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darkestaxe

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    X-COM 1-3
    UFO The Two Sides
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    darkestaxe@yahoo.com

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  1. darkestaxe

    TFTD Extender

    Asuming extender hasn't changed anything it will take a minimum of 20 hours to build 20 of anything because only one item can be built an hour. That is the bug but fixing that would require encapsulating the manufacturing code that runs once an hour in a loop that loops through available enginers/technicians. I assume that's to difficult. What you see: (5 hours to produce / 20 techs) * 20 units to produce || 5/20 * 20 = 5 What you get: if (expectedTime > unitsToProduce) {totalTime = expected time; } else {totalTime = units; }
  2. darkestaxe

    TFTD Extender

    I think TFTDExtender is more then complete and usable enough to be in the TFTD downloads section here on strategycore and under utilities on the Ufopedia. Why reserve it for people who are actually on the forums when theres probably hundreds that would use it if they knew about it.
  3. darkestaxe

    TFTD Extender

    For some reason having Alternate Tech Tree={0,1,2} results in aqua plastics haveing no reaserch requirements, meaning you can reaserch it at the begining like medikit/gauss weapons/motion scanner. Alternate Tech Tree=3 works correctly however and aqua plastics becomes available for reaserch when it's in the general stores. Since it happens with Alternate Tech Tree=0 I assume some other mod/fix is actually causing it to happen in the first place.
  4. darkestaxe

    TFTD Extender

    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.
  5. darkestaxe

    TFTD Extender

    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
  6. darkestaxe

    TFTD Extender

    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 Base Layout TFTD.txt
  7. darkestaxe

    TFTD Extender

    Corrected a couple minor things (aquanaughts ) and retabbed with space chars.
  8. If I can get the latest version (with aspect) then I would actually play it. That way I'd probably find a lot more bugs. The PSX version of TFTD has hq ambiance tracks that go along with the music in the battlescape, 1 for islands 1 for port & ship and 1 for seafloor. Theres another ambience track that's mostly silent but I have no idea what it's for, maybe instalations n stuff. These ambient tracks are cd tracks and the music is in a mp3/wave format built into the games code/data somewhere. I'm considering recording the PSX music with an emulator. I can record/rip the music sepperatly from the ambience and upload them as sepperate files or record the combined battlescape music & ambiance as the game puts them together. These ambience tracks are actually pretty damn impressive BTW. If TFTDExtender can play different ambience files in the different mission types in place of that *SHSKSKHHSKHSKH* and give the user the options (HQ PSX ambiance, annoying hiss, no ocean sound) that would be excelent. However if UFOExtender can't distinguish which to play on an island and which to play on a boat, then either the island would have a 'gurgling' beach with machinery sounds or the ocean liner would be hosting crickets. Worse would be if the ambience tracks can't be distinguished between surface vs aquatic. Imagine if a few noisy seagals found their way into an artifact site, soft waves break gently against untold horrors as crickets sing to the players coming doom at the hands that which lies in these dark unknown depths! There's the option of having files for each possible combination (eg battlescape_Island.mp3, battlescape_ShipPort.mp3, battlescape_Seabed.mp3, battlescape_NoAmbience.mp3) or the ambience could be in sepperate files (eg battlescape.mp3, ShipPort_Ambience.mp3, Island_Ambience.mp3, SeaBed_Ambience.mp3). Of course the final option would be to just record the battlescape music from the loadout screen and forgo the ambience entirely. BTW I'm just assuming that TFTDExtender trying to pull the music from a PSX ISO/disk directly isn't an option unless they're audio tracks. The music is higher quality just like UFO PSX but it's all in the data and designed to be read by a PAL playstation.
  9. [broken No Effect] AutoSell Scale Mouse [Recomendation] Mouse sensitivity control (mostly wanted when scale mouse works, would be useful in UFO Extender too.) Sound/music/MP3-CD volume control.
  10. Crash on assign all scientists (250 to gause pistol) XCOM crashed at 0xCD with error 0xC0000005 trying to access 0x000000CD I've tested this a couple times now and it accesses a different address each time. The error has less 0s when I assign all technicians. (techs)crash at 0x43A183, error 0xC0000005, access 0x959E1A3A (techs)crash at 0x43A183, error 0xC0000005, access 0x959D1A3c I also tried disabling personel overflow bugfix to see it still crashed, it did. (techs)crash at 0x43A183, error 0xC0000005, access 0x95B11A3c I was however able to confirm that it takes 256 technicians to have 0 technicians.
  11. I too signed up just to thank you and Kryub for your work, and to complain that it won't work lol. You're frikkin awesome! More specificaly the aspect ratio modifier "Screen Ratio=0.xxx" doesn't work like it should. It defaults to 0.8333 regardless of what you put. With UFOExtender I set it to 1.06 because I have a 16/9 screen. I can't run it out of D3D mode because I'm on win7 and the directdraw version doesn't work. Recomendations: [initial Base] Apply=0 row1=SubPenTL SubPenTR SubPenTL SubPenTR SubPenTL SubPenTR row2=SubPenBL SubPenBR SubPenBL SubPenBR SubPenBL SubPenBR row3=AirLock Empty Empty Empty Empty Empty row4=GeneralStores LivingQuarters Workshop Laboratory StdSonar Empty row5=Empty Empty Empty Empty Empty Empty row6=Empty Empty Empty Empty Empty Empty //I removed a tab character that displays differently on different computers and respaced the facilities. //I don't know where seb got the idea to hanng the lab and workshop on the small radar but... //rename readme.txt to TFTDExtenderINIreadme or Extender_INI_Refference.txt or something that's not readme.txt. *Auto Sell: enable automatic production and selling of items *Assign All Personnel: assign all available scientist/engineers to the project by decreasing quantity below zero //missing from ini refference file. Awww nvm the spacing, the forum doesn't post a bunch of space chars.
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