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Giratorh

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Posts posted by Giratorh

  1. I was wondering if anyone who is using the TFTDextender has been successfully using the option "no underwater weapons reaction fire on land" (or whatever the entry is for that).

    "Underwater weapons reaction fire" doesn't work in Kyrub's version. I debugged a crashing tactical game until I found the reason lies in said option since it manipulates the stack to jump to a different location on return from Kyrub's code but doesn't clean up correctly so that an access violation at address 00000001 follows. I didn't fix it yet though. but perhaps that points you in the right direction to fix it in your version.

  2. I verified that the "pay for dirt" and "incorrect base maintenance monthly report calculation" are both fixed in the original code for TFTD. There are a few others that I can't think of right now. I'm not sure about the "blaster bomb/PW torpedo vertical waypoint bug" so I updated the reference and left it in. I couldn't verify the "reaction fire for underwater weapons on land" bug but it doesn't crash the program or prevent reaction fire for underwater weapons.

    Yes, I suspected as much, those two bug fixes I had to remove because they crashed the game. The intro sound bug fix didn't crash the game, but did nothing, I could only restore intro sound by copying the animated intro from the DOS version to the CE version. I set Music Change Freeze and Funky Fire to 0, but can't remember exactly why (although I think funky fire also crashed the game). I didn't specifically check all other bug fixes, but left them on 1 and didn't experience a crash yet, but then not all situations occured yet.

     

    Kyrub patch the code on the background file to play for land missions but I can't get a land mission to come up easily..now that I need one..... pinch.gif .

     

    Giratorh, I've played around a lot with the sound file settings and I don't believe there is any internal volume setting for the sound files as it passes the sounds to the system to play through. Yeah, there isn't a whole lot of TFTD specific information in a central place... Its all scattered as side-comments on the EU topics.

    Ok, thanks for the info, we'll see whether someone of us can come up with a solution still ;)

  3. By "sound", do you mean SFX (guns blasts, movement, screams and so on), or music?

     

    The music is all played through your system's MIDI synth, whereas everything else goes through the standard wave interface. Note that the underwater "bubbly" noise and the on-land "waves on a beach" noise are NOT music - they're SFX, and while the underwater noise is pleasant enough, especially under CE the waves noise is annoyingly loud.

     

    Frankly I suspect if you could just get rid of that particular noise everything else should be possible to handle under the Windows volume control settings (assuming you're running something prior to Vista - you're kinda out of luck otherwise).

     

    Turfing that sound would make me happy, in any case. wink.png

    Yes, I have WinXP SP3 smile.png

     

    Mainly I mean SFX. I can regulate SFX volume with the "Wave" slider in the windows sound controls that also controls browser video sound volume (at least of those videos I usually watch, don't know whether that depends on the player or what). Music volume can be set with the "SW Synthesizer" slider (if that is also called like that in the English version). Since there is always background sound in missions as you said I would at least like to be able to adjust the SFX volume, but wasn't able to find a volume setting in the code. But then I have no deep knowledge about DirectSound, so I may not have been able to spot such a setting, so I asked.

    Yes, the land mission sound is especially annoying. I spent an hour to find initialization of that sound, but lost track before I got anywhere ...

  4. I'm also still trying to transform / fix / extend my own TFTD extender version, but with very moderate time commitment. Several times I stumbled already over UFO extender bug fixes that were not applicable because those bugs don't seem to be still present in TFTD. Ufopaedia was no great help in this respect, I found only a reference that TFTD shares the game engine with UFO so all bugs are there as well, what is obviously not the case.

     

    Anyway, one special question for all those still interested in modding the game: can anyone tell me how to set the sound volume (standard mode, I think that is playing the midi files with DirectSound)? If I play the game and see/hear some internet video at the same time (what I often do), then the game sounds all but drown all other sound, and playing with the windows sound controls doesn't help.

  5. I intended to finish it, but if you want to do it instead of me, it would actually be nice.

     

    I will gladly give out my translated code, there is no secret about it, I took all from other people anyway. Also, the Ufo extender was po¨sted under GNU license, so I will give you what I did with extender.

     

    Just to warn you:

    - it was a mess before I got it from Seb76

    - I made it into twice the mess, since I have 0 experience with C+

    Thanks, I take the risk :)

     

    I sent you a PM so that you can contact me directly.

     

    While I won't make any promises since my time and my C++/assembler knowledge is limited, I take that as a challenge and hope that I can finish kyrub's work.

  6. Kyrub has the only "source code", which is just him taking UFO extender and converting it to TFTD. It's in alpha since there is a lot of work that needs to be done. The above code was a quick change from my mod in EU to those TFTD offsets.

    I see, thanks for the info.

     

    Kyrub, if you still read this: do you intend to continue your work? If not, can someone else like me do it for you?

     

    I already took the UFO extender source code and TFTD idc file and began translating. I'm about two thirds through with translating the addresses, but since TFTD is different in a lot of places quite a few of the UFO extender patches are not applicable in the exact same way, so a lot of testing would be needed after the translation. And while I have Visual Studio 2008 I do most of my work in C# (and a bit Java and some other high level languages), my C/C++ and assembly knowledge is some 20 years old (and the last time I seriously occupied myself with assembler was on the Amiga :)).

  7. Here is my first attempt at some of the coding. I know the values are correct but check the scripting. Feel free to include this as well. Finding these values was my biggest accomplishment to date in deciphering the assembly.

     

    if(INI_READ_INT("Mod","DUP torpedos for cannons at start",0))

    {

    char patch[]={0x03};

    PatchInPlace(0x43F152,patch,1); //set ammo amount for DUP torpedoes

    char patch2[]={0x01};

    PatchInPlace(0x43F159,patch2,1); //set r-slot as DUP torpedo launcher,sub1

    PatchInPlace(0x43F18C,patch2,1); //set r-slot as DUP torpedo launcher,sub2

    char patch3[]={0x00,0x00,0x00};

    PatchInPlace(0x4798BA,patch3,3); //remove cannon and DUP launchers in base store

    char patch4[]={0x00};

    PatchInPlace(0x4798C8,patch4,1); //remove cannon rounds in base store

    char patch5[]={0x13}; //extra DUP torpedos for diff in prices

    PatchInPlace(0x4798C6,patch5,1);

    }

    That sounds like you got your hands on the TFTD extender source code ... any chance I can get a copy of it too? On the net I can only find the original UFO extender source, but to translate that to TFTD is a loooot of work, and since kyrub has already done it obviously ... :)

  8. XCOM:EU refueled my interest for UFO and especially TFTD (since I always liked the latter better). But I didn't manage to run the game in a playable way on my current PC until I found out about TFTD extender, so I'm very interested to bring that tool from alpha state to a version that is stable, so I post my observations here.

     

    There is a crash at 451DA8 whenever my Triton arrives at a crash site and I click on the button to start the mission. That crash doesn't happen anymore when I set Sea Floor Terrain Variety=0.

     

    There is also a crash at 460917 when an interception is aborted because the alien sub is too deep. Since that is a bit hard to reproduce I haven't found out yet what to do against that crash.

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