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XcomUtil 9.7 Beta


BladeFireLight

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XcomUtil 9.7 is entering it's public beta phase. Feel free to Download from https://www.bladefirelight.com/.

 

This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.

 

New in this version.

 

  • Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe's to support both DOSBox and Windows Vista/7 x64.
  • New subfolders added to hold supporting files making the install c leaner
  • New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.
  • New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.
  • XcuSetup now can have minimal impact on the game.
    • All options default to NO.
    • Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).
      • Items still done by default:
      • Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0
      • Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4
      • Unique names for all maps in TFTD, Used for Hybrid Games

    [*]XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).

    [*]All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied.

    [*]Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to.

    [*]Vista/Win7 patch now an option for XcuSetup.

    • This will fix the blank screen issue.
    • Updated to support the split EXE.

    [*]XcuSetup attempts to fix UAC issues by resetting folder permissions.

    [*]A number of community made fixes are included and selectable with XcuSetup.

    [*]Support for the DOS/Window STEAM Install.

    • Windows EXE, just run XcuSetup from windows
    • to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.

    [*]Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.

 

NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)

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Tried it and got an error message: Illegal command "ser", press key to continue. When I continue, Xcomutil makes some backups, then applies the default fixes and quits. No options to chose from at all. Dos Xcom 1.4 here, running in Dosbox. And yes, I ran Xcomutil in Dosbox mode, too. I also tried the command.com box of XP with the same results. :D

 

I am a longtime user of 9.6 btw :)

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Tried it and got an error message: Illegal command "ser", press key to continue. When I continue, Xcomutil makes some backups, then applies the default fixes and quits. No options to chose from at all. Dos Xcom 1.4 here, running in Dosbox. And yes, I ran Xcomutil in Dosbox mode, too. I also tried the command.com box of XP with the same results. :)

 

I am a longtime user of 9.6 btw :D

 

Older versions of dosbox do some strange things. :D make sure your on 0.72. (not 0.73).

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Thanks! I am using 0.73, maybe that caused the trouble. :D

Gonna try later with 0.72 and will report back then.

Wow.. I was able to replicate this.

 

This is what I get for not testing every version and config.

 

build 204 is now up on my site. It fixes the issue you were having.

 

-Blade FireLight

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Gave it a go with UFO CE this evening; having a bit of trouble....

 

Line 84 of XcomUtil\batch\options.bat wants to goto skpGpxFx. No such label exists within the batch file, and half of setup gets skipped if you say yes to f0dder's loader.

 

I tried tweaking the line to jump to skpGpxLd instead, which seemed to work ok until I actually fired up RunXcom.bat (at which point the game still started without the loader). Quitting EU from the main menu made it start the tactical game engine instead, and I had to use task manager to get rid of it completely...

 

Manually installing the loader seemed to work, and also allowed the game to shut down correctly for whatever reason. Had to do this every time I ran XcuSetup, as it removes it every time I do (presumably as part of it's cleanup process, which is fair enough) - but after the first time I manually installed the loader, I didn't have the problem where the game would refuse to shut down again (even if attempting to run it after forgetting that XcuSetup had removed the loader on me again...).

 

Ducked out and ran XcuSetup again. Told it I wanted to use the BFG and be prompted for my choice of terrain settings. It then asked me if I wanted to have them randomised for me, to which I said no (of course I didn't, I'd just selected to be prompted!).

 

So it went and set it to random mode anyway... :D

 

Certain units loaded in my Avenger tend to turn up somewhere on the tactical map other then where the Avenger itself is. These units are always the last few loaded onto the craft (presumably the Battle Field Generator is randomly moving the dropship when it makes a map, hence moving the crew, but not moving all of it), but it seems to be random as to how many troopers XCU will "forget" to shift.

 

On a rather less important note, the BFG could be improved somewhat according to the notes on this page - for example, it lists all the valid modules dropships can be placed on for each type of terrain (at a glance, it seems XCU currently only uses module 0 for this purpose).

 

However, the documentation there is far from complete - needs more research on at least the city/polar generation techniques (certain buildings should only be placed next to roads, and those icy ponds also have some special rules that haven't been worked out yet), and those are only the ones I know need more "special treatment" then is written on that page. So I dunno if you're interested in implementing any of it until all aspects are accurately covered.

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Quote: It fixes the issue you were having.

 

Nice fix! :D

 

https://i50.tinypic.com/11rf4h2.jpg

 

Ok I installed Dosbox 0.72 and everything works fine, no problems. The added explanations really help and make the whole procedure much more comfortable. Good work!

 

 

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Build 204 fixes that goto issue.

 

I will look into the loader issue.

 

BFG is an area I want to overhaul. For now must of it's code is based on the old XCUSetup. I will check over that the correct flags are created.

 

That error message for 0.73 was already in the code but a bug elsewhere was making it not display.

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ah... I was looking at the one I fixed a few lines higher.

 

ok. Just posted Build 219

 

  • New command line argument "nobackup" skips backup only if it has been ran.
  • Fix f0ders loader path and option goto so it actually works.
  • Fix prompted terrain option to create correct flag file.
  • f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)
  • replace "if exist" on folders with "if exist" on file.
  • Allow 0.73 with no command line args (as this is all it brakes)
  • %X-COM% to %XCOM% for older OS's
  • Fixed the beta message display
  • Fixed version display in deader
  • Fixed misleading message in SFX install scrip.

 

-Blade FireLight

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First, thank you very much BladeFireLight, for releasing new version of Xcomutil. Now let's get to the business:

Few noticed bugs in 221 build, on Dosbox 0.72 with UFO:EU 1.4:

 

1# BFG and random UFO shapes & interiors every battle don't work properly, all have standard shapes.

2# Prompt for terrain and random craft is not visible under Dosbox. In places where should be letters are black boxes.

 

I'm not sure if this is bug, but it seems that after two missions Xcomutil starts saving soldiers equipment info.

 

Few suggestion:

Make BFG more configurable. Currently player can have tacical part of game on every terrain, even Cydonia or X-COM/Aliens Base or Artic terrain in desert... Nice solution would be giving player a choice of few options for that, example:

Basic - Cydonia terrains, X-COM/Alien bases/cities are excluded, Artic/Dessert terrains are always in same places as they been intended by creators. Rest without changes.

Full - like currently is.

 

Now few questions:

Will future version include additional bug fixes? (Proximity Grenade, pay for dirt etc.) or new features? (ex. ability to open doors like in TFTD for UD).

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1# BFG and random UFO shapes & interiors every battle don't work properly, all have standard shapes.

2# Prompt for terrain and random craft is not visible under Dosbox. In places where should be letters are black boxes.

Will look in to this next week.

 

I'm not sure if this is bug, but it seems that after two missions XcomUtil starts saving soldiers equipment info.

They should memorize what is carried after the first combat, then equip right after. If you change the name then it cant find the solder. I will check that it works as advertised.

 

Make BFG more configurable. Currently player can have tacical part of game on every terrain, even Cydonia or X-COM/Aliens Base or Artic terrain in desert... Nice solution would be giving player a choice of few options for that, example:

Basic - Cydonia terrains, X-COM/Alien bases/cities are excluded, Artic/Dessert terrains are always in same places as they been intended by creators. Rest without changes.

Full - like currently is.

I like that. BFG is getting an overall anyway. I will add that to the list of options.

 

Will future version include additional bug fixes? (Proximity Grenade, pay for dirt etc.) or new features? (ex. ability to open doors like in TFTD for UD).

If some one can provide me with the SDUMP formatted patch that is compatible with all 8 versions of UFO and 5 versions of TFTD, then I will include it. I cant revers engineer the EXE's, so any fixes or enhancements will be implemented through the missdat directory. I will be adding a pay for dirt fix and remove proximity flag from other items on load.

 

-Blade FireLight

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Will future version include additional bug fixes? (Proximity Grenade, pay for dirt etc.) or new features? (ex. ability to open doors like in TFTD for UD).

It would appear Seb76's loader deals with all these things. Only works with the CE version of the game, but it can be used with XcomUtil.

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It would appear Seb76's loader deals with all these things. Only works with the CE version of the game, but it can be used with XcomUtil.

I'm using Linux most of the time, and getting Seb76's patch working with Wine would be tiresome. Also what BladeFireLight said. Still I respect Seb76 great work, just it's a shame that patch don't work with DOS version.

 

Some few other suggestions, that I just forgot to mention last time:

Random UFO interiors/shapes - It would be nice if the size of UFOs didn't change, just make the small UFOs stick to small size. Sometime ago I shoot-down small UFOs and in mission it had size of an Battleship. Honestly I find this a bit too much, when you have about 6 aliens to kill. Second nice change would be making UFO exterior doors avoid placement in corners. it looks really weird. Making generator always place UFO wall by the corners would be nice, but I'm not sure if it broke UFO interior generating mechanic.... Also it seems that Xcomutil don't generate UFOs walls with windows.

 

Btw. BladeFireLight are you planing to fix other bugs, like radar related (I think BomberBloke made some python fix for that and civilian mind control, between base transfer and Elerium ship bug? To be honest, this few bugs and the other I mentioned are most irritating.

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I'm using Linux most of the time, and getting Seb76's patch working with Wine would be tiresome. Also what BladeFireLight said. Still I respect Seb76 great work, just it's a shame that patch don't work with DOS version.

 

Some few other suggestions, that I just forgot to mention last time:

Random UFO interiors/shapes - It would be nice if the size of UFOs didn't change, just make the small UFOs stick to small size. Sometime ago I shoot-down small UFOs and in mission it had size of an Battleship. Honestly I find this a bit too much, when you have about 6 aliens to kill. Second nice change would be making UFO exterior doors avoid placement in corners. it looks really weird. Making generator always place UFO wall by the corners would be nice, but I'm not sure if it broke UFO interior generating mechanic.... Also it seems that Xcomutil don't generate UFOs walls with windows.

 

Btw. BladeFireLight are you planing to fix other bugs, like radar related (I think BomberBloke made some python fix for that and civilian mind control, between base transfer and Elerium ship bug? To be honest, this few bugs and the other I mentioned are most irritating.

 

The randome ship generator is quite limited and the template files used to generate rooms needs some expansion. I would like to fix it. but I would prefer a larger number of hand created ship's with multiple route maps each. Just to add variety (any one who has played a lot knows you the alien in the large scout engine will only be in one of three places. so you only have to check half the room.)

 

I cant fix all the bugs. while it is possible to remove the hostility flag from a mind controlled civilian on a saved game. that doesn't help unless you save an exit the game. It is possible to adjust the points for killing said human on completion of combat. I'm not sure what your referring to with the other two bugs. I will look at implementing as many bug fixes as I can on the next release. I added those minor file fixes that were pre-packaged in the file sections as it was an easy thing to do.

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  • 2 weeks later...

Build 305 Released

 

Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup's Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)

Corrected a massive error that caused corruption on x64 systems.

 

I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)

 

New items:

  • Backup and restore of additional folders added.
  • Allow install on Unknown OS with warning.
  • Re-order some option questions and adjust wording.
  • Correct File location that was causing Random ship generation to hang or crash.
  • Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)
  • Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)
  • Fix issues with using space in IF statement in dosbox and Dos 5.0
  • Clean up environment test variable to free up space
  • Backup and Restore: Fixes time out issues on DosBox. Adds progress display.
  • Set Default to split EXE.
  • Allow xcusetup for Dos games in x64 OS with warning
  • Switched compiler to Open Watcom for ResFix and ResINfo
  • New code to detect EXE version and adjust Max Research in ResFix and ResInfo
  • Resfix will no longer execute on UFO
  • Switched compiler to Open Watcom xcomutil xcomutrt and sdump.
  • Fixed issues with 32bit structure packing leading to wide spread file corruption
  • Fixed Alien Research Help math error

 

-Blade FireLight

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Build 317

 

Don't forget to re-run XcuSetup after you extract the files. For a almost quite install use "XcuSetup lastop skip"

If upgrading from pre-305 versions you need to uninstall with "XcuSetup uninstall" and run XcuSetup Fresh.

 

You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems. XcuSetup can be slow in Dosbox this will allow for faster setup.

 

RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE's and Steam Dos vs Windows. If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom.

 

A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE's. Running XcomUtil from the command line will only effect the Dos version.

 

Complete List of changes.

 

  • XcuSetup can be run from windows and RunXcom run from DosBox
  • Renamed "New Laser" to Alternate Laser
  • SortStats now back in XcomUtil.cfg
  • Runxcom now uses x86 or x64 EXE's based on OS at time of execution
  • Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.
  • Xcomutil settings applied to both EXE's in Steam
  • SteamSetup.bat displays message on success.
  • Minor error fixes with 4DOS
  • Better handling of unknown OS.
  • New Steam Menu Options
    • Run X-Com Sound Setup
    • eXit to Windows

-Blade FireLight

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Build 333

 

Some Minor tweaks. Only major thing is I have given up on DOSBox 0.73 it's to buggy and crashes often. Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.

 

Luckily STEAM uses 0.72 and works as expected.

 

If you run another Command interpreter like 4DOS it should work.

 

  • Random alien craft shape now works.
  • Fixed Text color on BFG prompting on UFO under DOSBox.
  • XCLoader.exe properly removed on uninstall and Gamefile restore
  • Fixed display of Unit type on Fighter as transport prompt.
  • Apply of Seb Loader from DosBox fixed.
  • Commented RunXcom
  • Removed Exit Point and replaced with Pauses in XcuSetup
  • Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)

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Build 339

 

This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files.

9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott's version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )

 

  • Disable stderr redirection on 4DOS
  • More debug and ArchFile now able to be run independently
  • Add unit placement section for standard Hammerhead.
  • Added Apply of Transport Hard Point.
  • Fix Missing Terrain on TFTD Very Small

-Blade FireLight

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Build 348

 

Fixed some obscure bugs.

Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE's.

Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopfully the change of not useing short file names when long ones can be will fix this issue.

 

  • Fix BFG Prompting Display
  • replace delete with del in runxcom
  • 32bit EXE used on most versions of windows.
  • Skip copy short file name if can find long file name.

 

-Blade FireLight

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