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Tycho

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Everything posted by Tycho

  1. Tycho

    UFO Extender

    The information you want is in the main executable. If you go to the ufopaedia.org website and choose the 1994 version, you'll see a link on the right for the game files. There you can choose the information on the GEOSCAPE.EXE. On its page is a breakdown of many section that have been disassembled over the years. One section is about craft weapons. The hex address will be listed there.
  2. Tycho

    UFO Extender

    Thanks for the feedback. I know the issue here. I changed the way base's rearm beam weapons. Originally, the code did not check the stats for the beam weapons, in regards to, their rearm rate or max ammo. These weapons were just given 100 rounds. I changed this and set the data accordingly with the changes that take affect at veteran difficulty and harder. The problem is when one plays at beginner and experienced difficulties: the weapons' stats are the original and are zero for max ammo. You can fix this by hex-editing the values or I'll have a patch in the next update.
  3. There is no way to completely stop infiltration missions. Once the second battleship has appeared, the pact is signed. Shooting down any of the UFOs will add a huge delay to the time for any subsequent UFO to appear. Once the terror ship has been generated, there is only an hour (average) delay between the supply ship and final two battleships, each. The player would need to have advanced ships very close to the insertion point of the terror or supply ship to intercept them quick enough.
  4. Klatuu Verata NECTO! I found the source of this problem and will include it in any future release of the Extender. I guess the Gallops wanted to reduce load times for those old slow hard drives: When the battlescape engine starts, only the graphics for active units in the UNITPOS.DAT file would be loaded with the addition that the Zombie's PCK and TAB files are loaded if a chryssalid is an active unit. However, there was no additional code to load the chryssalid files if none were active but zombies were present. Since load times are not a consideration any more, simply removing the code to skip dead/inactive units fixes this problem.
  5. Tycho

    UFO Extender

    Has anyone ever had an issue where the game seems to freeze on the battlescape, after clicking the spot where you want a unit to move? I'm not sure if this is a problem in the game or if it is an escalating problem with the video subsystem of my computer.
  6. Tycho

    UFO Extender

    Hotfix added to 1.32.7 for this issue.
  7. Tycho

    UFO Extender

    Does the error occur if the mod=1 or =2? ahh. Found it! It's an issue with D3D.
  8. Tycho

    UFO Extender

    New patch (1.32.7) released: In this version: Fixed "patch same place twice" error when "council only income" chosen. Fixed crash on completed research when "Alternate Research Tree" = 2. Some tweaks to old code to hopefully fix random errors. Unconscious civilians are counted when a terror mission is over. Unconscious civilians now have a body which can be moved on the battlefield. [There is no inventory object for a civilian so the basic soldier is used.] Thrown primed grenades cannot be picked up. "Hot grenades" mod now has two options: =1: Only the High Explosive has a timer when priming. TU cost for priming a grenade is always 25 TUs. =2: Grenades explode when thrown [in addition to option 1.] [*]Minimum efficiency in "Range Based Accuracy" limited to no more than 30% due to feedback and playtesting. [*]The first option for the "Slow Geoscape Clock" mod now provides smoother animations with no lag to globe rotation at the slower time scales.
  9. Tycho

    UFO Extender

    I've fixed the repeatable reported problems and made some changes that might fix some of the rarer issues. Added code that makes stunned civilians counted at the end of battle and they will have a "corpse" object that can be picked up, thrown, or moved on the battlefield. There isn't a civilian corpse in the Big Objects file so I had to use the generic soldier. Grenade Relay is now fixed without the need for the "Hot Grenade" mod: When a primed grenade is thrown, it can't be picked up again. "Hot Grenades" will have two options: =1 Only the High Explosive will have a timer when 'Prime Grenade' selected. * The TU cost to prime a grenade is flat and not 50% of the soldier's base TUs. =2 Grenades will explode after they are thrown (includes option 1 as well). I'm still testing a little more before I release the next patch.
  10. Tycho

    UFO Extender

    Are you playing with OBDATA changes? The error is occurs at the point where the game is attempting to determine the type of object it is going to place on the battlefield.
  11. Tycho

    UFO Extender

    What version of the Extender are you playing? Does the first error happen often or just once in a while? The error indicates a problem that happened with the sound or video card driver. If it doesn't happen in a repeatable way, it is almost impossible to isolate the cause. I'll look into the other two. Thanks for the feedback!
  12. Luckily, the TFTD character sets are the same size as EU so they "worked" but the formatting was off. With some hex editing, I better positioned the characters in SMALLSET.DAT. For the capitol letters in SMALLSET, I had to cut out some bytes from each letter to allow the umlauts, and such, to be seen. Luckily the capitol letters are "stretched" so removing a section from the right places doesn't make them look strange. The actual letters are squatter but only seem different when compared to the original set.
  13. Tycho

    UFO Extender

    And that created the "ship en route" exploit, where a player could use a drop ship to hold a terror site indefinitely. This change only applies to Genius and Superhuman difficulty and creates a new challenge since the player now has to consider building bases faster to provide a better response time to more areas of the planet.
  14. Tycho

    UFO Extender

    Just posted patch 1.32.6: Large units will die once and their death only counts one time for scoring and morale effects. Prior to this, certain large units killed would be killed by the initial attack and then the secondary parts of that unit would die again during the end of turn. The timer on Terror sites has been adjusted to make it more possible that a transport from a nearby base can reach the site. The game difficulty affects the duration [Only really applies to Genius or Superhuman difficulties as sites will expire despite having a drop ship en route.] Thanks for the feedback from everyone and your support for the Extender!
  15. Tycho

    UFO Extender

    The problem here seems to be that the duration of terror sites is 4-10 hours (random(0-6)+4 hours). The minimum duration is too short. I'll see about switching the number around to get the minimum higher.
  16. Tycho

    UFO Extender

    . It's good that nobody is around while I'm in the process of debugging an error. Some things have taken a while. Especially those things that don't happen in a repeatable way. If players can tell me the exact circumstances and/or provide a save game where the error occurs regularly, I can usually isolate the problem quickly. On the other hand, there is a crash that happens sometimes when the game tries to access a bad memory reference that is returned from the "GetMapTileReference" routine. It doesn't happen enough and too many routines utilize it, for me to know what is causing it to return bad data.
  17. Can the notification icon and the text for when a post was edited be separated? Right now, the icon overlays the 'edited' part.
  18. Tycho

    UFO Extender

    Just posted 1.32.5 patch Tank/cannons will spawn properly in base defense missions.
  19. Tycho

    UFO Extender

    The error is caused when the tank/cannon tries to spawn in the base defence. For right now, you'll have to sell the tank to allow the base defence to occur. The type of ship that attacks your base will vary depending on game time. This makes having Missile and or Laser Defense useful in the early game. That started with version 1.31.0. Here is a link to the history of all versions of the Extender as a reference: http://www.ufopaedia.org/index.php?title=File_talk:UFOLoader.zip
  20. Tycho

    UFO Extender

    Just posted 1.32.4: "Know Thy Enemy" mod will not assign damage as extra health to a target which occurred in some cases. This caused some aliens to appear indestructible. Added a "Quit" button to the Battlescape Options screen. If chosen, the game immediatly exits the battle and takes the player to the Main Menu screen. To minimize button clicks, there is no confirmation message when this "Quit" button is used.
  21. Tycho

    UFO Extender

    Could you verify if this is in the base game or something from Extender? I haven't touched the code that handles unit detection. If its anything from Extender, it would be related to Seb's code. If that's the case, could you narrow down the source by using 1.31 to eliminate fixes until you isolate it? Thanks!
  22. Tycho

    UFO Extender

    Thanks for the file! Hopefully, sometime in the future I might be able to incorporate this into the Extender. For now, I would be happy just to be able to get the game FX sounds to play through the bass sound or get the current sound buffers to allow in-game volume control.
  23. Tycho

    UFO Extender

    Thanks. I see it now. This seems to be an issue with the code for checking if an autopsy has been done for the target's unit type in "know thy enemy" mod. It has to do with how the compiler writes the assembly. Which is why the issue seems fixed and then returns.
  24. Tycho

    UFO Extender

    I suggest first trying a lower difficulty. You'll need new methods of intercepting and strategies to succeed (especially at superhuman). Don't use avalanches against small UFOs, approach UFOs in cautious mode until their in ranges of stingrays, etc. How long aliens units remember the position of your soldiers is determined by their memory score. Difficulty has no bearing on this, at least not in the CE version. The same with the delay on alien missions due to successful interceptions. There are five main points where the difficulty rating affects the game: the chance that aliens will launch a retaliation mission for a successful interception, the interval between shots by UFOs, the scores needed to lose the game, the game month in which aliens begin to launch retaliation missions against all bases (which occurs anyway once a certain level of research has been reached), and the effects on the units in battle. I was joking about the sectoid: there is no chance of a super-sectoid (although the idea of a sectoid having a red 'S' on its chest is funny: Need to research Kryptonite bullets.) Send me a link to the save. I'm curious on the stats. If the problem was something in a routine, it should affect all aliens not just a few.
  25. Tycho

    UFO Extender

    The main reason for the scoring is that it matches the 1000 penalty for not responding to a terror site to prevent the immediate-abort exploit. Terror missions should not have a great score: Stopping the terror ship should be the only way to prevent a bad situation from occurring. Even if the invaders are defeated, the locals will be upset and thus the local government won't be happy. The 1008 score for all civilians is only on Superhuman. It is less at lower difficulties. In the original game, the only effect the difficulty level had on the Geoscape was the tolerance the council had on poor performance. For the Battlescape, the difficulty level affected the number of aliens generated in a mission and some of their stats (the three important ones being Time Units, Accuracy, and Psionic Skill) What else do you believe the difficulty affected? When playing on superhuman, there is a chance to get the "super" sectoid. He should have a colored spot on his chest. You'll have to use a online storage site, like mediafire, and then post the link to the file here. Thanks for your feedback!
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