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pincushionman

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Posts posted by pincushionman

  1. Shit... And i can`t even launch the damn game! :(

    Okim:

     

    Have you tried loading the VC++ runtimes for 2005 (or maybe 2008)? Remember to load both the 32 and 64 bit ones - and some things use the SP1 runtimes, and others don't, so that's 8 more things to try :( .

     

    Good luck, man!

     

    LeFire: Thanks for the tip, but I'm 0wned enough as is on Veteran level. I can't imagine 20 (or so) Rets with Launchers (and better) weapons to pummel my team. Would that work out to about 40 cultists per mission?

     

    Lefire/Okim: Have you noticed that (cultist) drones don't normally fire? I usually whack them with knives and katanas until they fall down, and they nearly never fire back. I had one fire back once after I had nailed it for 30 or 40 whacks.

    Now, once I was able to build one, on the walker compose screen (similar to the rifle compose screen) if I tried to load different ammo, I wasn't able to. Not sure why. Interestingly, once the cultists wearing the walker skin appeared, the walker drones never showed again.

     

    -- PincushionMan

  2. Well, i`m not at home right now, so i currently can recall a minimum of info...

     

    My ATI vision is up-to-date as i recently used steam`s utility to update my drivers (version 11.9). This was long before i installed UFO. BTW i`m using a fresh and clean WIn7 32 install. System has 3 gigs of Ram and card is 512-1 (can`t recall correctly).

     

    I have DX9 and 11 installed properly. At least SOTS and other non-dx11 games do work nicely.

     

    My desktop resolution is 1280x1024. I`ve tried to launch UFO in full screen and in windowed mod, with additional options in shortcut provided by default and without those by simply launching from game folder.

     

    The machine itself wasn`t upgraded - everything is the same as on my old windows XP. UFO worked well on XP.

     

    P.S.: i have a thought that UFO might be requiring MS Office (which i have to install yet) and some of its applications/libraries/files to run properly, but i can`t see a connection to hunging GPU here...

     

    You've got me there - I do have Office 2003 and Office 2010 on this machine. UFO AS has worked without Office 2010. That's a heck of a dependency for a game, still, you may be onto something. Perhaps not MS Office itself, but one of the subsystems it installs, like .NET 2/3 or MS JET or ADO or something. I do development from time to time, so I usually have Visual Studio or Platform SDKs of one type or another installed.

     

    I have heard it is a bear to silently install .NET 2.0 on 7 because it comes with .NET 3.5 - then again, that was at work and they were trying to push it out as an MSI when a user logged in.

     

    Oh, according to GOG's readme, there is a UFO AS graphical Safe Mode to try, have you tried that, or does that also cause the GPU to hang/crash? I don't know where that would be hidden on Windows 7 though, as there isn't a proper start menu 'tree'

  3. Can`t launch UFO AS in win 7. ATI recovery (HD 6800 card) keeps saying that it restores a non-responding GPU driver. Game doesn`t launch in windowed mode either. UFO process is present after GPU drv recovery however.

     

    Patch 1.3 installed over 1.21 which is installed over GOG version of the game (1.2 install says that the game isn`t installed on my PC, so i assume that GOG version is 1.2 already).

     

    Someone had any similar problems with UFO AS or knows a solution?

     

    Okim - I have AMD/ATi hardware myself on Windows 7-x64. I use the same version of UFO AS, patched in the same fashion - I believe you instructed me how to set it up almost a year back - thanks! One thing - it is a laptop, so I had to use 'patched' inf files to get the darn ATi drivers to update.

     

    What version of the Catalyst driver are you using? I've also had issues a time or two with Catalyst drivers not fully uninstalling when they said they did. So, a clean install *may* help.

     

    I think the current Catalyst version (10.9) can be found here: https://sites.amd.com/us/game/downloads/Pag...on_win7-64.aspx

     

    If they gave you a disk, or if the card used an older Catalyst driver in your system (or worse, the default Windows one), you also might see this problem, but Aero and other 3d things may work passably well.

     

    I'm angling for a DirectX 9 on Windows 7 issue. To get my older games to work, I had to run dxwebsetup to get the current DirectX 9 bits in place. It seems they use a Month/Year patch level for their SDK, and will call it something exotic like d3d9c_35.dll (or similar).

     

    Anyway, you can get that file here: https://www.microsoft.com/download/en/details.aspx?id=35

     

    Are you having issues with Sword of the Stars, too?

     

    One other thing - how much RAM does this video card and system have? It's possible that the devs at Altar didn't consider that video cards could have access to gobs of RAM due to 1) huge RAM sizes on video cards and 2) AMD's Hyper-whatever technology that allows them to steal system RAM as video (more likely happens on laptops ). Perhaps there are knobs to tweak to hide the extra RAM for UFO AS? Or lets go the other way, what's your screen resolution? 1920x1200? 1680x1050? Perhaps with 2xAA or 4xAA turned on, the card just doesn't have enough RAM.

     

    Hopefully you can squelch this issue soon. Good luck!

  4. UFO AS ACM is finished at its current level of development and probably wont be supported in any projectable future. I`ll try to try to find some time for the dron-borg problem, though i can`t promise anything, sorry.

     

    Okim,

     

    Thanks for the reply. I also want to thank you for one hell of a top-notch, highly polished mod. It took me eight months to find those bugs I mentioned, and like you said, half of them weren't yours. If you'd like help testing anything, feel free to drop me a line.

     

    By the way, the Bug 6 - medic cannot revive unit - The unit had died by fire. Even though the fire was out, I suspect the unit was still in a 'burning' state, even though it never displayed the 3 times I tried to raise her (psionic sniper). I would see 28 health and boom, back on the floor. Repeated 3 times. Gave up. I thought you'd found a way to disable it to make the game harder! At least until the cultists started raising their friends with those nearly invisible psionics... Good times!

     

    Anyway, thanks for all the hard work!

  5. Here's another view of the Cyborg Cultist bug, taken from a different mission. In this mission, I used a door judiciously to have my ranger carve up the cultists. Because of the door, they were unable to use grenades. Doesn't always work, definitely depends on the door.

    https://img7.imageshack.us/img7/3461/ufo201109261240.png

     

    [Taken from Mission 192, save 6]

  6. Okim,

     

    Here are my thoughts on 1.9:

     

    Overall, this mod is extremely well done. There are only a few minor discrepancies I can see. Please correct me if they are issues with UFO's engine and not your mod.

     

    Bug 1 - Cyborg Cultist Wears DroneWalker skin

    I have a strange bug with cultist cyborgs - perhaps 1 in 20. I don't know what weapon they are supposed to be carrying, but even when they change weapons, this issue persists. It does hurt me when he shoots. Is it possible he is picking up a drone weapon? I don't seem to recover what he had. I've included a screenshot, and can provide several savegames at around those tactical points if you wish.

    https://img835.imageshack.us/img835/16/ufo201109261057.png

     

    Bug 2 - Melee weapons don't cause Kills for commandos

    On searching this thread, it appears the Katana does cause kills, but the pipe, combat knife, chainsword, and powersword do not.

     

    Bug 3 - Rangers cannot used mixed types of melee weapons with ambidexterity (such as a Powersword/Chainsword combo, or a Chainsword/Combat Knife combo) - this is probably a limitation of the engine, but it seems to work with mixed types of laser and projectile weapons.

     

    A pair of powerswords in the hands of a Psionic Ranger will typically take down the common Wargots in one (pair) hit

     

     

    Bug 4 - Psionic rangers cannot use dual psionic weapons (like 2 paralysis projectors) at the same time. I understand that this is probably good for game balance issues.

     

    Bug 5 - it is entirely possible to have multiple people with the same name. For some reason, the factions seem to frequently offer the same names. Perhaps this bug is related to the head bug that you had earlier?

     

    Bug 6 - Lvl 3 Medics cannot bring someone back from 'the dead'. When you do, they get 28 HP, but fall right back down again. However, the cultists have no problems raising their 'dead' companions. I've not seem them raise a non-cultist unit yet, FWIW.

     

    That's all for now. Let me know if you need anything else.

  7. Okim,

     

    Yes, it seems the Localization.vfs file was the one I overlooked. I got that in there, and it fixed some of the names, but others were already corrupted. I was able to fix it by starting a new game, and doing a lookup of all the different item names, loading in the ones with different base64 values until I got them all straight. Thanks again for the fantastic mod.

     

     

     

    Does anyone have any tips for the first cultist mission? There was a mob of 8 heavily armed cultists (one psi, one borg, 6 regular) + a drone on the first mission. They were armed to the teeth, and they mopped the floor with me. And no, I have not trained any mechanics yet, so no rocket launchers. I've heard the best tactic is to hole up in a building and send a runner out to draw them to you, any other advice?

  8. Hello, idk if this is the right place to ask this but its kinda related to acm mod... how can i take some items from another mod and add them into acm for my own personal usage ? I've been playing acm for some time now and i love it , altho it kinda needs more diversity when it comes to armor for the soldiers ... Now there is this mod (called COMBAT MOD) that adds quite alot armors and many other nice things but it also adds some weapons that for me ruin the entire game. So, i was thinking in taking the armors from that mod and merge them into ACM so i could enjoy the game better...

     

    How can i do that ?

     

    Sounds like vfstool is what you need, and for a personal mod (i.e. unreleased), it sounds like what you need. If you are talking about releasing this double mod, you'll need permission from Okim and whomever made made the Combat mod. I'm fairly certain Okim is happy with his mod, so he will probably say no. His mod is fantastic, the artwork and models are phenomenal, and I hope he has time to continue development, or at least finish his wishlist.

     

    Here's a link to a tutorial about the VFStool:

    https://www.strategycore.co.uk/databank/gam.../modding-guide/

     

    Be aware that adding armors may throw the addressing for what Okim has done off, and may have significant side effects. I don't think it will be as easy as you think.

     

    Good luck.

  9. Patch 1.3, then ACM 1.4. ACM has modified files that will not work if overwritten.

    Okay, I'll do that.

     

    Should I start over? Have I hopelessly corrupted things?

     

    More importantly, how did the upgrade touch the ACM files. From what I recall, there was just one monolithic VFS file in there - how would an upgrade taint that?

  10. I've been testing ACM 1.4 against Aftershock 1.3, and have news - it works, but not perfectly.

     

    First: I do understand that Aftershock 1.3 is some kind of blessed fan mod that Altar has seen fit to release. I understood going into this that there might be some breakage. That said:

     

    It seems that once I researched the needed things for handguns, I cannot research it. Also, the Desert Eagle is available for manufacture, but its ammo might not be. In fact, some ammos are available, but their names are strange (looks like some kind of C++ class business). The names look like NAME::502 and NAME::504 and one says NAME::503 or something, but 9mm on the main page. Cannot tell if the DE can use any of the ammo I can make (probably not).

     

    I can provide save games if needed to speed this testing process along. If you say, don't use 1.3, I've patched all that stuff in my ACM - I understand, and will revert when I can.

  11. - What language the game is in. Although English is the official language of this forum, some people would prefer to play a version in a different language.

     

    - The final bill in your local currency once delivery and bank charges are taken into account.

     

    - How long it took to deliver.

     

    I have seen the all the UFO games available region unlocked and DRM free at Good Old Games. GoG is recommended because they have the feelies, such as a PDF manual and usually backgrounds. Also, GoG allows you to back up their installer to DVD (and there's a pretty interesting create-your-own DVD cover art thread). CC Authorization is instant, and so is access to the game. Aftershock is English only, but Afterlight is available in multiple languages there.

     

    Also, I have seen Aftershock DRM free from Gamer's Gate. Be aware, sometimes they have region locking. If so, you might be able to purchase it from their European branch: Gamer's Gate UK. Be aware, Afterlight has SecuROM activation protection at GG, but usually the staff will reset the SecuROM activations (or release a new key) if they are exhausted. CC Authorization is also instant, but usually GG will hide the install files behind a stub-executable, probably as part of the agreement with the publishers, I imagine. There might be ways around this, but I haven't tried to look into this.

     

    The final place to get it is Steam. I've seen Afterlight for as low as $2.50 during their sales. Of course, the steam client is a necessity for that version.

     

    I've purchased UFO from both of the first sites, and can recommend both. Hope these links help someone.

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