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Cerberus

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About Cerberus

  • Birthday 05/27/1994

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  1. Cerberus

    UFO Extender

    Hello, Tycho and anyone. As a long time lover of X-Com, I'm happy to see it developing, and as a junior programmer, I'm very impressed by the work you've done. Although, there are several moments I should point at. I'm using the last version (from the topic), but the same issues are with 1.32 and 1.33 versions from UFOpaedia. Base game was installed from the Collector's Edition CD images. There are many crashes in very common conditions. I'm sure that it's some problem from my side, not from the Extender (because of a mentioned commonnes), but the old version of Extender (released at 27 July 2008) with the same base game doesn't suffer from this (I can't have large testing on base game because of the video pitch problem). Game always crash, if I try to get into the battlescape for the second time (either by reloading the game saved in battlescape, or by ending the first mission and launching the second one). Error is "Trying to patch the same place twice: 0x00401307, 0x00401307". I have to quit the game entirely and launch it again to get to the battlescape. Game sometimes crash at the end of alien turn - I couldn't find any reason yet. Error: "XCom crashed at 0x4A0001 with error 0xC0000005 trying to access 0x00000000". If we have saved the game just before ending the turn, the save can't be loaded in this version of Extender (but can be loaded and re-saved in the early one), error - "XCom crashed at 0x42AA58 with error 0xC0000005 trying to access 0x00000035". The example of such a save: GAME_5.zip [*]Another problems: I haven't seen any engines surviving the UFO crash during the whole company. It can be understandable for Terror Ships, but the same appears to be with Large Scouts (1/4 to survive, if we trust the UFOpaedia) and Abductors (even larger chance that one engine survives). When we assault grounded UFO, we get the engines, but no Elerium. Checked several versions, but found to work for this only the early one, not the 1.32 or 1.33. We can't also retrieve live aliens. They are stated in the debriefing, give us score, but aren't added to the Alien Containment. Again, early version do the trick just nice, but new one doesn't. Anyway, I must thank you for great mods, such as Heavy Laser one. I'm not the one of a "Founding Nations" for your project, but if I was, I'd say - "keep up for good work" By the way: is it possible to make another mod for psionics? The idea is to make the mind-controlled target instantly released by disabling (killing or stunning) the controller, without having to wait for the end of turn. It'll be the nice addition to the "line of fire for psionics", especially if it's also possible to make soldiers with Psi-Amps a high-proirity targets for AI. upd: there's another moment - I'm not sure whether it is something to do with the Extender, but anyway, one of the saves unexpectedly beacme extremely corrupted - GAME_5-2.zip - so that it crash the game after several graphical glitches (even the un-Extended one). Also, at that battle I mentioned the Cyberdiscs exploding not at the moment of death, but at the end of turn - not sure whether this is intentional.
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