded them for me), but I would expect the use of any Extender "weapon on land"-related effects to override the one ComboMod already has. I'll give it a test.

I would like to be able to remove as many of the patches from my installer as possible, as I feel relying on Extender for them is more flexible. I doubt they can all be removed though (for eg, along with the code changes kryub made, I also re-wrote two data tables in the EXE as well).
BB's X-Com Projects Page - X-Com Games At GamersGate
You're just jealous 'cause the voices only talk to me :P
We love Tammy! :)

#15 localhosed

localhosed

    Bio-Drones : saying Fus Ro Dah since '95

  • Members
  • PipPipPip
  • 71 posts
  • Gender:Male

Posted 08 July 2012 - 04:57 AM

Oh my only inconvenience might be that I can't write or understand the stuff you do without the learning necessary! Fantastic work, I'll get it going now.  About 0 and O..I wish I could override everything with Deja Vu Sans Mono font everywhere (without GUI alignment problems), it is much easier to see the difference in that font (and ones like it). 0, the dreaded O's, 0's, l's(L) I's(i), rn's m's!  I just bought a new keyboard and the O key is closer than before to the 0 key...!
Now I go underwater again to save the world.

#16 Bomb Bloke

Bomb Bloke

    The Smily Admin

  • Admin
  • PipPipPipPipPip
  • 4,625 posts
  • Gender:Male
  • Location:Tasmania (AU)

Posted 08 July 2012 - 05:15 AM

You didn't see a difference between them because there was no difference between them. Heeheeheehee...  Posted Image

(Tycho is referring to the fact that the character 0 happens to be represented by the number 48, or 0x30 in hex. Easy to forget at times.  Posted Image )

Sometimes I'm too easy to amuse.
BB's X-Com Projects Page - X-Com Games At GamersGate
You're just jealous 'cause the voices only talk to me :P
We love Tammy! :)

#17 Tycho

Tycho

    Lieutenant

  • Project Staff
  • PipPipPipPip
  • 703 posts
  • Gender:Male

Posted 08 July 2012 - 05:22 AM

Thanks for clarify stuff for me BB! :)

#18 localhosed

localhosed

    Bio-Drones : saying Fus Ro Dah since '95

  • Members
  • PipPipPip
  • 71 posts
  • Gender:Male

Posted 08 July 2012 - 05:40 AM

Oh yeah I understand what you mean. Zero, 0 , null, O, 0x30, 0x4F, 0x6F, 0x00...0h30!
I confirmed real quick for me that 1.03p2 seems to be working fine, no crash with underwater weapons under the water, and torpedos work on land. One unlucky aquatoid was blown to bits right from the triton in the process and also a huge heap of coral. The aquatoid(and pieces) stands and bows.

Oh, I read bomb bloke's post edit. I didn't know tftdextender hacks were in combomod. But how could 'underwater weapon in air' hacks have been in, if torpedos weren't firing on land? Or maybe I misunderstand, were only some water weapons meant to work on land?

#19 Bomb Bloke

Bomb Bloke

    The Smily Admin

  • Admin
  • PipPipPipPipPip
  • 4,625 posts
  • Gender:Male
  • Location:Tasmania (AU)

Posted 08 July 2012 - 06:26 AM

Long story short I'd assume that Extender conflicts with the patches in ComboMod to an extent. kryub wrote the ones for CM quite some time before releasing his version of the Extender, which has had further changes still made to it since then.
BB's X-Com Projects Page - X-Com Games At GamersGate
You're just jealous 'cause the voices only talk to me :P
We love Tammy! :)

#20 Nilex

Nilex

    Squaddie

  • Members
  • Pip
  • 11 posts
  • Gender:Male
  • Location:Croatia

Posted 08 July 2012 - 03:41 PM

Hello from an 30yr guy riding the nostalgia wave Posted Image I'm experiencing a crash but I'll get to that little later.

Firstly i would like to express my overwhelming gratitude for the guys responsible for UFO/TFDT extenders which make the game playable for me again. Amazing stuff u did. I'm sure i speak on behalf of many more Posted Image .

It's  been few months since i finished UFO again but first time with the help of extender. I couldn't play TFTD with same acceptable comfort (mouse goes off screen, it's too fast, game is too fast, etc) so the last time i finished it is still from DOS times Posted Image. So after finishing UFO, to continue the series in order, out of pure wishful thinking i googled the TFTD extender hoping that by some unbelievable chance i could just carry on playing even tho, realistically there were zero chance. You can imagine my surprise after google sent me to Kyrub's TFDT extender which he posted just a few days earlier. Wtf were the odds of that lol.
Anyway, there were some problems with it which showed its presence shortly after start making it unplayable. So i bookmarked it and waited patiently for a solution Posted Image
Now i believe is the right time to post cause the most bugs seem to have been fixed and i could actually help rather then dragging you by posting some obscure errors which were probably already known to previous programmers and worked on Posted Image

Now i can only help with describing the problem accurately and the conditions under which it occurred. That is because i know nothing about programing Posted Image.
The crash occurs when i intercept a landed alien sub, after i click YES, then OK. Just before entering soldier equipment screen for the tactical mission i believe. It happens on the first day game time so not much happening. I'm hoping it will help locating the problem more Posted Image
I have attached the savegame folder, the screenshot of the error and my 'TFTDExtender.ini' file (in the rar). I'm using vanilla TFTD Gold + your extender from the first post with minimal changes to the original game, on WinXP 32bit. I think that's all. Hope it's just the wrong ini line Posted Image

Massive respect

Attached Thumbnails

  • crash.jpg

Attached Files






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users